Spells Reference

Writer-facing continuity reference, not in-world rules text and not a rigid game engine. Current levels/major advancement events are canon; early per-level details may be inferred unless chapters define them. Quantities are writing limits, not physics. Rank/mana govern capacity and duration; level governs structure/control; practice governs judgement; intent/emotion can widen output but often worsens control. Thomas's magic is horizontal: many utility spells cooperate into roads, shelter, water, medicine, scouting, protection, and logistics.

Public classification is false. Thomas was an understated utility mage, then privately sealed Rank B in Ch.118-119, then privately Rank A in Crownholt. After Ch.153, the main public cover is northern death: missing/presumed dead in Crown Deep service. Public Guild-facing records must understate him or treat him as dead/missing by context.

Level Philosophy

Level Meaning / writer use
Lv.1 Basic function appears; narrow, unreliable, costly, or poorly understood.
Lv.2 Field-reliable basic use; less clumsy but limited.
Lv.3 Flexible adventuring use; D-rank to low-C competence.
Lv.4 Specialist precision/broader scope; survival, combat, medicine, infrastructure, secrecy, legal consequences.
Lv.5 Exceptional expression near/beyond ordinary assumptions; impressive and socially dangerous.
Lv.6 Abnormal ceiling previously associated with Rank B+ pressure; rare/political/not public.
Lv.7 Rank A-scale, currently canonised only for Form; infrastructure-level, not spectacle.
Lv.8 Inferred private ceiling after Rank A; do not use without deliberate canonisation.

Rank C raised some ceilings toward Lv.6; sealed Rank B confirmed abnormal pressure; Crownholt Rank A implies ceiling toward Lv.8. Keep concealed.

Current Spell Index

Spell Lv. Type / core role / key limit
Minor Heal 4 Light restorative; field medicine/trauma/caretaker identity. Lv.4 is layer-aware repair guided by Appraise/Identify/Status; not regeneration, organ/limb replacement, or death reversal. Key refs: Ch.96; Ch.103-105.
Greater Heal 3 Major restorative; severe restoration/corruption recovery. Isha's Ch.98 idealised restoration was exceptional; Lysa/Kelda prove bounded use (Ch.103-105, Ch.111). Must ask what belongs before restoring. Catastrophic if public.
Remove Poison 2 Toxin response/field doctor utility; Lv.2 by early utility growth (Ch.9, Ch.15). Works best when poison identifiable and not magically reinforced; underused growth vector.
Detect Magic 4 Magical layer reading, paths, corruption/passage analysis. Lv.4 guides underground escape (Ch.30); later reads weather/currents/stains/pressure, not perfect radar.
Identify 3 Item/material/residue/use-history/stress recognition. Lv.3 from Kethrun-road testing (Ch.164). Supports Appraise; does not replace provenance, craft witness, or social proof.
Appraise 4 Structural/medical/terrain/craft assessment. Lv.4 from Kethrun-road testing (Ch.164). Reads material/load/damage/use/repair/failure relationships; shows what to ask, not entitlement to change.
Dispel Magic (Minor) 2 Weak link cutting/minor anti-magic; Lv.2 by early utility growth (Ch.9, Ch.15). Keep "Minor" meaningful; not a universal ward-breaker.
Remove Minor Curse 3 Weak bindings, curse residue, corruption threads. Current Lv.3 in spell canon; procedural and weaker than Holy crisis magic.
Cure Disease 1 Early/common illness response. Current Lv.1 in spell canon; socially loaded future field-doctor spell.
Purify 1 Separates what belongs from imposed magical contamination (Ch.103); painful/slow/incomplete against deep taint and must pair with Cleanse/Heal/etc. Not stronger Cleanse.
Holy Shield 7 Holy protection first revealed saving Isha (Ch.5). Lv.6 closed single-person sphere (Ch.119); Ch.177 divides complete shields across separate targets; Ch.182 layers three complete spherical boundaries and strengthens them over time by pouring mana in. Protection, not prison/invincible fortress.
Holy Lance 6 Holy offense unlocked at Rank D (Ch.10). Lv.5 vs lesser demon/black fire context (Ch.98); spread/convergence/train pattern refined Ch.108-112. Lv.6 manifests as five concurrent lances against the Magnog (Ch.178). Not true homing/artillery.
Holy Nova 3 Holy area pulse unlocked Ch.10; Lv.3 ring/arc/perimeter along Holy Shield boundary in Black Lock agent fight (Ch.109). Crisis use only, highly visible.
Revive unlevelled Holy/continuity. Restored Isha once after true death at pilgrim bridge (Ch.61-63); narrow window, bond/grief/love, nearly emptied Thomas. Non-trainable, non-convenient, restricted.
Form 7 Material shaping/arrangement, from Saint Veir aftermath (Ch.75-77). Lv.7 Crown Deep/Crownholt Ch.146/152; Ch.182 shows Great Peak metal answering without structural wound. Existing inanimate material only; not creation/transmutation.
Minor Light Orb 3 Ordinary light utility: illumination/signalling/underground; early utility growth (Ch.9, Ch.15) and underground use (Ch.30). Stable brightness/range/splitting.
Create Water 4 Survival/cleaning/pressure/earthwork; Rank C emotion testing Ch.67-68. Calm gives control; fear/love can widen output; legally/economically dangerous where water is law (Ch.78).
Create Food 6 Provision/comfort/intimacy/logistics; Lv.2 Ch.8, Lv.3 Ch.10, Lv.4 Ch.29, Lv.5 Ch.100, Lv.6 Ch.131. Contextual need/culture/emotion; not medicine/luxury/economy fix.
Ignite Material 3 Practical ignition; Lv.2 Ch.22-25, Lv.3 damp northern fuel Ch.131. Not fireball/combustion without fuel.
Extinguish Small Flame 2 Small flame/fire safety/minor heat-effect answer; Lv.2 Ch.22-25.
Chill Area 5 Sustained precise cooling, heat-strain mitigation, surfaces, food preservation, microclimates; Lv.5 during Old East Line heat danger (Ch.83-86). Not permanent cold.
Warm Area 4 Comfort heat, drying, airflow tracing, construction support without flame; key utility refs Ch.30 and Form shelter work Ch.76-77. Domestic and survival-grounding.
Soothe Pain 3 Pain control by degree/location during treatment; early utility growth refs Ch.9, Ch.15, Ch.68. Does not erase consequences or all warning signs.
Slow Fall 3 Fall mitigation, smoother landings, carried-motion softening (Ch.71), broken-terrain rescue; used under extreme strain in Crown Deep (Ch.152). Not flight.
Water Walk 2 Temporary footing on calm/uneven water and support points such as crutch tips or assisted movement; appears/levels during minor demon arc (Ch.100-102). Confidence on water, not bridge/crowd safety.
Homegate 1 Thomas-only home-rooted ley/passage anomaly; appears Ch.116, first deliberate cast Ch.117, Wood Elf alarm Ch.118, Crown Deep escape Ch.153. Ten-minute cast/small touching group; not coordinates/fast travel/public.
Magic Pocket 4 Spatial storage; Lv.2 Ch.22-25, Lv.3 Ch.83-86, Lv.4 Ch.131, island gear use Ch.171. Approx. 1,000 m3 / 1,000 kg; no living things; Thomas-only access, so others carry emergency gear.
Pocket Island 1 Private pocket refuge/place; appears after rain/consent correction Ch.165, time-relation control and Magic Pocket gear import/persistence tested Ch.171. Use world.md for visual geography/landmarks. Not Homegate, public travel, ordinary storage, or avoidance tool.
Renew 4 Maintenance/restoration unlocked Ch.13; Lv.4 Kethrun-road testing Ch.164. Preserves use-history/intended wear while repairing failure; dangerous around evidence, craft, heirlooms, seals.
Cleanse 7 Hygiene/wound prep/residue separation; unlocked Ch.13, Lv.5 social-risk precision Ch.133, Lv.6 Crown Deep precision Ch.146. Lv.7 full body/clothing care appears after Irondeep crisis (Ch.180). Not Purify, Cure Disease, Remove Poison, or Remove Curse.
Night Vision 1 Limited dark vision from High Elf confinement (Ch.25); under-tested, not Farsight.
Known Presence 3 Attention/recognised-person sense from High Elf confinement (Ch.25), sharpens Ch.146, damaged-message pressure Ch.149-153. Thomas-only, not party chat/telepathy/minimap.
Bless 3 Holy support clarifying existing purpose/skill/stance/judgement. Appears Ch.31; Lv.2 Ch.102; Lv.3 Kelda stance/refusal Ch.112. Not new ability/raw strength/mind control/generic buff.
Status 4 Symbolic health/mana/rank/abnormality assessment. Appears Ch.34; interpretive Lv.2 Ch.36; Lv.4 person-vs-imposition clarity Ch.103; Rank A recognition Ch.146. Not UI panel.
Farsight 1 Cast only on others; appears Ch.95 as Isha-centred scouting and enhances existing sight for ~1-2 calm hours. Not x-ray/magic sight/expertise.
Quickened Sight 1 Cast only on others; appears Ch.109 for Isha; roughly doubles perceived time/sensory arrival while body keeps normal acceleration/fatigue. Not speedster power.
Channel Mana 2 Ambient mana recovery/awareness; Lv.1 after Isha teaches ambient mana Ch.100, Lv.2 Ch.109. Draws loose flow, not people; efficient/passive trickle, not infinite fuel.
Enhancement 1 Physical support tested Ch.133. Kelda: ~half-again raw strength; Isha: agility/reaction/fine correction. Minutes, moderate cost, larger mistakes.
Dark Fire / Black Fire unclassified Uncontrolled anomaly under fear/rage; toll-house restraint break Ch.43, lesser-demon context Ch.98, red-gate restraint/terror Ch.126. Not trainable/safe/power-up.

Per-Level Spell Ladders

Compact preservation of the original per-spell level tables. These are writer-facing capability/limit anchors, not rigid physics.

Advancement Chronology

Keep strictly chapter-number ordered despite missing intermediate prose chapters.

Chapter / Arc Advancement notes
Ch.8 Create Food Lv.2.
Ch.10 Rank D; Holy Lance and Holy Nova unlock; Create Food Lv.3.
Ch.13 Renew and Cleanse unlock on Thomas's fifteenth birthday.
Ch.15 Several Lv.1 utilities settle into Lv.2.
Ch.22-25 Magic Pocket Lv.2, Ignite Material Lv.2, Extinguish Small Flame Lv.2, Cleanse Lv.2; Night Vision Lv.1 and Known Presence Lv.1 during High Elf confinement.
Ch.29 Create Food Lv.4.
Ch.30 Underground survival levels utilities; Detect Magic Lv.4.
Ch.31 Bless Lv.1; Holy Shield/Lance/Nova Lv.2 during demonic wolf fight.
Ch.34 Status Lv.1.
Ch.36 Status Lv.2.
Ch.59-63 Rank C transition, huge mana expansion, Revive, widened ceilings.
Ch.75-76 Saint Veir suppression precedes Form Lv.1.
Ch.77 Form rapidly Lv.2 and Lv.3.
Ch.80-86 Magic Pocket Lv.3, Form Lv.4, Chill Area Lv.5, Holy Shield Lv.4.
Ch.87-88 Bless + Create Water + Cleanse proves practical triple concurrency.
Ch.95 Form Lv.5 at washed spillway; Farsight Lv.1 cast on Isha.
Ch.96 Minor Heal Lv.4; Holy Lance Lv.4 during first serious westward demon/monster interaction.
Ch.98 Holy Lance Lv.5 vs lesser demon; black fire involuntary around rage-driven Holy offense; Greater Heal Lv.1 restores Isha.
Ch.100 Channel Mana Lv.1; Create Food Lv.5.
Ch.102 Water Walk Lv.2; Bless Lv.2 during minor demon fight.
Ch.103 Status Lv.4 and Purify Lv.1 while separating Lysa from Black Lock contamination.
Ch.104 Form Lv.6 through fine bow repair, grain/stress/tension, Renew/Form, Isha craft judgement.
Ch.105 Greater Heal Lv.2 during Lysa sight/body restoration.
Ch.109 Channel Mana Lv.2; Quickened Sight Lv.1; Holy Nova Lv.3; Holy Shield Lv.5.
Ch.111 Greater Heal Lv.3 during Kelda deep-taint rescue; better bounded by Purify/Cleanse/Status.
Ch.112 Bless Lv.3 reinforces Kelda's stance/leverage/grip/refusal in collector fight.
Ch.116 Homegate Lv.1 after final western lesser-demon fight, rooted in returning without being claimed.
Ch.117 First deliberate Homegate: ~10 minutes, ~3/4 mana, no damage, carries Thomas/Isha/Kelda through hidden lines near Thomas's parents' farm.
Ch.118 Restricted Wood Elf assessment confirms sealed Rank B; Homegate classed impossible/absent, not rare.
Ch.119 Holy Shield Lv.6 closed single-person sphere; Holy Lance frequency testing proves many moderate volleys possible, but attention/target judgement/ally coordination are limits.
Ch.126 Red-gate dark fire under restraint/terror; Holy Lance becomes continuous river/stream around Isha. No level-up; frightening exception, not safe technique.
Ch.131 Magic Pocket Lv.4; Ignite Material Lv.3; Create Food Lv.6 near Hearthmere.
Ch.133 Enhancement Lv.1 tested on Kelda/Isha under rules; Cleanse Lv.5 after precise hair/road-grime cleaning.
Ch.136 Sustained Holy Shield + repeated Holy Lance vs peat/stone/root brute proves siege-scale output at high mana cost; no level-up.
Ch.146 Crownholt private Rank A after Crown Deep breach/repair crisis; Status implies ~100x mana expansion, faster regeneration, ceiling toward Lv.8. Form Lv.7; Cleanse Lv.6; Known Presence Lv.2.
Ch.150-153 Known Presence becomes costly message pressure. First deliberate post-false-death message: alive, sorry, fairy circle, do not see family. Thomas waits until Isha leaves immediate northern control because a watched recipient could react visibly. Treat as Lv.3 behaviour, not shared telepathy.
Ch.152-153 Load Descent Twelve false death: concealed Holy Shield Lv.6, Slow Fall Lv.3 under strain, Form Lv.7 rubble/survival pocket, Homegate Lv.1 from isolation. No public level-up for Shield/Slow Fall/Homegate.
Ch.158 No spell change; Green Road reaches Tidefall Haven/Grey Tern under northern death cover. Later current-state files supersede this location.
Ch.164 Road to Kethrun testing: Appraise Lv.4, Identify Lv.3, Renew Lv.4. Better craft/structure reading and honest restoration, not omniscience.
Ch.165 Pocket Island Lv.1 after Thomas tries to shape rain over Isha without asking and is corrected. First confirms a private pocket place with separate time relation and entry/return behaviour; use world.md for visual geography.
Ch.171 Thomas can reduce Pocket Island time dilation close to real time by intent before entry. Magic Pocket can bring camping gear in; island remains private/rule-bound.
Ch.173 Granitethroat witnesses know only that Thomas has a strong shaping spell. No level changes. Kelda recentres that Thomas's Form is not her proof.
Ch.177 Irondeep fall crisis: Holy Shield divides into multiple complete small boundaries protecting separate falling groups. Treated as Holy Shield growth toward Lv.7, not public spell terminology.
Ch.178 Magnog fight below Irondeep: Holy Lance reaches Lv.6 with five concurrent lances; Holy works because the elemental fire/magma nature has no ordinary counter-answer, not because the Magnog is evil.
Ch.180 Cleanse reaches Lv.7: full body/clothing care, conditioned hair, undamaged skin/cloth/leather, faint controllable scent. Social hazard; still not Purify or healing.
Ch.182 Great Peak containment crisis: Holy Shield Lv.7 three-layer sphere strengthens as Thomas pours mana into it; Form Lv.7 shapes pure smooth metal walls from the Great Peak without structural wound. Thomas deliberately avoids lethal Holy offense against innocent guards.

High-Risk Spell Notes

Spell Tone Cues

Use these when drafting from reference files plus only the most recent chapters. They preserve the lost prose guidance: how the magic should feel on the page, not just what it can do.

Spell / area Descriptive and thematic cue
Thomas's magic overall Horizontal usefulness is the danger. Small practical tools cooperate into roads, shelter, medicine, scouting, food, water, protection, and logistics until institutions want to own the person using them. Magic should feel like effort, interpretation, intent, and consequence rather than game buttons.
Minor Heal Keep intimate and practical. Lv.4 drama is not glowing miracle-work; it is Thomas feeling layers under a wound and needing to slow down so he does not close flesh over damage, dirt, or false certainty.
Greater Heal Powerful but morally narrow. The question is not only "how much mana?" but "what is this person, what was done to them, and what can be restored without overwriting them?" Isha is exceptional; Lysa and Kelda prove the limits.
Cleanse / Purify / medical work Cleanse is practical, sometimes intimate, and medically important; it is not a universal purification miracle. Purify creates the possibility of healing by separating what belongs from what was imposed, and may reveal damage still needing repair. Field-doctor Thomas is socially dangerous because sick people, refugees, villages, temples, nobles, and armies would all want him.
Detect Magic / Status / Identify / Appraise These are interpretive senses, not radar, UI panels, or omniscience. Detect Magic should read like weather, currents, stains, and pressure layers. Appraise and Identify help Thomas ask better questions; they must not replace craft, labour, provenance, witness, or social right.
Holy Shield Protection should not erase risk. Lv.7 is a serious boundary escalation: multiple complete boundaries and mana-reinforced strengthening over time. It raises refuge-vs-prison questions; Thomas must use it as protection and restraint, not as a cage or invincibility claim. Emotional coherence still matters.
Holy Lance Impressive but not casual artillery. Ch.178 proves five concurrent lances are possible against a Magnog, yet attention, target priority, Isha's openings, Kelda's line, and ally trust matter more than raw count. In crowded rooms with innocent people, Thomas should refuse offensive Holy rather than solve danger lethally.
Holy Nova / Revive / dark fire Holy Nova is for crises; it should feel like pulling a fire alarm in a cathedral. Revive is existential and theological, never tactical convenience. Dark fire remains frightening and ambiguous: a sign Thomas's anomaly can answer damaged intent as well as protective intent.
Bless Never a generic buff. It clarifies what is already there: Isha's line, breath, timing, and judgement; Kelda's stance, grip, leverage, ground, and refusal. It should strengthen agency, not override judgement.
Farsight / Quickened Sight Support synergy, not puppeting. On Isha these are awe-inspiring because she is already skilled; Thomas lends distance/timing/clarity, while Isha supplies skill, body control, judgement, and the choice to shoot. Quickened Sight widens reaction margin but does not make the body faster.
Enhancement Not a generic buff button. It develops party trust and authority because it makes competence more visible and mistakes larger. Thomas's admiration of Isha is a risk: making someone more magnificent is not always the same as making them safer or more precise.
Form Tactile, structural, and moral. Thomas is not moving earth points; he is reading pressure, memory, failure, load, and consequence. Its danger is what he holds up, what he lets fail, what he changes without witness, and whether technically successful repair can still be false.
Renew Central caretaker spell. It should ask what should be restored, what should remain worn, and what repair might erase. Deep-dwarf craft sharpens this: repair without witness or understanding may succeed and still be dishonest.
Create Water One of the most dangerous ordinary spells because it disrupts survival economies. Emotion widening output should feel beautiful and frightening. In dry-road contexts, water is law, contract, and social order, not just liquid.
Create Food Relationship spell as much as logistics. It reveals Thomas's emotional state and turns ordinary care into something people may want, envy, or organise around. Keep it restorative and practical, not perfect cuisine, cure-food, or economic solution.
Warm / Chill / Light / Slow Fall / Water Walk These small spells are grounding contrasts to spectacle. Warm Area is domestic survival care; Chill Area matters because it saved Isha and expands environmental control; Slow Fall is clever mitigation, not flight; Water Walk is confidence on water, not ownership of water.
Homegate Civilisational impossibility, not travel utility. It should produce awe, containment, and fear from knowledgeable people. It explores belonging, hidden roads, ley lines, and the danger of bypassing walls, borders, armies, prisons, and ordinary time. Do not let it become fast travel.
Magic Pocket / Pocket Island Useful, private, suspicious, and tempting. Pocket Island is both refuge and danger: recovery, privacy, emergency safety, and limited testing space, while constantly tempting the party to hide from roads, institutions, grief, and consequence. Not a base, reset button, storage loophole, or avoidance tool.
Known Presence Damage becoming function, not clean telepathy. It is the feeling that attention has weight. It may carry pressure, direction, emotional impression, and a pushed message, but it is costly, ethically fraught, not private in a simple way, and not usable by Isha.
Channel Mana Relationship to the world, not a mana vacuum. Thomas joins loose flow; he does not drain allies or healthy living sources. Isha's presence can steady him emotionally without making her fuel.
Concurrency Best model: threads forming one practical answer. Safer when multiple spells answer one coherent need; risky when forced together, cast from panic, or used to turn people into tools. Stable concurrency should feel impressive and unsettling, not combo spectacle.

Holy Magic

Holy magic is not ordinary Light. It is emotionally/intentional coherent and politically explosive. Holy Shield Lv.7 should feel like a serious boundary escalation: multiple complete boundaries and mana-strengthening over time raise refuge-vs-prison questions. Holy Lance Lv.6 can produce five concurrent lances, but use costly controlled output and target judgement, not casual artillery. Holy Nova Lv.3 can trace shield boundaries as ring/arc/perimeter flare and should be crisis-only. Revive is existential/theological, not tactical. Dark fire should stay ambiguous evidence that Thomas's anomaly can answer damaged intent as well as protective intent.

Form

Form reshapes existing inanimate material: arrangement, seating, compaction, shaping, structural persuasion. It does not create matter, create absent compounds, freely transmute, break deep chemical bonds, change state alone, or make bad engineering safe. It needs water/heat/cold/force/other spells for effects beyond shaping and remains strongest when preserving/restoring intended function.

Per-level anchors: Lv.3 about 50-60 kg; Lv.4 about 200-250 kg with geometry; Lv.5 about 2,000 kg using connected mass/load paths/seating/bracing; Lv.6 fine internal grain/stress/tension/seams/pins/bow/mechanism work; Lv.7 Rank A structural integration, large connected load paths, rubble folding/packing, survival pockets, and ugly Crown Deep false-death consequences. Moral danger is what Thomas holds up, lets fail, or alters without right witness.

Homegate

Homegate does not target coordinates; it seeks home/love/belonging/living-line/threshold anchors. Known anchors: mushroom-ring/fairy-circle near family farm, living-line hollow in Wood Elf settlement, and Crownholt rubble-pocket-to-fairy-circle escape. Lv.1 costs roughly 3/4 old Rank B mana and remains major after Rank A under hostile/damaged conditions; carries direct touch or connected touch-chain, safe inferred limit ~4-5. Must not be cast from panic or convenience. Crownholt does not know it enabled escape.

Pocket Island

Appears Ch.165, not Homegate and not an existing location. Use world.md for visual geography, fixed landmarks, inhabitants/absence, resources, and sea-boundary presentation. Spell operation: it opens as a doorway rather than a Homegate-like line-road; original dilation is roughly one island hour to a few real minutes; by Ch.171 Thomas can reduce it close to real time by intent before entry, but not with exact casual control. Entry costs most of Thomas's huge mana reserve; return costs little; Channel Mana works inside; Thomas can bring touched/intended people; Magic Pocket can bring camping gear in; imported items persist normally.

Rules: not public, not convenience travel, not ordinary discomfort avoidance, not hard-conversation avoidance, not secret storage without discussion, no taking someone without informed consent except life-saving emergency, not staying because leaving is frightening. Use as refuge/danger, not base/fast travel/reset.

Support and Ownership

Farsight and Quickened Sight currently cast only on others. They make Isha more terrifying because she is already skilled; Thomas lends distance/timing/clarity while Isha supplies skill/judgement/body control/choice. Enhancement and Bless magnify what exists and must not become Thomas controlling admired bodies. Known Presence remains Thomas-only; Isha may receive a pushed message or afterimage but cannot open/query/cast it, and message use remains ethically sensitive because attention can touch another person without warning.

Combination and Concurrency Rules

Best model: threads forming one practical answer.

Known or implied packages:

Current inferred limits:

Cross-Spell Packages

Package Spells / use / danger
Field Doctor Minor Heal, Greater Heal, Purify, Cleanse, Appraise, Identify, Status, Cure Disease, Remove Poison, Soothe Pain, Dispel. Strong by Ch.120; villages, caravans, refugees, temples, nobles, armies would want him.
Road / Shelter Form, Create Water, Warm/Chill Area, Cleanse, Holy Shield, Appraise, Detect Magic. Spillways, roads, drainage, shelters, ruins. Endangers property/guild/military/dry-road law, graves, evidence, foundations, ancient infrastructure.
Scout / Archer Farsight, Quickened Sight, Bless, Status, Detect Magic, Known Presence, possibly Holy Lance. Makes Isha strategically terrifying and Thomas support role obvious.
Physical Support Enhancement, Bless, Farsight, Quickened Sight, Status, Soothe Pain, Minor Heal. New/restricted after Hearthmere; no casual Bless stacking. Risks admiration/fear/overconfidence and authority distortion.
Anti-Corruption Combat Holy Lance/Shield/Nova, Detect Magic, Known Presence, Remove Minor Curse, Purify, Cleanse, Dispel. Strong/secret; reveals Holy, Revive-adjacent politics, combat escalation.
Homegate Homegate with cautious Status/Detect Magic only. Emergency/deliberate travel toward belonging anchors through hidden lines; no generic teleportation, no public/casual use.
Pocket Island Pocket Island, Magic Pocket, Channel Mana, Create Food/Water, Warm/Chill, Cleanse, Form. Private recovery/refuge/testing/retreat; not convenience, public travel/storage, or hiding from story.

Undefined Mechanics / TODO