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.
- Minor Heal [Lv.4]: Lv.1: Basic healing of minor cuts, bruises, exhaustion-related strain, and simple injuries. (Inferred. Mostly encourages natural repair; cannot handle severe trauma alone.); Lv.2: More reliable field healing; better bleeding control and tissue knitting. (Inferred from general utility growth. Still visibly “healing magic,” not surgery.); Lv.3: Serious wound stabilisation, efficient tissue repair, and better control over pain/trauma interactions. (Current pre-Ch.96 baseline. Useful for serious wounds with care, but still not Revive and cannot reverse true death.); Lv.4: Layer-aware tissue repair when guided by Appraise/Identify/Status. Can cleanly seal wounds, align muscle/fascia/skin, avoid trapping contaminants, reduce rib/soft-tissue worsening, and produce field-surgeon-like results. (Ch.96. Still not regeneration; cannot replace missing organs/limbs, reverse death, or safely treat every chronic condition. Requires attention and judgement more than mana.); Lv.5+: Undefined. Likely moves toward chronic-condition treatment, scar management, organ-level repair, or advanced trauma care. (TODO. Should remain distinct from Revive.)
- Greater Heal [Lv.3]: Lv.1: Major restoration under extreme emotional pressure. Can repair catastrophic trauma if the target's body/selfhood is clear. (Ch.98. Isha case is exceptional and should not be treated as ordinary. Nearly emptied Thomas after overdraw.); Lv.2: More focused restoration possible when bounded by Purify/Bless/Status; restored Lysa's sight and much of her body without making her perfect. (Ch.105. Still very costly; cannot erase trauma or guarantee full reversal of deep modification.); Lv.3: Less wasteful and more efficient when restoring through resistance after Purify has marked what belongs. Can help force out deep taint without sealing it in. (Ch.111. Still expensive and attention-heavy; not casual healing and not full regeneration.); Lv.4+: Undefined. (TODO. Escalate with restraint; avoid universal cure.)
- Remove Poison [Lv.2]: Lv.1: Basic poison mitigation against simple/common toxins. (Inferred. Likely reduces severity rather than immediately cleansing all toxin.); Lv.2: More effective toxin cleansing; faster and more reliable after treating poison cases. (Canon current. Works best when poison is identifiable and not magically reinforced.); Lv.3+: Undefined. Could coordinate with Status, Identify, Cure Disease, and Minor Heal for complex venoms or alchemical toxins. (TODO.)
- Detect Magic [Lv.4]: Lv.1: Detects presence/absence of nearby magic and obvious active effects. (Inferred. Basic “is magic here?” function.); Lv.2: Better sensitivity to residues, weak effects, and magical directionality. (Inferred from early level-ups.); Lv.3: Distinguishes categories or intensities enough for practical adventuring. (Inferred. Useful in dungeons and damaged workings.); Lv.4: Can distinguish layered magical systems, living mana, dungeon flow, residue, and paths of least resistance. Enabled underground escape and later helps interpret passage/water infrastructure. (Canon current. Fallible; reading is interpretive, not omniscient.); Lv.5+: Undefined. Could show systemic relationships between networks, marks, flows, and intent. (TODO. Keep dangerous around ancient infrastructure.)
- Identify [Lv.3]: Lv.1: Basic identification of obvious item nature, material, or magical category. (Inferred.); Lv.2: Improved item analysis; can sense fragments of prior use, condition history, repairs, and mana residue. In Ch.96, helps recognise a foreign splinter in Isha's wound. (Does not give full history or secret names automatically.); Lv.3: Stronger material and use-history reading. Can help interpret stress, prior repair, tool-use pattern, material mismatch, foreign fragments, and whether an object has been altered in ways relevant to current use. (Ch.164. Still interpretive and dependent on Thomas's judgement; does not replace craft witness, provenance, or social proof.); Lv.4+: Undefined. Could reveal stronger provenance, hidden damage, maker-intent traces, or deeper material logic. (TODO.)
- Appraise [Lv.4]: Lv.1: Basic condition/value/usefulness sense. (Inferred.); Lv.2: Better item/terrain weakness assessment. (Inferred from early utility growth.); Lv.3: Improved assessment of structure, damage, condition, weak points, and practical usefulness. Helps with unsafe terrain, repairs, wound evaluation, and Form load planning. (Pre-Ch.164 baseline. Still depends on Thomas's interpretation.); Lv.4: Stronger relationship-reading between material, load, damage, use, repair, and likely failure. Can assess whether a structure, tool, road cut, wall, foundation, or wound is currently honest to its purpose. (Ch.164. It does not grant cultural authority, ownership rights, or proof; it can show Thomas what to ask, not what he is entitled to change.); Lv.5+: Undefined. Could become a major medical/engineering/craft support spell. (TODO.)
- Dispel Magic (Minor) [Lv.2]: Lv.1: Weak interruption of minor spell effects or residues. (Inferred.); Lv.2: Can sever weak magical links or thin corruption threads. (Canon current. Still limited against strong enchantments, wards, or active demonic control.); Lv.3+: Undefined. (TODO. Needs careful distinction from Remove Minor Curse and Cleanse.)
- Remove Minor Curse [Lv.3]: Lv.1: Clears or weakens minor curse residue and simple hostile bindings. (Inferred.); Lv.2: More reliable against weak curse effects and lingering contamination. (Inferred.); Lv.3: Better at detecting and clearing hostile binding, lingering curse residue, weak magical contamination, and corruption threads. (Canon current. Not enough for major demonic workings alone.); Lv.4+: Undefined. (TODO.)
- Cure Disease [Lv.1]: Lv.1: Basic treatment of early/common illnesses; likely reduces fever, infection progression, or mild disease burden. (Canon current but rarely used. Unclear boundaries.); Lv.2+: Undefined. Likely to level quickly if Thomas becomes a field-doctor figure, especially alongside Minor Heal, Status, Appraise, Identify, and Cleanse. (TODO.)
- Purify [Lv.1]: Lv.1: Separates shallow-to-moderate magical contamination and reveals boundaries between person/material and imposed corruption. (Ch.103. Painful, slow, incomplete against deep taint; must be paired with Cleanse, Minor Heal, Dispel, Remove Curse, or Greater Heal.); Lv.2+: Undefined. (TODO. Could improve depth, comfort, selectivity, or field speed.)
- Holy Shield [Lv.7]: Lv.1: Basic protective barrier. First revealed saving Isha from a fire mage. (Politically dangerous from the start.); Lv.2: Improved reliability and response during demonic/corrupted threats. (Reached during demonic wolf fight.); Lv.3: Smaller, precise shields as well as larger barriers; instinctive response during corruption backlash. (Earlier current baseline.); Lv.4: Shared-front protection for Thomas and Isha, small-area guarding, hidden bracing, non-combat shelter such as rain canopy or temporary roof. (Reached on Old East Line. Can protect without making Isha merely someone hidden behind him.); Lv.5: Can act as a moving perimeter/crescent around more than one ally, especially when combined with Holy Nova. Better at defining "our space" rather than only a flat wall. (Ch.109. Not invincible; can be hooked, torn, stressed, and attention-limited.); Lv.6: Can form a closed single-person sphere/last-boundary space. When small and complete, it becomes vastly stronger than previous open shield forms; in testing it resists heavy strike frames and Kelda's full Blessed hammer strike without breaking. (Ch.119. Strong because small, coherent, and complete. Casting through it is difficult or impossible without opening a controlled gap; it must remain protection, not prison.); Lv.7: Can maintain multiple complete boundaries at once under crisis. Ch.177 divides complete shields around separate falling groups; Ch.182 layers three full spherical shields around Green Road. Thomas can pour additional mana into an existing shield so it strengthens over time rather than merely depleting under attack. (This is terrifying because Thomas's mana is enormous; for ordinary casters the cost would be a real limit. Still requires attention, coherence, and a protected purpose; not universal invincibility or permission to imprison allies.)
- Holy Lance [Lv.6]: Lv.1: Focused Holy projectile unlocked when Thomas reached Rank D. Effective against demonic/corrupted targets. (Strong but initially raw.); Lv.2: Cleaner and more reliable; reached during demonic wolf fight. (Still single-lance use.); Lv.3: Focused offensive Holy spell with good reliability against demonic/corrupted targets. (Pre-Ch.96 baseline.); Lv.4: Can form and fire three concurrent lances in a narrow or wide spread. When combined with Detect Magic and Known Presence, can become partially guided against corruption, hostile control, or intent. (Ch.96. Not true homing. Under pressure, one lance may still miss; spacing and target clarity matter.); Lv.5: Three-lance output becomes cleaner and can be deliberately arranged as spread, converged near-overlap on one point, or a train of successive shots into the same wound/ward. (Ch.98/108/112. Very dangerous against armour and wards, but attention and target reading matter.); Lv.6: Can form five concurrent lances under extreme need, first against the Magnog below Irondeep. Five-lance patterns can pierce multiple critical points or concentrate into a killing sequence against a huge elemental body. (Ch.178. Still not artillery, homing, or safe crowd control; in Ch.182 Thomas refuses offensive Holy in a room of innocent deep dwarves because it would kill.)
- Holy Nova [Lv.3]: Lv.1: Area-effect Holy pulse unlocked with Rank D. (Dangerous to reveal; broad effects harder to hide.); Lv.2: Improved control and corruption suppression after demonic wolf fight. Channel widened after probe/bridge crisis but remains too dangerous for practice. (Canon current.); Lv.3: Can be shaped as a ring, arc, or low perimeter flare along a Holy Shield boundary. Can punish corruption crossing the boundary rather than simply bursting everywhere. (Ch.109. Still visible and attention-heavy; not a casual aura.); Lv.4+: Undefined. (TODO. Should remain rare because area Holy magic exposes him loudly.)
- Revive [Unlevelled / condition-bound]: Manifested once: Restored Isha after true death caused by a corrupted passage-working at an old pilgrim bridge. (Operated within a narrow remaining window; shaped by Thomas's personal bond, grief, pain, and love. Nearly emptied him.); Current status: Not considered trainable, repeatable, or safe. Exact details restricted. (Status suggests condition-bound rather than ordinary levelled magic.)
- Form [Lv.7]: Lv.1: Basic reshaping of existing inanimate material, especially soil, sand, clay, and small stone. Used with Create Water and Warm Area to make crude shelter, a shallow well, and a small pond. (Cannot create matter. Works best on simple, nearby, understood material.); Lv.2: More reliable repeated shaping. Can improve crude walls/floors, compact material, and create small shelter elements. (Inferred from Ch.77 rapid testing.); Lv.3: Can move/shape roughly 50–60 kg in a single understood use; makes crude bricks, improves walls/floors, grinds stone into pebbles/grit/coarse sand, mixes existing compounds with water/heat assistance. (Canon. Cannot break deep chemical bonds or change state alone.); Lv.4: Can work roughly 200–250 kg when using existing mass and geometry; load-aware shaping, temporary ledges, shelter supports, drainage cuts, rooflines, structural braces. (Canon Old East Line. Stronger when seating/bracing existing structure rather than lifting free mass.); Lv.5: Can handle roughly 2,000 kg when working with connected mass, understood load paths, seating, bracing, and structural continuity. Can restore or stabilise road-scale damage such as a washed spillway crossing. (Ch.95. This is not telekinesis. It requires existing material, geometry, and load paths. Major sign of Rank B-like ceiling pressure.); Lv.6: Fine internal-structure work: grain, stress, tension, seams, pins, bow repair, and old mechanism misalignment. Better at small truthful adjustments than brute force. (Ch.104. Does not replace craft knowledge; Isha/craftsman judgement still matters.); Lv.7: Rank A-scale structural integration. Can read and shape much larger connected load paths under understood conditions, seat/pack/fold large rubble masses, preserve or betray a structure's honesty, and create survival pockets in collapse. Ch.182 shows Thomas drawing distributed metal from the Great Peak without structural wound into four several-foot-thick pure, smooth, untainted metal walls, then parting/holding them like curtains/panels. (Still requires existing material, proximity/connection, and enough engineering/material understanding. This is not creation, transmutation, city-scale earthbending, or Kelda's proof; deep dwarves read it as metal answering without wound, a sacred/cultural crisis.)
- Minor Light Orb [Lv.3]: Lv.1: Basic light orb. (Inferred.); Lv.2: More reliable brightness and duration. (Inferred.); Lv.3: Better stability, range, brightness control, and splitting. Essential for underground exploration and signalling. (Canon current.); Lv.4+: Undefined. (TODO.)
- Create Water [Lv.4]: Lv.1: Basic drinkable water creation in small quantities. (Inferred.); Lv.2: Better flow and reliability; useful for travel and washing. (Inferred from early training/level-up.); Lv.3: Field-useful water generation and control; enough for survival, cleaning, and basic practical tasks. (Inferred.); Lv.4: Stronger volume and stream control. Emotional force can produce very large quantities if not restrained; calm gives fine control, protective fear can flood a hollow, love can produce large but gentler flows. Useful for Form-assisted earthwork. (Canon current. Politically and economically dangerous where water is law.); Lv.5+: Undefined. (TODO. Needs firm volume/flow guidelines.)
- Create Food [Lv.6]: Lv.1: Bland ration food. (Canon from earlier spell-table history.); Lv.2: Basic food forms beyond ration loaves. (Reached Ch.8.); Lv.3: Adds salt, mild herbs, better texture, simple soups, flatbreads, porridge, root mash. (Reached Ch.10.); Lv.4: Layered simple foods, filled flatbreads, better broth, recovery food, compact trail rations, emotionally influenced meals. Strongly responsive to home, comfort, tenderness, admiration, desire, and love. (Reached Ch.29. Sometimes comedically revealing, but strategically valuable.); Lv.5: Stronger recovery/travel food, more coherent responsive meals, better texture/nutrition balance, and improved translation of emotional or contextual intent into food that helps the current need. (Ch.100. Still food, not medicine or luxury conjuration.); Lv.6: Near Rank A utility expression in social terms: better contextual reading of need, weather, fatigue, morale, and cultural food memory. Can produce more faithful road meals, recovery meals, and emotionally precise comforts such as Kelda's ironpot barley or Isha-specific pastries. (Ch.131. Still food, not medicine, not endless luxury, and not a solution to social/economic consequence. Restricted use is required.); Lv.7+: Undefined. (TODO. Need boundaries around nutrition, freshness, luxury, medicine-like recovery food, and social consequences.)
- Ignite Material [Lv.3]: Lv.1: Basic ignition of dry, flammable material. (Inferred.); Lv.2: More reliable ignition of flammable material; can be used creatively in emergencies, such as igniting a staff end in a monster's mouth. (Canon current with Ch.96 application.); Lv.3: Cleaner and more reliable practical ignition, including damp northern fuel when the material can truly burn. (Ch.131. Still ignition, not a fireball, not combustion without fuel.); Lv.4+: Undefined. (TODO.)
- Extinguish Small Flame [Lv.2]: Lv.1: Extinguishes tiny flames such as candles, sparks, or small campfire edges. (Inferred.); Lv.2: Extinguishes small flames more reliably; occasionally useful against minor demonic heat effects. (Canon current.); Lv.3+: Undefined. (TODO.)
- Chill Area [Lv.5]: Lv.1: Basic local cooling. (Inferred.); Lv.2: More reliable area cooling. (Inferred from early spell growth.); Lv.3: Useful adventuring/camp cooling and surface control. (Inferred.); Lv.4: Finer cold control over surfaces, condensation, food preservation, slick terrain, and crack testing. (Prior current baseline.); Lv.5: Sustained and precise cold-area control; survival cooling, heat-strain mitigation, surface conditioning, and longer small microclimates when attention permits. Reached during enclosed dry heat on Old East Line. (Canon current. Does not create permanent cold or violate environment without cost/attention.); Lv.6+: Undefined. (TODO.)
- Warm Area [Lv.4]: Lv.1: Basic local warmth. (Inferred.); Lv.2: Reliable warming in small areas. (Inferred.); Lv.3: Camp-useful warmth and drying. (Inferred.); Lv.4: Reliable room/cottage warming, line/surface warmth, airflow tracing, and comfort use without open flame. Useful with Form for drying and shelter work. (Canon current.); Lv.5+: Undefined. (TODO.)
- Soothe Pain [Lv.3]: Lv.1: Basic pain relief. (Inferred.); Lv.2: More reliable pain reduction over simple areas. (Inferred.); Lv.3: More precise pain reduction by degree and location; useful during treatment without fully numbing injury. (Canon current.); Lv.4+: Undefined. (TODO.)
- Slow Fall [Lv.3]: Lv.1: Basic fall slowing, mostly vertical descent. (Inferred.); Lv.2: Better timing, less abrupt landings, improved reliability. (Inferred.); Lv.3: Better controlled fall mitigation, improved mana efficiency, smoother sudden-drop response, and ability to soften carried motion and controlled landings across broken terrain. (Canon current.); Lv.4+: Undefined. (TODO. Potentially convoy/pack animal rescue or broader momentum control.)
- Water Walk [Lv.2]: Lv.1: Can hold one person's footing briefly on calm water with concentration. (Not a bridge; rough water/current/panic can break it.); Lv.2: More tolerant of uneven water and support points such as crutch tips or close assisted movement. Can be used tactically in shallow/flooded terrain. (Ch.102/107. Still concentration-sensitive and not safe for crowds or rough current.); Lv.3+: Undefined. (TODO.)
- Homegate [Lv.1]: Lv.1: Ten-minute casting that carries Thomas and a small touching group through hidden ley-line-like paths toward a place rooted in true home, love, and belonging. First deliberate cast carries Thomas, Isha, and Kelda from a clean western hollow to a secluded mushroom-ring clearing roughly two miles from Thomas's parents' farm. Later casts can reach a living-line hollow within the Wood Elf settlement's outer ward and, after the Crown Deep false death, the fairy-circle wood from an isolated rubble pocket below Crownholt. (Costs roughly three quarters of Thomas's mana at the old Rank B scale; still a major expenditure after Rank A, especially when cast from damaged/hostile passage conditions. Cannot pinpoint an exact room or address; usually arrives at special/secluded aligned places unless the destination strongly touches a line. Requires direct touch or a connected touch-chain for passengers; current safe inferred limit is roughly four or five people. Must not be cast from panic or as casual convenience.); Lv.2+: Undefined. (TODO. Do not expand before containment, doctrine, and social consequences are explored.)
- Magic Pocket [Lv.4]: Lv.1: Very small hidden storage. (Inferred.); Lv.2: Small extra-dimensional storage, roughly loaf-of-bread scale; no living things. (Canon earlier table. Public use avoided.); Lv.3: Larger and more reliable storage for small travel items. Still no living things and public reliance avoided. (Reached on Old East Line.); Lv.4: Approximately 1,000 cubic metres / 1,000 kg practical ceiling by current estimate. No living things. Access is only through Thomas, so each party member must still carry emergency survival gear on body. (Ch.131. Strongly restricted use; no bodies, eggs, cursed idols, interesting sealed boxes, or public demonstrations.); Lv.5+: Undefined. (TODO. Need object-condition and time/temperature rules.)
- Pocket Island [Lv.1]: Lv.1/non-ladder: private pocket refuge/place appearing after Thomas tries to protect Isha from rain without asking and is corrected. It is a pocket place, not an existing world location; use
world.mdfor fixed visual geography, landmarks, inhabitants/absence, and sensory presentation. Spell behaviour: it opens as a doorway rather than a Homegate-like line-road; entry costs most of Thomas's huge mana reserve, return costs little; original dilation is roughly one island hour to a few real minutes, and by Ch.171 Thomas can reduce it close to real time by intent before entry, though not with exact casual control. Channel Mana can recover mana inside; Thomas can bring touched/intended people; Magic Pocket can bring camping gear in; imported items persist normally. (Not Homegate, not public, not convenience travel/storage/hiding, not discomfort or hard-conversation avoidance, no taking someone without informed consent except life-saving emergency, not a way to stay because leaving is frightening.) - Renew [Lv.4]: Lv.1: Basic repair of damaged items. Unlocked on Thomas's fifteenth birthday. (Can repair but may be crude or overclean if careless.); Lv.2: More reliable repairs to tools, clothes, straps, and simple objects. (Inferred.); Lv.3: Greater delicacy and strength for damaged tools, straps, doors, shutters, floorboards, and structural items without erasing earned wear if controlled. (Strong synergy with Preservation Ring.); Lv.4: More precise restoration that can preserve use-history and intended wear while repairing actual failure. Better at tools, joints, old wood, straps, hinges, and modest structural elements when Thomas understands what should remain. (Ch.164. Still cannot decide ownership, legality, dignity, or whether something should be restored; wrong restoration can erase evidence or meaningful age.); Lv.5+: Undefined. (TODO. Could become dangerous with antiques, seals, bodies, ancient mechanisms, and cultural proof.)
- Cleanse [Lv.7]: Lv.1: Basic cleaning of people/items, originally with faint floral soap scent. (Unlocked Ch.13.); Lv.2: More reliable cleaning, including clothing/body grime and field use. (Reached around High Elf arc timeframe.); Lv.3: Improved precision and stronger hygiene utility. (Inferred from dungeon/survival growth.); Lv.4: Precise cleaning and hygiene; can remove corruption residue and infection risks more effectively. Scent is less intrusive with care. Essential for Lv.4 Minor Heal safety. (Canon current.); Lv.5: Separates grime, smoke, grit, tangles, and natural oils with exceptional precision. Can leave hair and skin clean without drying or stripping them, producing a shampoo/conditioner-like effect that is impressive enough to cause social trouble. (Ch.133. Still cleaning, not beautification enchantment; public use restricted because requests and envy would follow.); Lv.6: High-precision, high-throughput cleaning and residue separation under horrible conditions. Repeated Crown Deep use makes it better at separating filth, fungal residue, grit, wound contaminants, and dungeon grime without destroying what belongs. (Ch.146. Still not Purify, Cure Disease, Remove Poison, or Remove Curse. It prepares, clears, and separates ordinary/residual matter; it does not decide personhood or cure deep magic alone.); Lv.7: Full body/clothing/surface-care expression after the Irondeep crisis. Can clean skin, hair, clothes, and gear together; leaves hair conditioned, skin not dried/damaged, cloth refreshed, leather unharmed, and can carry a faint controllable scent. (Ch.180. Still cleaning/care, not Purify, Cure Disease, Remove Poison, Remove Curse, beautification, body alteration, or emotional repair. Public use creates social hazard.)
- Night Vision [Lv.1]: Lv.1: Limited vision in darkness; developed during High Elf confinement. (Still under-tested. Not the same as Farsight.); Lv.2+: Undefined. (TODO.)
- Known Presence [Lv.3]: Lv.1: Allows Thomas to sense directed attention, active observation, nearby recognised presence, or system-mediated attention. In Ch.96, helps perceive that something is looking through a controlled creature. (Interpretive and fallible; psychologically risky.); Lv.2: Directional recognition of a known person at distance, especially Isha. Can sometimes recognise Kelda as a familiar weight when near Isha. Carries pressure, direction, and emotional impression, not words. (Ch.146–147. It helps Thomas know that Isha and Kelda are near each other, but cannot coordinate cleanly.); Lv.3: Under extreme mana cost, Thomas can push a very short message to Isha as words/emotion/image/direction. The first deliberate use after the false death says he is alive, sorry, at the fairy circle, and she must not see his family. (Ch.153. Not stable communication, not comfortable, not private in an ethical sense, and not usable by Isha. It can exhaust Thomas and may be dangerous if used while the recipient is watched.); Lv.4+: Undefined. (TODO. Avoid normalising telepathy. Any advancement should remain consent-aware and costly.)
- Bless [Lv.3]: Lv.1: Reinforces existing purpose, quality, or skill rather than granting new ability. Especially effective with Isha's archery. (Must never override judgement. Politically dangerous.); Lv.2: More specific reinforcement under pressure; with Isha, line, breath, timing, and shot judgement become truer. (Ch.102. Still does not grant new skill.); Lv.3: Can clarify a chain of intention through the body at the exact moment skill, will, and need meet; with Kelda, stance/grip/leverage/refusal become cleaner. (Ch.112. Does not heal injuries or add raw strength.); Lv.4+: Undefined. (TODO.)
- Status [Lv.4]: Lv.1: Displays health and mana as circles, with size representing capacity and fill representing current condition. Displays magical rank, not mundane roles. (Appears Ch.34.); Lv.2: Shows more detail in abnormalities, old injuries, mana movement, strain, and recovery. Begins acting like trained perception rather than fixed display. (Reaches Ch.36.); Lv.3: Displays health, mana, rank, abnormalities, spell-channel condition, proportional capacity, and some continuity/passage conditions through symbolic visual indicators. (Canon current. Interpretive and fallible.); Lv.4: Better distinguishes person from imposed pattern, contamination from tissue, active command from residual damage, and categories needed for Purify/Greater Heal decisions. (Ch.103. More clarity can be less merciful.); Lv.5+: Undefined. (TODO. Could become too revealing; use carefully.)
- Farsight [Lv.1]: Lv.1: Can be cast only on another person. Enhances existing natural sight rather than granting new senses. On Isha, it extends and clarifies already-superior elven vision, making distant details, movement, and shot assessment dramatically better. With Thomas's mana pool, he can maintain it on her for roughly one to two hours under calm conditions. (Does not see through objects, does not replace light, does not grant magic sight, does not make an untrained person an expert. Prolonged use can make ordinary sight feel strange afterward.); Lv.2+: Undefined. (TODO. Potential paths: self-cast, lower strain, broader field, better motion tracking, low-light cooperation, or shared focus.)
- Quickened Sight [Lv.1]: Lv.1: Can be cast only on another person. Approximately doubles perceived time/arrival of sensory information under current use. (The body still has normal acceleration, muscle, tendon, and fatigue limits. Prolonged use can be overwhelming: "too much world."); Lv.2+: Undefined. (TODO. Potential paths: lower strain, better motion filtering, longer duration, self-cast, or interaction with Farsight.)
- Channel Mana [Lv.2]: Lv.1: Can draw in nearby ambient mana slowly and inefficiently. Useful for recovery after extreme depletion. (Should not harm healthy surroundings unless forced or used on a tiny/weak source.); Lv.2: More efficient and faster because Thomas joins existing flow rather than grabbing. Can remain barely open for a small passive recovery effect. (Ch.109. Still attention-affecting; corrupt/dead places remain risky. Emotional safety can steady the caster.); Lv.3+: Undefined. (TODO.)
- Enhancement [Lv.1]: Lv.1: Temporarily increases existing physical capacity. On Kelda, raw strength rises by roughly half again, with smaller improvements to balance, reaction, and body coordination. On Isha, agility in the broad physical sense—balance, recovery, reaction, fine correction, joint speed, and movement precision—rises most dramatically, with a smaller but real strength increase. (Ch.133. Duration is minutes at current output. Cost is moderate. It makes mistakes larger and can cause overreach if body expectation and actual capacity diverge.); Lv.2+: Undefined. (TODO. Test only under safe conditions.)
- Dark Fire / Black Fire [unclassified]: Non-levelled anomaly: manifested during the toll-house escape under extreme fear/rage, broke suppression restraints, and let Thomas rescue Isha. Later relevant as an anti-Holy/damaged-intent contrast in lesser-demon and red-gate contexts. (Not a listed spell, not trainable/safe/repeatable, not an alternate combat mode or power-up; keep frightening and ambiguous.)
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:
- Create Water + Create Food: accidental drink-like results such as honey mead; food responds to emotion/context/intent.
- Form + Create Water + Warm Area: clay, bricks, shelter, wells, drainage, drying, construction.
- Bless + Create Water + Cleanse: temporary cleansing water, alarming stable triple concurrency.
- Form + Cleanse + Chill/Warm + Holy Shield: potential road/shelter/fieldwork package, dangerous and unformalised.
- Minor Heal + Appraise + Identify + Status: field-surgeon direction; analysis guides healing without replacing medical judgement.
- Holy Lance + Detect Magic + Known Presence: partial guidance against corruption/hostile intent/controlled creatures; not homing.
- Farsight + Quickened Sight + Bless + Isha: distance, faster perception, purpose alignment plus Isha's agency.
- Bless + Kelda: clarifies stance/grip/leverage/ground/refusal, not generic strength.
- Holy Shield + Holy Nova: shield defines boundary; Nova travels as ring/arc/flaring edge.
- Purify + Cleanse + Greater Heal: separates imposed contamination, removes loosened residue, restores what belongs.
- Homegate + touch-chain: small group through direct/connected contact, first trusted configuration Kelda-Isha-Thomas.
- Enhancement + Isha/Kelda: magnifies existing bodily capacity; overreach/mistakes grow.
- Cleanse Lv.7 + body/clothing/road/dungeon care: exceptional grime/residue/wound-contaminant separation plus full body/clothing surface care; socially and medically dangerous, still not Purify/healing.
Current inferred limits:
- Mana is often no longer main limit.
- Attention, emotional coherence, judgement, target priority, ally trust, and consequence matter more.
- Stable concurrency should feel impressive/unsettling, not game-combo spectacle.
- Safer when spells answer one coherent practical task; riskier when forced together or cast from panic.
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
- System: Thomas is privately Rank A but publicly death-covered after Ch.153. Decide true Lv.7/Lv.8 potential, whether some spells cap below Rank A ceiling, whether level or rank drives quantities/duration, how fatigue works when mana is abundant but attention strained, and whether concurrency levels spells.
- Quantities: define Create Water Lv.4 calm/emotional output, pressure, duration; Create Food Lv.6 quantity/nutrition/safety/storage/emotion boundaries; Magic Pocket Lv.4 volume/mass/time/temperature; Warm Lv.4 and Chill Lv.5 radius/duration/temperature; Minor Light Orb Lv.3 range/split/brightness/duration; Slow Fall Lv.3 mass/multiple targets; Farsight range/strain/Bless/poor light/weather; Enhancement duration/rebound/stacking/injury mismatch.
- Healing: define Minor Heal Lv.4 limits for internal bleeding, fractures, tendons, nerves, organs, infection; Cure Disease boundaries vs poison/curse/corruption; Remove Poison vs venom/alchemy/demonic/delayed poisons; Soothe Pain masking risk; when field-doctor work levels Cure Disease/Remove Poison.
- Holy: define Holy Lance Lv.6 five-lance spread/range/target switching/guidance/black glass; Holy Shield Lv.7 multi-boundary duration/load/moving-target shaping/invisible bracing/mana-strengthening limits; Holy Nova radius/collateral; Bless duration/dependence/interactions with Farsight/Quickened Sight/Enhancement/Isha/Kelda. Keep Revive restricted until story forces it.
- Form: define Lv.7 mass/load ceilings for connected structures vs free mass/rubble/ancient seals; difference between moving free objects and seating connected material; required engineering knowledge; whether old embedded purpose helps; accidental seal/grave damage.
- Perception: define Known Presence watchers/observers/system attention/recognised people/distance/consent/message cost; do not let Isha use it by default. Clarify Status symbolism/unreadable conditions; Night Vision relevance; whether Farsight self-cast ever happens or support-only is core.
- Tone: prose should stay traditional fantasy, with magic felt as effort, interpretation, intent, consequence. Avoid spectacle unless consequences matter. Keep Isha's archery as Isha plus support. Tie Thomas's growth to usefulness/claimability, not glory. Keep field doctor, road builder, support pair, and three-person tactical line dangerous in different ways. Keep Kelda's debt non-romantic and bounded by choice/work/Isha's refusal of ownership.