Spells of the NobodyAtAll Literary Universe

Note: this isn’t a fluffy related piece, again, I’m sorry, but I wanted to give some more information on the spells Deston knows, and that Umbra knew, some of which may play a role in future stories, and I also wanted to give some more information on how magic in my headcanon works. As an aside: Umbra is, er, was the only fluffy who could cast magic. Casting a spell requires clear and correct pronunciation of the words, and the infamous speech impediment of fluffies prevents them from doing so. Concentration is also required, and the equally infamous short attention span of fluffies prevents that. Some spells require hand motions, too, and, well… fluffies don’t have hands. One more thing: Deston’s psychic abilities, and astral projection, aren’t technically spells. They’re things only wizards can usually do, but they don’t function exactly like spells do. They’re more like skills, not really any different from, say, playing the piano. I’ll be adding more spells as they appear in the stories.


Aegix: a shield spell invented by Judy Korkea. Only official ChaotiX members and their attacks can pass through the barrier.

Akwam: a water spell. The most powerful mages can sweep their foes away with a tidal wave using this spell.

Ambus: wards the caster or a single target, protecting them from fire. This is one reason why Demeter didn’t just ward all of the Forces of Nature: she’d have to ward them one at a time, and she didn’t actually care enough to fireproof them. This spell also played a part in Umbra’s escape from the incinerator. It can protect the caster from any mundane fire, and can block any magical fire wielded by someone weaker than the caster, but hellfire can burn right through it. This is why Robert’s hellfire could burn Floris while his magical fire couldn’t, up until Floris absorbed Miles. Had Robert known that the Goddess of Nature was just a mediocre witch, he could have ended the fight at Chris’ house. Incidentally, hellfire, when wielded by the righteous, won’t burn anyone who doesn’t deserve to burn. When wielded by the wicked, well…

Aspul: a spell that wards a location, making all vampires within the boundary of the ward susceptible to holy water and other holy relics. regardless of allegiance or morality. Ianos cast this spell on Bran Castle in preparation for Calvin’s arrival, knowing that Henry and Carmilla would most likely be tagging along, and wanted to remove that advantage from the equation. Ianos may have been the last person left who knew how to cast this spell, although its existence is common knowledge.

Ayye: summons an angel to do the caster’s bidding. This spell can only be cast with benevolent intentions, and the angel will only obey orders that do not conflict with his or her moral code. The angel will not harm the innocent, but if ordered to protect the innocent, the angel will happily oblige. Angels are, in general, righteous, caring, fair, and forgiving, save for their brethren who were cast out in the Rebellion and became the first generation of demons. But the angels will not tolerate attempts to harness the power of Heaven for evil intentions, and can be ruthless towards those foolish enough to try. Do not cast this spell unless your intentions are entirely benevolent.

Blis: a spell that taps into the power of Hell, warding a specific location. Angels will not be able to enter that location, and their powers will have no effect on anyone inside it. This is due to an ancient pact between Heaven and Hell, that neither side will interfere in the other side’s domain. They have another pact, regarding operations in the living world. Chris and James broke the second pact by coming to Earth without being summoned, which allowed the angels to do the same. There are now four angels operating on Earth, working to balance out the evil acts commited by the Oldmans, Hans and the Dark Demon. Blis works by temporarily designating the target location as technically being part of Hell’s domain. There is another spell which works the same, but taps into the power of Heaven and keeps demons out. Nocentyz is not that spell. Nocentyz taps into a power greater even than all of the power of Heaven and Hell combined.

Bulan: a healing spell. The more powerful the caster is, the worse the injuries that it can heal. It cannot, however, cure diseases, genetic disorders, or birth defects, it cannot restore body parts that weren’t there to begin with, it cannot purge certain magical poisons, and it absolutely cannot bring the dead back to life. No magic can do that. While Calvin was out after his fall from Faucheuse Tower, Deston cast this spell on him, stacking it on top of the regeneration Calvin had copied from Victor and Scarface. Has the opposite effect upon undead beings, making it a potent anti-undead weapon. Magicca has an equivalent to this spell, Zana.

Bylas: wards an area, or target(s) from being located by Ghul. The more powerful the caster, the larger the area or amount of targets that can be warded. Umbra and Ianos both used this spell to cover their tracks. Wards, incidentally, do not endure forever. Again, the power of the caster determines how long the ward will last. Though, in most cases, the caster’s death will usually lead to the wards expiring. In most cases.

Chronys: allows the caster to travel through time, or summon someone from another era. Only the most powerful wizards are capable of casting this spell. The Wizard’s Code forbids that they meddle in the past. What has happened must stay happened.

Coryp: a spell that can alter the size of any inanimate object. Doesn’t work on anything that can think. It doesn’t work on sentient robots, but a regular computer could still be shrunk or grown. If the target object is made too small or big, getting it back to normal size can be… troublesome. Good luck getting your car back if you accidentally shrink it down to subatomic size.

Cruz: inflicts unbearable agony on the target. Calvin described it as feeling like every cell in his body was on fire. Could possibly be used to drive the target insane. The amount of pain inflicted can be adjusted.

Crynos: a freezing spell. Not often used, especially on living things, because freezing someone solid usually kills them.

Daikz: a spell that can be used to communicate over long distances. There are also magical items that can achieve this effect: enchanted mirrors. Simply speak the name of a person, and if they’re near such a mirror, they’ll be able to respond. Such mirrors come in many shapes and sizes. There are handheld ones that can be used just like a cellphone. These mirrors are reinforced with a spell that makes them shatter-resistant. It is also possible to cast wards that block specific people from contacting you, via Daikz or via mirror.

Dator: curses the target(s)’ soul(s). If, at any point while the curse is in effect, the target’s soul is outside their body for any reason, the soul will immediately be dragged down to Hell. This can be prevented if the curse is broken before the soul leaves the body. Also works on demons inhabiting mortal bodies.

Dibra: stops time. The stronger the caster, the longer they can sustain the time freeze. Extremely difficult to cast. Of course, Jack can stop time like flipping a switch. But then, there are things magic can do better than X-Positives can.

Domis: forces the target(s) to obey the caster. The caster must word their orders carefully, because, while the targets must obey, if the caster isn’t specific, and leaves the order open to interpretation, the target is capable of abusing the loophole, and carrying out the orders as they choose to interpret them. Magicca has an equivalent to this spell called Ryxyn.

Duplis: creates a magical doppelganger of the caster, with all of the power of the original. Can be remotely piloted from a distance, in a manner functionally identical to Pierre’s Remote Bodies. No wizard has ever managed more than one doppelganger at a time. Deston is the most powerful wizard alive, and even he can’t do it. This is not necessarily due to the difficulty of piloting multiple bodies, but due to the fact that the spell effectively doubles the amount of energy, magical or mundane, that the caster is using. Unless the caster’s stamina is beyond human, managing more than one doppelganger could quickly burn through all of the caster’s energy and kill them. Even Deston, whose lifespan has been indefinitely extended by the foul purple concoction he must consume frequently, doesn’t dare try more than one doppelganger. If Umbra had cast this spell in his fluffy body, he would have dropped dead on the spot.

Dykt: a spell that can be used to repair broken objects. It only works on inanimate objects. Like many spells, the amount of damage that can be undone depends on the caster. This spell was used by the wizard community to repair the damage that the various invasions had done to the city.

Dysp: dispels other spells and their effects. Breaks curses. Removes cursed artifacts that have latched themselves onto people. The caster must be as least as powerful as the other spell’s caster for it to work. At least, as powerful as the other caster was at the time the spell was cast. If the other spell’s caster gains an increase in power, any spells they had cast beforehand can still be dispelled by anyone who meets their prior level of power. This is why Annette could dispel the Ambus spell Demeter had cast on Floris before Floris made its move, even after Floris had absorbed Miles. Dysp can also be used to terminate the caster’s own enchantments when they are no longer needed.

Eiyok: summons a magical sword. Naturally, this sword would do nothing to gold, being comprised entirely of magical energy. The color of the sword is usually the same as the caster’s barriers, and the strength of the sword depends on their own magical might.

Estos: a spell that creates a bubble of air around the caster and/or target(s). The temperature of the air inside the bubble can be adjusted, keeping the target warm in a cold climate, or vice versa. The size of the bubble can also be adjusted. This spell can also be weaponized to burn or freeze opponents. It’s actually a variant of an older spell, that merely created a bubble of air around the caster’s head, allowing them to remain underwater indefinitely. That older spell could be used in space, too, but you’d probably need to wear a spacesuit to survive up there anyway, so there’s not really any point.

Evak: an emergency escape spell that teleports the caster, and only the caster, to the location of a special magic rune they mark the location with beforehand. Obviously, if they haven’t marked any location with that rune, this spell does nothing. The caster can only mark one such location at a time, and if they mark a second location, the first location’s rune will vanish.

Fohz: a spell that unleashes powerful beams of light. Perfect for fighting beings that are vulnerable to sunlight, like vampires, draaks, and Darklings.

Fulmos: an lightning spell. The most powerful wizards can throw lightning bolts like Thor on a bender.

Ghent: wards the target(s), protecting them from demons. If cast on a place, demons will not be able to enter it. This is one of those spells that requires spell components: it consumes an amount of silver every time it is cast, proportionate to the size of the place or the amount of people being warded. Silver can be made with magic, unlike gold, but it’s not something every mage can do. So, for most mages, this is an expensive spell to cast.

Gordys: forces a lock to open. Works fine on any mundane lock, but any wizard worth their salt has warded their domain to prevent unwanted visitors, and a password will usually also be required to open the lock.

Guhl: a spell that can be used to locate people. To do so, you must clearly visualise the target’s face in your mind as you cast the spell, and you must know their true name. This spell is part of the school of clairvoyance magic. There are, unfortunately, multiple ways for the target to prevent this spell from successfully locating them: carrying gold on them, or a magical item known as a scrying jammer, casting Bylas, or simply not letting anyone know their appearance and true name.

Infernio: summons a demon. The demon’s name must be invoked, and a magic circle must be drawn in blood, the demon will appear inside it. Any blood will do. The demon will not be able to leave the circle without permission, and is obligated, though not forced to obey the orders of their summoner. The demon is discouraged from attacking their summoner by the fact that the death of the summoner will end the summoning immediately, as will any attempts by the demon to inflict harm upon their summoner. Part of the school of blood magic.

Jysatt: instantly kills the caster. So basically a magical cyanide pill. Harnesses the same negative energy as Mortys, so if an undead mage casts this spell, it’ll unheal them.

Laus: forces a lock shut. It can only be reopened by magic.

Levis: levitates the caster and/or the target(s). Can then be used in a manner functionally identical to telekinesis. When cast on the caster, can effectively be used to fly. But this is not an easy feat to perform with this spell. The hard part is steering while doing… well, anything else.

Lygu: another spell from the ghastly school of blood magic. Forcibly binds the target’s soul to their body, preventing it from being expelled through any means other than killing the target. No magic can prevent a soul from being forced out of its former vessel upon death, though there are ways to keep the soul from moving on. If the soul isn’t set to become a ghost or be reincarnated, the soul can’t return to life, unless Azrael allows it, which is rare. But the soul can return to unlife, if, for example, the soul is a lich’s soul, and the lich’s phylactery remains intact. Or, for another example, if necromancy is used to stick a soul inside a zombie. Lygu also works on otherworldly essences inhabiting mortal bodies. This is the spell Chris Oldman used to bind his and James’ demonic essences to their clone bodies. They had access to plenty of blood once they started their rampage. So, even though James sucks at blood magic, he still made a contribution. That is probably the most helpful thing James has ever done.

Manos: a spell that summons a gigantic glowing hand, that can be controlled via the caster’s dominant hand. Like Varyas, the color of the hand depends on the caster.

Mortys: immediately kills the target. If the target is a demon inhabiting a mortal body, they will be forced out of their host. One of the hardest spells to cast. It is difficult, but not impossible to block or deflect this spell. Magicca has its own version of this spell called Wakk.

Muflys: creates an invisible barrier that blocks everyone outside it from hearing anything inside it. Great for having private conversations. The size of this barrier can also be adjusted.

Mutyz: a spell that changes the target’s shape. The caster must clearly visualise the change they have in mind. This is the spell Ianos used to curse Glenn. Curses aren’t a specific school of magic, cursing someone just means using magic to alter their body and/or mind against their will. After Glenn blacked out from the pain of his cranial transformation, Ianos used blood magic, using the blood from Cyrus’ corpse, to make the transformation permanent. Why do you think it’s called blood magic? You need blood to use it. Ianos used magic even more evil than blood magic to ensure Glenn would keep his fluffy head, even if Ianos was slain. After that, Ianos had Oswald chuck Glenn’s unconscious body off the mountain, using another spell to ensure Glenn would survive. Ianos was saving him for later.

Nocentyz: wards the innocent from harm by tapping into a power greater than any magic.

Nyleg: immediately forces the target(s)’ soul(s) out of their body. The target cannot get back inside their body without assistance. The body stays alive, but is now an empty shell, and will soon expire if no further actions are taken to prevent this. Also works on demons inhabiting mortal bodies, unless they have used blood magic, one of the darkest and most evil schools of magic, to bind their demonic essences to their bodies. In this case, they have to be banished from their hosts the hard and painful way.

Ocre: Gouges out the target’s eye. The eye cannot be restored, through medicine or magic, or through a healing factor. A cybernetic eye could still replace it, though.

Patok: an invisibility spell. The more powerful the caster, the longer the spell lasts, and the more targets can be turned invisible at once. Note that the targets can still be detected through other means, such as thermal vision, smell, looking for footprints, or simply listening.

Paxu: wards an area, repelling anyone with hostile intent towards anyone living within the ward. Like many wards, the maximum size of the area depends on the caster’s power. Someone more powerful than the caster can still get in, however. And this spell can’t keep the Deaths out of a given area, regardless of the caster’s power. To be fair, the Deaths don’t have any hostile intent towards their clients. The only places a Death can’t go are places where death doesn’t exist, not even on the conceptual level.

Pienta: increases the target’s intelligence. Another being of at least the same general level of intelligence must be sacrificed to do so. The sacrifice’s intelligence will be added to the target’s. This is why Umbra recruited humans and fluffies. He sacrificed them both. The effects of Pienta can be undone if the target is sufficiently distressed. Pienta was not used during the creation of Umbra, as his intelligence was due to Pierre’s DNA being spliced into his genome.

Pyrg: liberates souls consumed by demons, or any other soul eating entity. The caster can pick and choose which souls are liberated. Hans Stahlberg and the fluffy pimp the Oldmans ate were left inside them. The process is, incidentally, unbearable to the soul eaters. Imagine the worst bout of vomiting you’ve ever had in your life, then multiply it by a googolplex.

Rumyrus: reanimates a dead body as a zombie. The zombie is soulless and mindless, and controlled by the caster. The zombie cannot turn the living into more zombies, but zombies do tend to turn the living into more dead bodies, which can then be reanimated by the caster as well. A zombie can be granted sapience by forcing a soul back inside it, but only someone irredeemably evil would do something like that. Magicca’s equivalent to this spell is called Halperyn.

Seffos: a wind spell. The stronger the caster, the stronger winds they can summon.

Shynt: transports the caster and/or target(s) to another plane of existence. This includes the Other Side. It can also be used to go outside of existence entirely, to Out There, but nobody who has done so has ever returned. There are horrible Things lurking Out There. It cannot, however, take anyone Up There, unless they belong there. There’s only one way to go Up There, and that way is earning it. Plane shifting is not exactly the same thing as teleporting. Things that can block teleportation may not necessarily block plane shifting too. This does allow one a way into locations inaccessible via teleportation, but actually doing so is easier said than done.

Somnis: forces the target into an enchanted sleep. The sleeper’s bodily needs will be suspended while they’re out, and they won’t wake up until the spell is dispelled.

Sotra: transfers the caster’s soul into the target’s body. The target’s body must still be alive, and their soul must have already been removed from it. The caster’s former body will soon expire if no further actions are taken to prevent this.

Suwyd: wards the caster’s body, protecting it from any attempts to hijack it. Every wizard worth their salt casts this before commencing astral projection.

Thari: a cleaning spell. Like Bulan, the more powerful the caster, the bigger the mess it can clean up. Deston once used this to clean his shoe after accidentally stepping in one of Lavender’s creations. To be fair, those are very expensive shoes.

Tork: summons magical chains to bind the target. If the target is stronger than the caster, the target can still break the chains. And, of course, they’re vulnerable to gold. A gold-plated knife can cut through the chains like… well, like a hot knife through butter.

Varyas: creates a barrier around the caster, the target(s), or a given area. The size of the barrier can be adjusted, though the maximum size is proportionate to the caster’s power. Deston could shield a small town, but he wouldn’t be able to erect any other barriers until he dispelled the town-sized one. Only a power greater than that of the caster can penetrate the barrier. The barrier can be made visible or invisible. By default, the color of the barrier when visible depends on the caster, but can be altered if the caster wishes. Deston’s barriers are purple, Annette and June’s are black, and Umbra’s are indigo. Demeter’s were green. While she knew this spell, she never cast it, believing that the best defence is a good offence. And how did that work out for her?

Veda: an illusion spell. Learning this spell isn’t hard, the hard part is getting good at making realistic illusions. It helps if the caster is artistically inclined. A common trick in older times, practiced by wizards with few scruples, was to enchant copper coins to look like gold coins. Gold cannot actually be enchanted, due to its anti-magical properties. It can’t be created, destroyed, moved, or altered with magic. This is why wizards aren’t all fantastically rich. That, and inflation.

Vosla: A fireball spell. Do you want original recipe, or extra crispy? Can be toned down to a small flame, or turned up. Deston lighting candles with his fingertip always gets a round of applause.

Ykari: temporarily grants the caster the ability to fly under their own power. Yes, Levis can be used for this too, but it’s easier with Ykari. The duration of the spell depends on the caster’s power.

Yngrz: wards a location, blocking anyone from teleporting into, out of, or within it. Works on any form of teleportation, not just Zum. The caster can allow specific individuals to bypass the ward, although, by allowing such gaps to exist, there is a risk of another sufficiently skilled mage widening the gap to allow others to bypass it. It is safest to leave no gaps, and allow nobody to bypass it, not even the ward’s caster. Like most wards, the maximum possible size of the spell’s area of effect is proportionate to the power of the caster. But the biggest ward any wizard has ever managed was the size of a small country. Even Deston can’t go bigger than that.

Ynzol: a fire warding spell much like Ambus, that contains a fire to an area, the maximum possible size of which, like most wards, depends on the caster’s power. And like Ambus, flames from a source that is more powerful than the caster can still penetrate the ward.

Yoltor: a fire spell Dehak knows, taught to him by the Devourer. Those killed by the black flames are sent to meet that dread entity.

Zatur: Refills any container of any liquid. There must still be some of the liquid in the container for this spell to work. Use of this spell is banned at any magical drinking establishment, and since the public reveal of magic, mundane drinking establishments are quickly catching on, too.

Zum: teleports the caster, and/or the target(s), to a different location. The caster must clearly visualise the destination in their mind, not just how it looks, but how it sounds, and smells, and feels. So it is easier to teleport to a location that the caster has been to before. Requires the caster to snap their fingers to use correctly. If the caster does not visualise a destination or snap their fingers, they will have no control over where they go. Umbra got lucky one time. More powerful casters can teleport further away. Magicca has an equivalent to this spell called Whys.

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