Light Magic
Light magic and dark magic is often referred to as the magic of good and evil. Created as the yin and yang of the supernatural world, casters of both magics tend to find themselves at war with one another. A caster must choose either light or dark magic (they cannot have both), with Angels having a natural affinity for light magic and Demons an affinity for dark magic. For the most part, there are not many side-effects to the use of this sort of magic, with the exception of a sense of fatigue after they are used. All spells take two posts to enact and should include changing and casting.
Spells
Weapon Crafting: Depending on the type of magic, weapons may be forged either out of an entity of light (for light magic casters) or the depths of the shadows (for dark magic casters). These weapons are only good for the scene in which they are forged, and are no stronger than a weapon garnered by natural means.
​
Light Manipulation: Light magic users carry the ability to bend light or manipulate it as means to illusion.
​
Cloaking: Users of light magic has the ability to cloak themselves in light.They also have the ability to bring light into a dark place.
Blessed Touch: Through divine power, light magic users are able to heal those around them. This is very draining on the caster, for this reason, healers tend to be very careful on when and how this ability is used. Blessed healing has the ability to purify and neutralize venom, and even heal broken bones, though this abilities will render the caster unable to use magic for the remainder of the day. If the caster pushes through and tries, it could even result in losing their own life.
​
Saving Grace: A light magic caster has the ability to break a binding contract forged by a dark magic user. They are not able to break their own contracts, however.
​
Detect Magic: Detects spells and magic items withing their immediate vicinity.
​
Detect Poison: Able to detect if an item is poisoned by touch.
​
Mending: Able to make small repairs on items.
​
Endure Elements: Able to make themselves, or those they cast the spell on, endure elements (e.i. Hot, cold)
​
Calm Emotions: Able to calm and sooth someone's emotions by touch. Can also work in animals and beats and those in frenzy.
​
Shatter: Creates a sonic blast that pushes items or people away from them.
​
Anti Magic field: Creates a small area (no more than 10x10) where magic can't be used.
​
Astral Portal: Creates a portal to the astral plane, can be used to transport others to the astral plane.