Learning Magic


🌿 Rules 🌿

🌱 Magic must be unlocked to use! It can be earned through guild ranks, whatever tickets, or some such
🌱 Magic learning prompts can be done as many times as your keke needs to in order to learn. However, each prompt must be done a minimum of once in order to learn the matching magic ability
🌱 Keke can be proficient in a max. of types of magic at once. They can learn the starters for others, but they'll be much shakier and harder to learn. Basically, it feels like trying to write with your non dominant hand
🌱 A keke is considered "proficient" in magic once they begin to learn rank 1 spells. Once they've started rank 1 with 3 different magics, they can no longer reach rank 1 with any new magic
🌱 If your keke's already proficient in 3 magics, but you want to switch to a new one, you'll need to pick which of their 3 known magics they'll lose their abilities in. Once you swap which magic they're good at, one magic type they already knew will need to be dropped back down to the starters section. They will not be able to use any higher ranks of that magic anymore unless you switch back, in which case they'll have to learn their way back through the ranks as they did before
🌱 Magic learning prompts do not have to be done in order. If you've learned humidify and want to move on to siphon, you can!
🌱 Keke aren't restricted to the spells listed here. You have wiggle room as long as it's within reason!
🌱 PCs can learn magic unless otherwise specified below
🌱 Can not learn Susish magic: none for now!
🌱 Hatchlings and young can only learn magic starters. Youth can learn starters thought rank 2. Adults can learn starters though special
🌱 Art for learning magic must be a minimum of fullbody. Everything else is optional
🌱 Writing for learning magic must be a minimum of 150 words per prompt
🌱 There is no specific folder for learning magic. Pieces can go in general art, writing, etc... Whatever's appropriate!

⭕ Open spoiler to see PC-specific magic rules! ⭕

🌎 Children of Shivelight are able to learn keke magic, but if they're already proficient at two types of Shive magic, then they can only do two keke magics instead of three!
🌎 If Shive are proficient in 0-1 Shive magics, the above rule does not apply
🌎 A Shive may dabble in (know the starters of) four types of magic, but not all eight!

💟 Shenbies have similar magic to Snakekeys, but learn starters differently! That is, with the exception of heat, wind, and chill magic
💟 Heat, wind, and chill can be learned exactly the same way as Snakekeys, but only when a Shenbie is at the royal phase. These magics connect to the Shenbie's hemolymph type with heated hemo. having control over heat magic, chilled over chill, and neutral over basic wind
💟 Grub Shenbies cannot learn magic due to their different starter system. They must be pupa or higher!
💟 After getting their starter charm, a Shenbie can progress through the magical ranks as usual for kekin
💟 Whatever tickets do not affect Shenbies!


water_rune_by_hannah__bug_dd4tuv8-fullvi
Heavy weight that manages to be regal and elegant alongside strong

Starters 🎆
💧 Hold water: The keke is to scoop up some water in their paws. Naturally, some of the liquid will run off and be lost. The goal is to understand the original form of the water enough to stabilize the 'edges' before it drips away. Once done correctly, they will be able to hold a paw-full of water without losing even a drop. Must be repeated many times and can be challenging considering the speed at which the magic must be used 
💧 Move drip: Starts with a single drop of water near or on the keke so their focus can still reach it. They will need to concentrate in order to lift the liquid into the air without losing their grip on it. Often, this feels like trying to pick up a boulder in the beginning. The more they're able to move it, though, the "lighter" it will become. By the end, they should be able to lift the drop with ease. Since the movement of water is an important step in this realm of magic, students are encouraged to float water drops around in their free time, learning how to move them quicker and with more precision
💧 Humidify: The keke draws the water in the air towards a certain spot, increasing the humidity there. Most keke accidentally form the moisture into actual drops of water at first. This is a good lesson in how to move water subtly. It's advised to practice near a window or some glass so that the change in humidity is visibly noticeable

Rank 1 
💧 Stop flow: (requires hold water) This magic requires a body of moving water of some sort. The keke will dip their paw, tail, etc into the water and attempt to stop the current in a small area. Gentle streams are advised for this practice as rougher water is more difficult to soothe. Provided the keke is able to focus their concentration, the end result should be a small circle of smooth water around their paw (tail, etc)
💧 Float liquid: (requires move drip) Once the keke has the basics of moving a small portion of water, they'll need to increase their strength, so to speak. This is done by attempting to pick up gradually larger quantities of liquid until they're able to hold at least a usable amount. Ideally, a keke would continue to practice this the more adept they are at water magic so they can carry more to match their abilities, but, to start, their goal should be to work towards lifting about a cup's worth of liquid. This much water should become easy to move around as the keke pleases
💧 Siphon: (requires humidify) Water can be drawn out of various areas for magical use: trees, plants, the ground...even yourself! However, once life is involved, caution must always be used, as siphoning too much water out of living things will kill them. Because of this, keke are strongly advised not to start with life and instead practice pulling water from the earth and air until they get a handle on the ability. From there, attempting to pull water out of a very large tree is a safe introduction to the skill, as the keke very likely will not be able to drag out enough water to kill such a large plant

Rank 2 🎇
💧 Pushback: (requires stop flow) Water can be an aggressive magic to learn, as it fights to run downhill. As a keke's magical strength grows, they will need to develop the ability to move water as they please no matter what the water has to say about it. A common way to learn is to have water running downwards, such as a small waterfall or creek. Then, the keke should focus on turning the water around and running it uphill until it flows as easily as it does in the opposite direction. This can be done with increasingly rough water until quick movement is little to no trouble for the student
💧 Water arm: (requires float liquid) Water can be strong and study, thus a keke can make it so with some extra focus. They can "harden" the surface, so to speak, so that it refuses to let objects pass through it without the keke's say-so. This is commonly practiced by taking a stream of water roughly an arm's length and using it as a third (or fifth or whatever) arm. They should practice stiffening the liquid until they can easily pick up and push off of solid objects without them slipping through
💧 Dry: (requires siphon) It may seem counterintuitive for a water magic user to focus on voiding an area of water, but the spell does have its uses. It is the opposite of siphon, making an area (usually a sphere) hydrophobic so that all liquid is repulsed back. This can be done casually by smoothly moving the water away or aggressively with a burst of energy that sends all liquid flying off a ways into the distance. Keke are advised to practice the former first, as the latter can be taxing to attempt repeatedly. For starters, keke should attempt to dry areas such a patch of dirt or a bowl full of water. Once they're ready to advance, they can try more difficult situations such as making a pocket of air completely beneath a body of water

Special ☄️
💧 Conjure water: (Requires all rank 2 spells) There are some situations where there simply isn't enough nearby water to be usable. Advanced casters may prefer to be prepared for these situations by learning to conjure up water. Unfortunately, water hates to be spawned in. It has a tendency to resist for all it's worth and give the minimum amount possible. This makes conjuring quite difficult to learn, appearing fruitless for a good while. If the keke remains focused and diligent, though, they may be able to learn this tricky technique

fire_rune_by_hannah__bug_dd4tv5e-fullvie
Cheerful and eager. A young child, difficult to control

Starters 🎆
🔥 Mild heat resist: This spell must be practiced very carefully, as a keke could easily burn themselves! Starts with a source of fire large enough to provide uncomfortable heat if one starts trying to reach in and touch it. The keke will need to practice "wicking off" the warmth, which can be difficult as the fire's right there and more than ready to add more on. Once they've got the hang of it, though, they should be able to have their paw near the fire, but the air around their paw will feel as if it's room temperature
🔥 Snuff flame: Start with a small source of fire such as a candle or lantern. The keke will need to concentrate on the fire using their mind. This is good exposure to the element, which is very wild and playful. Inexperienced keke may find themselves wanting to grow the flame instead! They need to learn that they can say "no" to the fire and press in on it mentally, putting it out. Keke who burn themselves when working with fire are often sent back to this step, which can be quite frustrating for higher-level students
🔥 Small ignition: This is not recommended until a keke has learned to put fire out first. This is done by focusing hard on a small spot (ideally a controlled area of kindling) and trying to mentally "snap" and make a pop of sparks. Beginner keke may get a sound, but no light. They'll need to keep trying until they do get flame. Keke working on this describe it as trying to get the attention of someone who is totally distracted. Once the fire "hears" you, it becomes all to eager to flare to life. After its "attention" has been grabbed, this spell becomes significantly easier to replicate

Rank 1 
🔥 Fireproof: (Requires mild heat resist) Every baby bird has to leave the nest and every keke eventually has to shove their arm into a campfire. Well, if they're learning fire magic... After getting a good grip on heat resistance, a keke should know all they need to know about keeping fire from harming them. They just need to keep their boundaries established and not lose their nerve too much. Of course, it's encouraged that this ability is practiced slowly and carefully to prevent total freaking out
🔥 Colored fire: (Requires snuff flame) Although not typically useful, this spell aids in understanding of the element. A keke should focus on a flame of small to moderate size until they feel like they can "find" the color of it. Fire is very squirmy when investigated, so some keke may get frustrated and believe they're being hazed. The color is still possible to find, though. Once it's located, orange flames can be twisted into pink or green. More adept users may even be able to add things such as stripes or spots!
🔥 Move flames: (Requires small ignition) This is more difficult if a keke cannot yet touch fire without burns, but is still doable. The keke should try and lift a flame from a fixed position (such as a candle) without putting it out by mistake. This can be done by picking up the fire with their paws or by using their mind depending on their current heat resistance. Most keke find that this feels like a balancing act and if they "fall", the fire dies out. They should continue practice until "balancing" becomes easy

Rank 2 🎇
🔥 Flames on body: (Requires fireproof) Once a keke has a good grasp on how to keep themselves from burning, they can freely conjure flames on their own body. Beginners are advised to pick one patch of themselves to ignite and then keep careful track of the fire as it moves. This study will ensure they don't un-heat resist in the wrong place at the wrong time. Fire's a bit flimsy, so it can't be made into wings that can fly or anything like that. It can, however, be used for its light, heat, burning, and intimidation
🔥 Fire border: (Requires colored fire) This useful spell keeps fire from going where you don't want it to, as it's all too eager to frolic off on its own. Like the stern fire-mom you are, you can set a strong boundary and keep flames from passing it. This can be unnerving to practice, as the fire will attempt to pass the invisible wall put up. The easiest way for a keke to get the hang of this is to stand their ground and tell that fire that it will stop and is also grounded and lost its burning privileges (yes, the parental attitude really does help development)
🔥 Fireball: (Requires move flames) After a keke knows how to hold fire, it's time to throw it. As with moving flames, this can be done with the hands or the mind, though the mind has the potential to carry further. At the start, keeping the flame from denigrating in the wind will be a struggle. Keke will keep needing to throw fireballs, learning how to get them further and further without snuffing out. Eventually, they'll manage to hit their target! And likely have to immediately put it out because the flames got too excited

Special ☄️
🔥 Mature flame: (Requires all rank 2 spells) Dealing with the immature characteristic of fire can be taxing on some, but most learn to live with it. Advanced users may find that the childish babble of the flame diminishes with their skill, with the fire instead becoming a cool and calculated companion. This is actually a projection of confidence in the element onto the element itself. It requires much practice and plenty of confidence. If you do it right, the fire might start to catch on and mimic your stern guidance. "Matured" fire is incredibly precise and highly envied

earth_rune_by_hannah__bug_dd4tvf2-fullvi
A variety of character. Accepting stones and disgruntled plants

Starters 🎆
🍃 Small sense: The keke will need to be in contact with the ground and feel for the presence of the ground below them. This will feel like a boost to their senses once they get it right, able to "see", "hear", etc through the patch they've got their mind on. The main difficulty with this spell is that the keke will initially start too small, feeling only a spot about an inch in diameter, making it difficult to sense much of anything at all. They'll need to practice to expand their range to about a foot in diameter, where the spell will then be noticeable
🍃 Pebble hop: Starts with a small pebble, roughly the size of a bean. The keke should place it no further than a foot from them before attempting to "feel" for the stone with their mind. Earth magic is surprisingly receptive and they should be able to find the rock's presence with little difficulty. From there, they should practice getting a grip on the pebble and lifting it a little into the air without touching it. This should be repeated until they have a good grasp on the spell, making the stone quickly pop into the air or "hop"
🍃 Imprint: The keke should press their paw into soft mud, loose sand, or some sort of unstable ground that attempts to fill back in once their paw is removed. Their goal is to mentally feel out the edges of their pawprint and until they have enough understanding of the border to hold up the walls with their mind, keeping the print from filling in. An easy way to get frustrated with this spell is to get the consistency of the ground wrong. Mud too thick or too watery will make one's life harder!

Rank 1 
🍃 Detect: (Requires small sense) Once they can sense the ground very easily, the keke needs to really learn how to use the earth's scenes for their own. While continuing to expand their range, they should experiment with what the ground lets them see, feel, scent, and so on. A common game to play to practice this is to close one's eyes before starting to sense around until one can find a nearby animal they didn't know was there. Animals can't tell the ground's looking at them, so keke can see some pretty interesting things!
🍃 Plant persuasion: (Requires pebble hop) Unlike dirt and stones, plants aren't usually too pleases about magic being used on them. They frown and shy away and all that towards every new earth magic user. A keke needs to learn to befriend them (or as close as they can get) so that the plants won't be bothered about doing a favor for them every now and again. New users are encouraged to start with grass or sprouts. These a keke will be able to grow a couple inches easily after learning to pebble hop. Since this is in the plants' best interest, they'll likely agree quicker
🍃 Dig ditch: (Requires imprint) Starts by placing a paw on malleable ground such as dirt. Instead of holding up pawprint walls, the keke should focus on trying to push them over and knock them down. If done right, this will result in the ground falling away from their paw, making an indent around it. The keke should practice until they can do this in only a second or two. The more they work on it, the deeper and wider holes they'll learn to make, too

Rank 2 🎇
🍃 Susie sight: (Requires detect) Instead of just using a large area, keke can begin to focus their earth-based sense into winding tunnels. Think moles moving just beneath the surface of the dirt. Except much faster. Keke can learn to spiral these senses all over the place without losing track of them and some may even be able to keep tabs on multiple sight trains at one time! (Warning: this may cause fierce headaches if not done right). A good way to test this spell is for the keke to go on a walk while intermittently using the sight to check on their house or place of residence. They can keep going further and further away to fine-tune this ability and increase its speed 
🍃 Charisma aura: (Requires plant persuasion) The more a keke works with plants, the more the plants will become uncaring about having magic used on them. They'll need to move tree branches, sprout seeds, bend foliage out of their way, and anything they can think of to cover the largest range of different plant life possible. The ultimate goal is to get even the trees' respect. Word (or "word") will spread quickly from there. A keke usually knows this has happened, as they'll be able to move a plant without having to ask first, as there will be a more accepting feel instead of "ew, don't touch me"
🍃 Tunnel: (Requires dig ditch) Now that the keke should have a good grasp on both moving earth, they should be able to reliably open a hole in the ground big enough for them to slip into. This can be sort of scary, so a keke shouldn't jump to it unless they feel they're ready. Once they enter the hole, they should be able to expand it forwards quickly, using it to travel underground with little to no disturbance on the surface. This can also be used to quickly dig a burrow and then cover the entry point, hiding a keke underground suddenly

Special ☄️
🍃 Metal harvest: (Requires all rank 2 spells) With their newfound scenes, keke will be able to detect cold, heavy metal if they search deep enough below the surface. This is not the same as stone, so magic users presented with it may initially struggle to move it. However, they should soon find a way past the metal's maze-like sense-armor. From there, they can detach a glob from a vein and take it back to the surface with them! Metal is difficult for keke to obtain, so this is considered an invaluable skill

wind_rune_by_hannah__bug_dd4twoj-fullvie
Cold and elegant. Will only respect you if you respect it

Starters 🎆
🌬️ Read gust: The keke should stand in a clear area where there's a light breeze (be careful it isn't too strong). With their eyes closed, they should try to convince themselves they're very interested in this specific breeze's story. Be warned that some winds will take this as patronizing or not believe the keke, but they should eventually find one willing to connect with them. Keke compare this happening to a sudden brain freeze, so it may be difficult to focus through and take multiple attempts. Once done correctly, a user will be able to pick up small details about where the breeze has been, what it's seen, etc
🌬️ Stir: Starts in an area without any wind. The keke should place some light items on the floor (leaves, shredded paper, etc) and face their paws towards the items, being no more than a foot away. Wind magic can take quite some time of what feels like nothing to summon up. Keke are encouraged to keep their focus and not give up. Wind doesn't like it when you give up. After a while, they should notice a slight chill in their fingertips and the objects on the floor shifting a little. They should continue to practice tapping into this until they're able to do it within a few seconds
🌬️ Redirect: This is best practiced in an area with a consistent, yet small breeze. The keke should align their body is some way to form a curve to direct the wind (this is commonly done with the arms). Their goal is to tap into it and change its trajectory towards an object that will noticeably fall over once the spell works. The spell will work better if a keke closes their eyes, attempts to clear their mind, and establishes a respect for the air. If the breeze finds them suitable, they'll feel a quick swoop of air across the curve they're forming along with a sudden chill and their target will topple over

Rank 1 
🌬️ Imprint message: (Requires read gust) Wind magic is special in that it can send messages to other users. Even those without magical knowledge can pick up a "feeling" from air with a message in it. Keke should focus the thought they want to convey very clearly in their head. They may need to go over it several times until it feels like the only thought they have. Once done, they should attempt to mentally "snap" the message into the air in front of themselves. They'll be able to sense their own message in the breeze to tell if the spell has worked or not
🌬️ Conjure gust: (Requires stir) Once a keke has learned to begin conjuring wind, they can up their game some. This is usually easier if done with a breath or an arm, but can be done mentally as well. The keke will need to tap into their magic, but sort of "break down the floodgates" this time. This may result in an overwhelming feeling of cold, but not much air power. Keke are encouraged to practice until the chill has begun to diminish and they can stir up a gust strong enough to reach the leaves of a tall tree
🌬️ Maneuver air: (Requires redirect) Keke can "grab" a hold of nearby air and move it around using their mind. Beginners find this feeling very unstable and describe the air as "bucking them off". More likely, the air they're attempting to control is in an unstable shape that they lose their grip on. Users are often instructed to focus on making a small ball of wind and exploring nearby with it without losing hold. Practice should be done until agility is built up

Rank 2 🎇
🌬️ Filter air: (Requires imprint messageKeke may find that dirty air (for example: full of stirred up dirt) can be more difficult to control. The foreign elements weaken the control on the wind and make it more unstable. Using precision, they can drop (sometimes "drop") the pollutant from the air, restoring its purity. Though it may be difficult to initially filter out everything, this spell offers a wide, sweeping control over the air quality
🌬️ Dash: (Requires conjure gust) After they have some experience, users will be able to conjure a controlled gust of wind behind them that can push them along in an increased sprint! Unfortunately, practicing this may result in some face plants... It's important to get an evenly distributed push from the wind so that the keke doesn't suddenly become top or bottom-heavy. It's also important to get the level of push right. More experienced users may take to the skies by mistake (but beginners shouldn't have to worry about that. Theoretically.)
🌬️ Vortex: (Requires maneuver air) As a keke becomes more adapted to using wind magic, they'll be able to use faster and stronger bursts of air. A common way to practice this is by forming a small whirlwind. The spinning motion increases a user's focus and the vortex will increase strength, as it requires a lot to keep it spinning for an extended period of time. Keke may practice with a whirlwind as big as themselves, but much bigger isn't encouraged for...obvious reasons...

Special ☄️
🌬️ Flight: (Requires all rank 2 spells) Flight using air magic requires careful control on air beside, beneath, and even above oneself. It's very difficult to learn to lift oneself into the air and then maneuver about without crashing into things or falling to the ground. It requires much practice, so more advanced magic users can often be seen hovering slightly off the ground, getting used to the feeling. Few keke manage to put in enough effort to sail about with ease, but the reward is well worth the work!

shadow_rune_by_hannah__bug_dd4tx0w-fullv
Sand that slips through the fingers. Concealing and mysterious

Starters 🎆
👤 Thicken: The keke should stand in an area of shadow, but one that isn't too dark. Beginners will have an easier time if they're fully covered by the shadow with no tail tip or anything poking out. By concentrating, the keke should then try to imagine the shade is darker than it actually is. The main issue here is that the magic user may have difficulty telling if this has actually worked or if they're just...imagining it. Most will dart out of the shadow after attempting the spell, trying to see if the shadow will lighten after their presence is removed
👤 Pull shadow: This spell is pretty easy to practice. The keke should place their paw on a shadow and then attempt to drag it away, keeping a ring of darkness around their paw. Students may have to be reminded that they need to be sure to focus and pulling at the shadows a mile a minute probably won't do anything
👤 Night vision: Ideally practiced at night when a keke's eyes have had time to adjust to the dark as much as they're going to. They will then attempt to tap into their shadow magic and try to do something such as read from a sheet of paper a small distance away. If they're using the spell correctly, their eyes will seem to adjust further than they usually would and the surrounding area will "light up", allowing them to see better

Rank 1 
👤 Shadow projection: (Requires thicken) The keke should establish a target about ten feet away. Using their mind, they should attempt to darken the area around the target using conjured shadow. This will feel grainy at first, like fighting with sand. With the grainy sensation, there will be little progress. The user will need to get used to the peculiar feeling and with it, their control on the shadow will strengthen. This should be practiced until the keke can conceal the target in shadow as dark as night. They may also increase the distance between them and the target to develop strength
👤 Dark line: (Requires pull shadow) This can be done with conjured or existing shadow. Instead of using a soft form of magic, the keke will need to use their mind to "sharply tug" on the darkness, forming a hard line in the air. Depending on the thickness of the shadow, this may look like a floating stripe of a sunglasses' lens or a void like a hole in the world. Keke should be sure they're pulling a clear line and not a hazy blob. Getting such a tight grip on the "sandy" texture of darkness may be difficult, so keke should practice until it becomes easy
👤 Distort: (Requires night vision) Users can apply shadow magic to make things more difficult to see via disrupting the air with waves of darkness. Keke trying to look at the disrupted thing will find it looks blurry and they can't quite make out the details. Beginners should practice getting the timing of the projected waves right on a small target such as a book or a cup. They'll know things are going well if they feel like their vision's gone a bit hazy or their eyes have started to cross. Upgrading to bigger targets can increase the strength of this spell

Rank 2 🎇
👤 Shadow puppetry: (Requires shadow projection) This is mainly only useful for entertaining young keke, but does wonders for increasing a magic user's precision. Bits of existing or conjured shadow can be "pressed in on" to form them into recognizable shapes such as Snakekeys or little animals. Like building with sand, these figures may be difficult to mold at first, coming out looking lumpy or strange. Increased use will refine a keke's ability to shape the dark so that they end up with the shapes they intended
👤 Shade push: (Requires dark line) Using this spell, a keke will make a line or fake arm of darkness so thick that it's able to push on and interact with items. Keke are advised to start with a line of shadow and attempt to condense it for a while, at least until it becomes difficult to see through. They can then maneuver it through the air and attempt to touch or knock over a target. If the shadows crumble when coming in contact with the object, they're not thick enough
👤 Illusion: (Requires distort) With increased control on using darkness to distort vision, a keke can begin to tap into illusory magic. They should attempt to destabilize the image of themselves or an object, adding a small detail such as freckles or a nick that wasn't there before. In the beginning this may look unrealistic, which will cause the illusion to quickly crumble away. Keke should continue to practice until they're able to keep up a small illusion even in public. They then can refine this spell to do larger things

Special ☄️
👤 Invisibility: (Requires all rank 2 spells) Completely disappearing is often considered the highest form of illusion that dark magic can provide. It is, of course, easier done in the darkness. Keke can coat themselves with shadow until they match the color of their backdrop. More skilled users may be able to keep up the invisibility in low light and even more skilled than that can disappear entirely in broad daylight. Disrupting the image of a moving target such as themselves will require plenty of dedicated study

light_rune_by_hannah__bug_dd4tukv-fullvi
Slippery and difficult to grab. Requires a strange sense of "balance"

Starters 🎆
☀️ Hold glow: Done by holding out one's paw (or something of the sort) under a source of light. While lit, the keke should focus on the light, trying to feel how it moves, how strong it is, etc. After they feel they're concentrated on the light, they should pull their paw back into a darker area. If done correctly, their paw will glow dimly for a few seconds, as if the light was stuck to it. This should be done multiple times to get a grasp on the element, slowly increasing the amount of time that the glow remains on their paw in the process
☀️ Intensify: The keke should start in a dark or dimly lit place with a source of light that they're able to touch such as a lantern or candle. When touching the light, they'll need to put their focus on increasing the glow of it. The change can be difficult to notice at first, hence why a dark area is recommended. After some practice, the keke should easily be able to tell that they're brightening the light some. This teaches the very basics of conjuring, starting with the aid of an already existing light
☀️ Angle light: Done with a pointed light source such as a spotlight or a bright sunbeam filtering between leaves. The keke should put their focus towards the point where the light touches the ground and begin trying to get it to move. Light is often considered slippery and elusive, so this may take some getting used to. Eventually, they should be able to pull or push the base of the light around a small area, creating angles that wouldn't be possible without bending the beam

Rank 1 
☀️ Halo: (Requires hold glow) The keke focuses on holding light to their skin. This is most easily done on a warm, sunny day. While going about their business, the keke should try and casually pull the light in, not putting too much effort on getting the magic to work. Trying to brute force the light into sticking can result in loud pops and small, smokey backlashes, so...be careful. If done correctly, they should have a light glow to them. Unless they've been practicing for too long, then they might be kind of bright to look at
☀️ Glow ball: (Requires intensify) A basic conjuring spell that is commonly done by summoning light into the hands and molding it into a ball. The keke should focus on creating heat in their hands and then giving that heat a shape by turning it into light. The most difficult part of this spell is giving the light the correct consistency so that it doesn't dissipate before it can be formed into a ball. Once the keke has this down, rolling it in their hands to form a rounded shape should be easy! Glow balls can be used as quick, convenient flashlights, though controlling them may take some additional practice. While the ball will commonly float loyally by a keke's side, it may also be heavy and fall to the ground/have to be held or be too light and float away like a balloon...!
☀️ Move light: (Requires angle light) Move light any way you please and be able to detach it from its source. This spell is similar to moving water and having water knowledge is said to make it a bit easier. The keke should focus on taking angling light a step further and tearing the glow from its staring point so that it can be moved around freely. It's encouraged to try moving many types of light in all sorts of different directions until it becomes easy to flick light through the air, across the ground, or even out of the keke's sight

Rank 2 🎇
☀️ Inner light: (Requires halo) While this spell isn't exactly useful in itself, it reinforces controlling light one can't directly see or touch. The keke will need to conjure up or move light inside their body, enough to glow through their skin! They can also use other living creatures, of course, but their friends may not appreciate it... This magic is a good exercise for students and a fun party trick for the more experienced
☀️ Conjure beam: (Requires glow ball) Teaches a keke how to more freely conjure up light as they need it. Although methods may vary, this is commonly done by projecting a ray of light from one's paw like a flashlight. It often takes a bit of practice to keep the beam constant and bright, but towards the end of learning this spell, it should be almost effortless. Keke are encouraged to try conjuring up different shapes and amounts of light to ensure they're flexible with this type of casting
☀️ Light siphon: (Requires move light) An exercise in controlling large amounts of light. The keke should start in a well-lit area such as a room with multiple lamps or lanterns. They should then focus on pulling as much light away from the source as they possibly can. Although it will take time, the end goal is to hold all of the light in the area (within reason) around oneself, leaving none for the light sources

Special ☄️
☀️ Purify: (Requires all rank 2 spells) Within it, light magic holds some healing properties. Experienced users can call up this ability and repel simple ailments from living creatures with relative ease (although repeated use tends to be very draining on the caster). In order to use, the keke must focus to "peel away" the outer shell of the light, breaking it down to it's bare essentials. Hidden away inside, they'll find the energy and clarity needed to use light to heal. Light-based healing is very hit-or-miss. It can take quite a bit of practice to find it for the first time and students often complain that the process is very taxing. Once they manage to locate the energy, though, it's only downhill from there

heat_rune_by_hannah__bug_dd4txc9-fullvie
A little cheesy, but if it ain't broke, don't fix it...?

Starters 🎆
♨️ Glorified fever: An easy way to get started with heat magic is to try and warm oneself up slightly without moving around. If a keke focuses "really hard", they should find themselves noticeably hotter than they were before. It's important to note that heat magic seems to like it when one focuses comically hard. You don't necessarily have to have your mind totally clear and your thoughts focused. Just squish your eyes shut and make some weird, strained faces. Heat loves that
♨️ Simmer: The keke should set up a target about 5 feet away. This should be something that reacts to heat such as an item that changes color with temperature, water, etc... A large sheet is a good target, but a lot of water is not, as it takes more effort to warm more liquid. They should then attempt to conjure up heat from a distance so that the target becomes warm or reacts to the heat. Making sound effects to emphasize this process (such as "pew, pew") increases effectiveness. A keke should practice until they're able to increase their speed (note that heat magic may not work as fast as other magics)
♨️ Heat sense: As they begin to understand heat magic, keke will be able to detect heat from other living creatures. Practicing this is good, as it increases perceptiveness and range. Keke should try to locate a living creature that they didn't previously know was there by finding its body heat. Be sure you're looking for something warm-blooded or you'll be out of luck. Bigger, slow creatures will be easier and are encouraged as a starting point for beginners

Rank 1 
♨️ High body temperature: (Requires glorified fever) Learning heat magic allows a keke to raise their body temperature past what is considered healthy without any negative side effects. It's advised that a user practices this spell in a chilly or windy area. It will be easier to tell if they've succeeded if they began a little bit cooler than they'd like. They should practice doing this to increase the amount of time they're able to maintain that raised temperature. The more a keke uses spells like these, the less discomfort they will begin to feel when using heat magic
♨️ Heat wave: (Requires simmer) Magic users will be able to project heat from their body. Initially, this starts out going whatever direction it feels like and isn't very effective. Keke should practice on a target, concentrating on getting the warmth to flow in a specific direction. As long as temperatures remain safe, this spell can be practiced on animals. You know it's working when they get too hot and leave. Warning: don't do this on more irritable creatures
♨️ Thermal view: (Requires heat sense) This doesn't give a keke the whole purple-to-red thermal camera vision. It does, however, allow them to see warmth, which may be red to white depending on its intensity.  This will overlay atop the user's original vision. It's not hard to tell when this starts working, but it make take a beginner some effort to get it reliable enough to use. Putting paws to the temples as if under strain may help with focus. Keke should practice until they can quickly pull up this vision

Rank 2 🎇
♨️ Singe: (Requires high body temperature) With this spell, the keke heats their body temperature high enough to burn. Testing this requires a target such a water to boil, wax to melt, or even food to cook (or burn. Be careful). A user will place their paw on the target and try to raise the temperature in their paw quickly so that it doesn't take five minutes to melt a slice of cheese. The spell can be repeated to increase speed and to increase temperature awareness so that heat magic becomes easier to use precisely
♨️ Heat deflection: (Requires heat wave) If things get too hot to handle, heat magic users can create a sort of "force field" from heat to keep it at bay. As this is mostly invisible save for maybe a slight shimmer in the air, it can be difficult to tell if your safety bubble has a hole in it or not. Practicing this is easier on especially warm days. A keke can pop up their field to keep themselves cool. If it's still toasty, they better look for errors in their defenses!
♨️ Updraft: (Requires heat sense) This is easier practiced if the keke can actually see the heat they're working with using thermal vision. Heat is packed close in the air, forming a special updraft with the ability to lift some items. Beginners may find themselves dropping things or tipping them off the updraft "platform", so it's advised to test this on durable targets. This spell can only lift things, but users may find it still has its uses

Special ☄️
♨️ Tangible heat: (Requires all rank 2 spells) Those adept in heat magic may develop the ability to make heat into a "real" object. Objects aren't usually specific, as a keke has to "draw" them by hand through the air. One common use is to make small hand-warmers given to friends on chilly days. A more dramatic application is forming slices in the air to defend oneself. Heat becomes surprisingly elusive when trying to draw it into the physical world. Even advanced users tend to find themselves with a limited amount of "ink" they can use

chill_rune_by_hannah__bug_dd4txlp-fullvi
Quiet, eerie, and serene. An alien element usually unseen by Susie

Starters 🎆
❄️ Shiver: Chill magic beginners should practice lowing their body temperature, but only slightly. It's best done in a quiet, isolated area with minimal distractions. The less noise, the easier it should become for a keke to tap into the magic. A user will generally know if they've succeeded by the onset of an abrupt shiver or shudder. This will only last a second and is a telltale sign that the magic is being used. Spell should be practiced until bringing on the shiver can be done quicker
❄️ Frost: The keke should place a paw on a flat surface such as stone or glass. While keeping as quiet as possible, the keke should focus on getting their paw to feel cold. Once that's done, they should try to increase the feeling outwards, slowly and steadily. If done correctly, small spirals of frost will spread out from their paw. This should be practiced to increase the radius they are able to effect
❄️ Cool air: With quiet and concentration, a keke should be able to cool the air around them to the point of becoming chilly. This spell can break rather quickly, allowing heat to seep back into an area in moments. Keke should continue trying this spell until they're able to hold it up for longer periods of time. It's advised to start somewhere without wind, as this can add complications and break focus quickly

Rank 1 
❄️ Supercool: (Requires shiver) Once they've got the basics down, a keke should be able to safely drop their body temperature below what is considered healthy without any negative effects. They may at first struggle with shivers and discomfort, but the more the spell is used, the more they will adapt to the cold. While practicing, a keke should look for a way to evade the telltale shiver the magic brings on
❄️ Snowfall: (Requires frost) By cooling the water in the air, a keke can do something often considered frightening: they can induce snow to fall. Considering the extreme heat of Susie, keeping snow as snow is often difficult. A user should continue to practice to keep it from melting in midair or when it hits the ground. The more they work, the longer they should be able to keep it from turning to water
❄️ Directed chill: (Requires cool air) There isn't usually much cold to work with on Susie, so this is usually done by redirecting cold from a magic user's lowered body temperature. Cold can also be conjured, but may be harder to keep cold against the hot air. The keke should set up a target about 10 feet away, something like a small bowl of water. They then should try to silently project a concentrated wave of chill towards the target until they're able to effect it in a suitable way. Beginners may find their wave moving abnormally slow, so this should be practiced until decent speed is built up

Rank 2 🎇
❄️ Chill sap: (Requires supercool) While users can create cold, they should also be able to take it away. This won't usually provide useful, but can be used on more minor things such as defrosting food or warming up a cold-blooded keke. Magic users will be able to "pull" (which is more of a gentle, constant force than a sharp tug) the unwanted cold from a target, dissipating it into the air. At first, this will not be very effective and a keke will only be able to remove small bits of chill. This should be practiced until a whole target (within reason) can be warmed in one swoop
❄️ Freeze: (Requires snowfall) Keke more used to this element can use it to encase things in ice. When starting out, the ice will most likely be thin, brittle, and melt quickly. The spell should be practiced until strength is built up. Ideally, a keke should have enough focus and power to create a trail of ice over a large surface of water such as a lake that allows them to slither across without falling in
❄️ Cold blast: (Requires directed chill) One of the more forceful things chill magic can do. This is often used for self defense or to scare off a predator. The keke should focus suddenly to direct a burst of cold at a target (note, this usually is accompanied by snow and frost). Beginners will likely have trouble putting force behind this usually serene magic, so the spell should be practiced until they can knock over a small inanimate object with it

Special ☄️
❄️ Cryo chamber: (Requires all rank 2 spells) By bringing on harsh cold suddenly, an adept magic user can freeze a living creature and preserve them within ice. Said creature will continue living as they were when the ice melts as if nothing happened! This is generally not an encouraged practice, as it's quite dangerous. Using the magic wrong will simply kill a creature instead and freezing a Snakekey will likely get you jail time. That being said, it still has its uses, one being: a keke can freeze themselves in self-defense, making themselves appear to be dead, which will ward off most predators. They ice can be set to thaw on its own, freeing the user shortly after so that they can make their escape

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