VoidKitty · Spell Mechanics

How magic works

Every element in VoidKitty has its own damage, its own cost, its own effects — and a signature nova. This page is the complete reference: the rules first, then every bolt and every nova. Numbers get tuned as the meta evolves— this page always reflects what's live.

The four rules

Elements work on players. Burns tick, ice slows, earth shoves, lightning chains — in PVP, in tuned-down versions. Burns are tracked by the server: a burn kill is YOUR kill, loot and duels included.
Heals only happen when you land the hit. Casting at the sky or while fleeing heals nothing. Healing elements hit noticeably softer — sustain is a trade, not a freebie.
Each element has its own damage. From 0.7× (the big healer) to 1.15× (the spell that costs you blood). Utility costs damage; pure damage is its own reward.
Mana. The violet bar above your health: pool of 100, refills 4/second, every spell has a cost. A bolt every ~3 seconds is sustainable forever; a burst of ~8 empties the tank. The sword costs nothing — steel never runs dry. Duels start at full mana and full HP.
The fine print that keeps it fair:stepping into the garden or coliseum cleanses burns · entering a duel cleanses everything, so an outsider's burn can never decide a wager · a nova into a crowd heals once, not once per victim (Radiance is the deliberate exception) · a backfire still costs mana · reflected damage can't be re-reflected, and burn ticks are never reflected.

The bolts

Baseline: a bolt is 15 damage / 12 mana; the damage column scales it. Effects listed are the PVP versions (PVE versions run stronger). Novas have their own table below.

Starters

ElementDamageManaIn PVPRole
Fire1.0×12burn 1.5/s · 2sPressure — chip that keeps ticking
Void1.1×12The raw hit — biggest clean starter damage

Base unlocks

ElementDamageManaIn PVPRole
Lightning0.95×12chain · 1 hop @ 50%Crowd & brawl damage
Ice0.9×12slow 30% · 1.2sThe kiting tool
Earth0.95×12knock 2uSpace-maker
Light0.75×12heal 3 on hit (nova 8)The sustain baseline

The healers — all heal on-hit only

ElementDamageManaIn PVPHeal (bolt/nova)Role
Solar0.8×13burn 1/s · 2s3 / 7Aggressive sustain
Aurora0.75×13slow 25% · 1s3 / veil*Defensive kiter — *nova became Cleansing Veil (below)
Judgment0.8×13chain2 / 5Brawl sustain
Sanctuary0.7×14knock 2u5 / dome*The fortress — *nova became Sanctum (below)

The burn family

ElementDamageManaIn PVPRole
Hellfire0.9×13burn 2/s · 3s — 6 totalThe burn king — top sustained damage
Magma0.95×13burn 1.5/s · 3sHeavy chip
Steam0.85×13slow 25% · 1sburn 1/s · 2sSlippery attrition
Plasma0.85×14chainburn 1/s · 2sMulti-target pressure
Eclipse1.15×14costs 3 HP per cast (nova 5)Glass cannon — top damage, pays blood

The controllers

ElementDamageManaIn PVPRole
Staticfrost0.85×13chainslow 25% · 1sGroup lockdown
Glacier0.85×13knock 2uslow 25% · 1sThe wall
Tempest0.85×13chainknock 2uChaos brawler
Magnetite0.85×13pull 2uchainThe disruptor
Gravity0.95×13pull 2.5uSingle-target dragger
Abyss0.85×13slow 25% · 1sburn 1/s · 2sDread attrition

Reading the balance

One clean void bolt lands 16.5. Eclipse lands 17.25 but bleeds you 3. Fire lands 15 with 3 more ticking (cleansable at the garden). Hellfire tops sustained output at ~19.5 spread over three seconds. Sanctuary hits for 10.5 and drinks 5 back on every landed hit. Elements carrying two effects pay ~15% damage for the privilege; one effect costs ~5–10%.

The novas — every element's signature move

Bolts are your poke; the nova is your signature move. Together they form a counterplay web: wards counter chip damage, knockbacks counter wards, reflect counters burst, cleanse counters burns. Damage is per victim caught; mana and cooldown are per cast.

NovaElementDmgManaCDWhat it does
Flame RingFire10306sburn 1.5/s · 2s The benchmark — every nova is understood relative to this one.
ImplosionVoid14337sNothing but the number — the hardest plain nova in the game.
Storm BurstLightning9.5306sRadius 8 instead of 6 — the storm reaches further than you think.
Frost RingIce9328sfrost patch 4u · 2.5s 30% slow while standing in it.
ShockwaveEarth6286sknockback 4u The peel button — cheap, weak, makes room.
RadianceLight7.5306sheal 4 per enemy struck, cap 12 Courage pays.
Solar FlareSolar8337sburn 1/s · 2sheal 5 on hit + glare-wash: victims' screens flood warm for 1.2s (soft, no strobe).
VerdictJudgment8 → 16337sheal 3 on hit The execute: targets below 30% HP take double.
SanctumSanctuary3512sConsecrates the ground — dome 3u · 4s: −50% damage taken + heal 2/s while you hold it. Getting knocked or pulled off ends it.
InfernoHellfire9359sburning floor 4u · 3s, 3/s Area denial — the anti-Sanctum.
EruptionMagma16348sDetonates 1s after a visible telegraph — dodgeable, devastating.
Scalding CloudSteam6349smist 4u · 3s: 25% slow2/s inside The attrition swamp.
OverchargePlasma209sYour next bolt within 3s is free and hits 1.5× — the combo spell.
TotalityEclipse18358scosts 5 HP The biggest number in the game, paid in blood.
Static LockStaticfrost8.5337s40% slow · 1.5s The strongest area slow — nobody walks away.
Flash FreezeGlacier8.5349s80% slow · 0.8s Near-root; PVE full freeze 1.5s. The setup tool.
CycloneTempest8.5337sscatter 3u, random directions Server rolls the dice — pure chaos.
RepulseMagnetite3512sPolarity flip — knock 2.5u + a 1.75s parry window: direct hits fly back at their caster.
SingularityGravity7359sdrag all within 7u toward center Repulse's evil twin — collapse the fight.
Dread PulseAbyss8.5337s35% slow · 1.2s + creeping dark vignette 1.5s — fear that respects your controls.
Cleansing VeilAurora3310sPurge your own burns and slows + heal 8. The dot-counter.
Feedback always welcome — name the element and what you'd change. Every number on this page is one row in a balance table. · VoidKitty spell mechanics, July 2026.