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
| Element | Damage | Mana | In PVP | Role |
|---|
| Fire | 1.0× | 12 | burn 1.5/s · 2s | Pressure — chip that keeps ticking |
| Void | 1.1× | 12 | — | The raw hit — biggest clean starter damage |
Base unlocks
| Element | Damage | Mana | In PVP | Role |
|---|
| Lightning | 0.95× | 12 | chain · 1 hop @ 50% | Crowd & brawl damage |
| Ice | 0.9× | 12 | slow 30% · 1.2s | The kiting tool |
| Earth | 0.95× | 12 | knock 2u | Space-maker |
| Light | 0.75× | 12 | heal 3 on hit (nova 8) | The sustain baseline |
The healers — all heal on-hit only
| Element | Damage | Mana | In PVP | Heal (bolt/nova) | Role |
|---|
| Solar | 0.8× | 13 | burn 1/s · 2s | 3 / 7 | Aggressive sustain |
| Aurora | 0.75× | 13 | slow 25% · 1s | 3 / veil* | Defensive kiter — *nova became Cleansing Veil (below) |
| Judgment | 0.8× | 13 | chain | 2 / 5 | Brawl sustain |
| Sanctuary | 0.7× | 14 | knock 2u | 5 / dome* | The fortress — *nova became Sanctum (below) |
The burn family
| Element | Damage | Mana | In PVP | Role |
|---|
| Hellfire | 0.9× | 13 | burn 2/s · 3s — 6 total | The burn king — top sustained damage |
| Magma | 0.95× | 13 | burn 1.5/s · 3s | Heavy chip |
| Steam | 0.85× | 13 | slow 25% · 1sburn 1/s · 2s | Slippery attrition |
| Plasma | 0.85× | 14 | chainburn 1/s · 2s | Multi-target pressure |
| Eclipse | 1.15× | 14 | costs 3 HP per cast (nova 5) | Glass cannon — top damage, pays blood |
The controllers
| Element | Damage | Mana | In PVP | Role |
|---|
| Staticfrost | 0.85× | 13 | chainslow 25% · 1s | Group lockdown |
| Glacier | 0.85× | 13 | knock 2uslow 25% · 1s | The wall |
| Tempest | 0.85× | 13 | chainknock 2u | Chaos brawler |
| Magnetite | 0.85× | 13 | pull 2uchain | The disruptor |
| Gravity | 0.95× | 13 | pull 2.5u | Single-target dragger |
| Abyss | 0.85× | 13 | slow 25% · 1sburn 1/s · 2s | Dread 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.
| Nova | Element | Dmg | Mana | CD | What it does |
|---|
| Flame Ring | Fire | 10 | 30 | 6s | burn 1.5/s · 2s The benchmark — every nova is understood relative to this one. |
| Implosion | Void | 14 | 33 | 7s | Nothing but the number — the hardest plain nova in the game. |
| Storm Burst | Lightning | 9.5 | 30 | 6s | Radius 8 instead of 6 — the storm reaches further than you think. |
| Frost Ring | Ice | 9 | 32 | 8s | frost patch 4u · 2.5s 30% slow while standing in it. |
| Shockwave | Earth | 6 | 28 | 6s | knockback 4u The peel button — cheap, weak, makes room. |
| Radiance | Light | 7.5 | 30 | 6s | heal 4 per enemy struck, cap 12 Courage pays. |
| Solar Flare | Solar | 8 | 33 | 7s | burn 1/s · 2sheal 5 on hit + glare-wash: victims' screens flood warm for 1.2s (soft, no strobe). |
| Verdict | Judgment | 8 → 16 | 33 | 7s | heal 3 on hit The execute: targets below 30% HP take double. |
| Sanctum | Sanctuary | — | 35 | 12s | Consecrates the ground — dome 3u · 4s: −50% damage taken + heal 2/s while you hold it. Getting knocked or pulled off ends it. |
| Inferno | Hellfire | 9 | 35 | 9s | burning floor 4u · 3s, 3/s Area denial — the anti-Sanctum. |
| Eruption | Magma | 16 | 34 | 8s | Detonates 1s after a visible telegraph — dodgeable, devastating. |
| Scalding Cloud | Steam | 6 | 34 | 9s | mist 4u · 3s: 25% slow2/s inside The attrition swamp. |
| Overcharge | Plasma | — | 20 | 9s | Your next bolt within 3s is free and hits 1.5× — the combo spell. |
| Totality | Eclipse | 18 | 35 | 8s | costs 5 HP The biggest number in the game, paid in blood. |
| Static Lock | Staticfrost | 8.5 | 33 | 7s | 40% slow · 1.5s The strongest area slow — nobody walks away. |
| Flash Freeze | Glacier | 8.5 | 34 | 9s | 80% slow · 0.8s Near-root; PVE full freeze 1.5s. The setup tool. |
| Cyclone | Tempest | 8.5 | 33 | 7s | scatter 3u, random directions Server rolls the dice — pure chaos. |
| Repulse | Magnetite | — | 35 | 12s | Polarity flip — knock 2.5u + a 1.75s parry window: direct hits fly back at their caster. |
| Singularity | Gravity | 7 | 35 | 9s | drag all within 7u toward center Repulse's evil twin — collapse the fight. |
| Dread Pulse | Abyss | 8.5 | 33 | 7s | 35% slow · 1.2s + creeping dark vignette 1.5s — fear that respects your controls. |
| Cleansing Veil | Aurora | — | 33 | 10s | Purge 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.