Dark magic is one of the only magic types not taught by teachers and tutors, due to its side effects. A kel with dark magic knowledge will feel sick when close to Lumi Trees and Lumi Orbs, due to their innate capacity to repel dark magic and creatures linked to that magical element, like Vudits. The more knowledge a kel has, the more sick they'll feel.
While it is common for Lumi Trees to come in a variety of colours, purple is one that you will never see. They did exist, but they acted very differently from the standard tree colours. Instead of repelling darkness and danger they seemingly attracted it, even empowered it. Due to their ability to strengthen malicious forces, they were all destroyed long, long ago. Some don't think they existed at all.
It seems that all discovered dark spells are related in some way to all discovered light spells. For those who, despite all the warnings against learning this element, still wish to learn it, it offers a variety of support and debuff spells, as well as strong-hitting offensive spells. The use of this magic is slightly taboo, but not prohibited.
Learning:
Many kels don't look forward to training for this spell. It requires that you enter a nearly pitch-black space with no light sources. Kels must sit and study the darkness, which many find unsettling. Eventually, shapes begin to take form.
Usage:
Dark Vision is mainly used by explorers and hunters, or anyone who ventures into dark places/out at night. Night owl kels often learn this spell to make their lives easier.
Limitations:
This spell does NOT create light sources. Once it stops being cast in a dark space, all visibility is lost. It is also dangerous to use this spell during the day as it causes light sensitivity. Encountering a bright light while using Dark Vision can cause eye damage.
Learning:
An interesting spell, studying it requires a buddy. Kels play a very long game of "Two Truths and a Lie". As the game progresses, those learning the spell will start picking up on tells. Eventually, you'll be able to feel when something is not true.
Usage:
Sense Intention is a spell with a bit of a bad rep. “Psychics” will use it on clients to tell them what they want to know. Private investigators use it when searching for suspects. In larger cities with much bigger populations, a few law enforcement kels may know the spell but that is seen as a form a “cheating” by others (like Hopp). Otherwise, it is sometimes learned by farm kels or animal handlers so they can accurately read the creatures they work with, especially if they are larger and stronger than a kel.
Limitations:
While you can feel whether or not something is sincere, you cannot read thoughts. It's the difference between knowing someone doesn't want to help you and knowing someone doesn't want to help you because they have warm food waiting at home. Kels who know Sense Intention can also use it to muddle their own intentions, making them difficult to read.
Learning:
Similar to Enhance Emotion, kels must put themselves in an emotional situation. Unlike the light spell, those learning Sap Emotion tend to try to create negative feelings. Kels will put themselves in situations that cause distress. After focusing on this feeling (which can be very uncomfortable), kels will think of how they felt prior and try to return to it. Often methods used to relax can help, like breathing deeply.
Usage:
This spell is almost exclusively used for kels with severe mood disorders, like depression. Medically, the spell is used to negate overwhelming feelings of sorrow, anxiety, and grief. In extreme cases, it can be used to calm crowads of panicked people. Many leaders will learn this spell because of that.
Limitations:
Sapping emotions can be very dangerous, as emotions exist to communicate something to the rest of the body. Kels who know this spell must use it very sparingly. If cast on a kel too much, it can cause mental health issues such as emotional numbness or depression. Sap Emotion can be a very helpful spell but it can also be very harmful... In the wrong claws.
Learning:
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Usage:
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Limitations:
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List of upgrades that require some amount of dark magic knowledge!
Carrying the night
Aki Needed - 400
Age Requirement - 4 months
Other Requirements - The kel you want this upgrade for must officially know three (3) dark spells.
Rules
-Cannot be just black with white dots, must have some texturing to it.
-Only affects markings on first application.
-Can be colour mixed outside of markings, cannot cover more than 30% of the kel's body (not including markings).
Mark of Shade
Aki Needed - 100
Age Requirement - None
Other Requirements - The kel you want this upgrade for must know at least 3 Dark spells
Rules
-Can go anywhere on kel (including tongue) EXCEPT eyes and gem
-Outline colour can be base/secondary/accent
-Inner colour can be base/secondary/accent
-Glows when using dark magic
Come to the dark side... we have cookies
Aki Needed - 150
Age Requirement - None
Other Requirements - The kel you want this upgrade for must know 3 Basic Dark spells
Rules
-Can float anywhere above kel
-Can have up to 4 halos total (halos can be all the same or mixed with others)
-Halo must start off purple/violet/indigo but can be Colour Mixed into any colour later
Leaking ichor
Aki Needed - 300
Age Requirement - None
Other Requirements - The kel you want this upgrade for must know 3 Intermediate Dark spells
Rules
-Can float anywhere above kel
-Can have up to 4 halos total (halos can be all the same or mixed with others)
-Halo must start off as off black but can be Colour Mixed into any dark colour later
Reaching to the moon
Aki Needed - 250
Age Requirement - 4 months
Other Requirements - The kel you want this upgrade for must officially know 3 Dark spells.
Rules
-Must remain small
-Can only be a single colour (base/secondary/accent)
-Can be applied to front legs, back legs, or both!