Spells are the effects of an entity using its authority over the entities or matter and energy around it. Any person can cast spells by just proffering them, but this requires them to be semantically aware of what they are asking the world to do, and the world must understand as well.
The subject of the spell must be lower-ranking than the one who cast it for full efficiency. The well-known "change of focus" spell, for example, can be used to distract a target. However, a Zoan (for example) won't usually be able to cast this spell on an Artisan, but will easily overpower an asteroid.
While inanimate matter ranks lower than any creature, it is usually unable to understand commands from spells. Of course, this means asking a rock to float will not lead it to float. Not because it won't obey, but because it won't understand the command. For this reason, many magical artifacts, specially wands, are used to cast spells upon the deaf world.
Here is a list of common spells used by magicians in Mundus Opera:
The agent commands the wand to violently compress the air at its tip, heating it. If everything goes well, the bullet will be projected towards the tip of the wand, potentially burning a target. It must be considered that these bullets can be affected by the wind and that using several in succession can burn the wand.
The agent commands the creation of a force field around themselves. This field is naturally invisible and can be penetrated by something stronger than itself. Whoever conjures the force field must remain concentrated to keep it present.
The agent commands the wand to absorb its own mental focus and give it to another entity in a negative form. This effect is typically intended to distract someone, and is typically frowned upon as oppressive. In several legislations (circa 5800), using this spell can lead to a fine.
A spell that must be performed with direct access to heaven. The agent calls up a particle of luminous aether and creates a luminous polygon on the tip of their wand, which can be used as a torch. If the magician stops paying attention, the aether will dissipate.
The magician uses their wand to absorb heat. The surrounding space will become colder. This spell can overheat the wand.
The agent creates an electromagnetic field around your wand or a nearby metal object. The spell is easy to learn on its own, but mastery of the magnetic effects requires a lot of practice. Most efficient if the wand is metallic.
It should not be confused with the verb "dissolve", which has the opposite meaning. This spell temporarily separates a dissolved material into its elemental components. The more complex the alchemical union, the more difficult it is to separate.
A spell capable of making a region of space, around the wand, temporarily dark, as if it were emitting darkness. This spell can overheat the wand.
This spell causes the wand to explode violently. It is possible to establish a timing before the explosion.
Creates a flow of wind from the tip of the wand. It can be difficult to control its intensity and direction, but experienced magicians even create whirlpools. Can be used in fluids other than air.
This spell allows the wand (if it is made of metal) to vibrate and resonate with any other sound in the room. Resonance can generate constructive or destructive interference, but beginning magicians have difficulty calibrating this.
A little-known special spell, capable of changing the size of some specific objects. Objects (never living) must be previously constructed to fulfill the spell. It is common, for example, for various magical artifacts to need to be donned to be used; This spell allows beings of different sizes and proportions to wear such special clothing.