
Kitter Keep
Balance
Novice
Dreamwalk
Sense Aura
Learning: A judge of character at a glance. Balance affinity-kitters who wish to learn how to ‘read’ auras must learn to prioritize their body over their magic. When learning various abilities, kitters get wrapped up in prodding and altering their magic, and forget that they do not always need to force things. Sensing auras is something that comes with relaxation. Teachers often have students stand near a friend, close their eyes and try to see them without their eyes, instead imagining the personality and traits that make them up. For some the image comes immediately, glowing outlines of one or more aura colors surrounding where their friend stands even upon opening the eyes. Most will be able to feel the colors as much as they see them, reading blue as logical, yellow as energetic, pink as affectionate, black as malevolent, and so forth. While different colors may have different meanings to individuals, each Kitter can always tell what the color implies. Advanced magic users can read aura within a second, simply by looking at the kitter they wish to read.
Usage: Easy to get a simplified personality check on any kitter, to pick apart threats from possible friendships. Those involved with helping others often use this ability to see personality traits that can coax to most help them through issues, or simply get to know.
Limitations: Fairly broad reads that may not give enough information if magic user is not skilled enough to properly read deeper into a Kitter's aura. Can be difficult to learn, as it does not require actively focusing on manipulation of magic.
Bestow Peace
Learning: The ability of ‘bestowing peace’ is rather simple to learn. When other kitters are distressed, sad or in an argument, a Balance-affinity kitter must simply ‘pull’ their magic and push it towards the emotionally distraught. Their magic will naturally soothe the kitters, ‘elating’ them and clouding the negative emotions in their minds.
Usage: Universally known to put an end to fights of any degree. Therapists and doctors alike also find this ability useful, soothing patients into a clear mindset.
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Limitations: Can be dangerous to apply to the same kitter too often, as they will grow reliant on their turmoils being pushed away without pain or focus. Using repeatedly also weakens its effects. Cannot be applied to self or any other Balance-affinity kitters.
Sense Emotion
Learning: Another Balance-affinity ability that does not require actively seeking out magic. A Balance-affinity kitter may need to start by ‘tuning’ their magic and mind to actively seek out how kitters around themselves are feeling. Some can simply read these emotions as they ‘click’ in their head, others ‘feel’ the emotions for themselves, few have even claimed that words appear in their mind that state the others current emotions. After this, kitters will often subconsciously read the emotions of those they spend time with or observe, but this ability does not work while dream-walking.
Usage: A brilliant way to understand what reactions to give to other kitters, read the situation in any room at any time, and just generally understand others. Negative emotions jump out much more prominently than positive ones, so dangerous or even depressed kitters can be spotted and treated accordingly much more easily.
Limitations: Emotions can fluctuate quickly. Some kitters don't appreciate this ability either, as they do not approve of their personal life being ‘invaded’ or strangers assuming they understand how they feel. Can be mentally taxing if around too much negativity.
Learning: Only a dreamwalker can teach a Kitter how to dreamwalk. The first step to dreamwalking to learn to learn how to lucid dream. Few Kitters ever figure this out alone. Instead, their dreamwalking teacher enters their dream and reveals that they are asleep. Over time, the Kitter will learn how to remain lucid while asleep. Once this difficult step has been accomplished, it is a simple matter for the Kitter to learn how to exit their dream and step into the dreamscape. The dreamscape is the psychic plane of existence where all dreams take place. From the dreamscape, a dreamwalker may enter any dream they wish.
Usage: This ability is often used by therapists to help them understand their patients better. Some dreamwalkers like to search the dreamscape for nightmares to slay. Other dreamwalkers like to dreamwalk together to that they can have fun exploring other people’s dreams.
Limitations: Dreamwalkers cannot alter dreams. They can find the dreamer and speak with them, but asking them to alter the reality of the dream would be like asking a normal Kitter to warp reality. It simply isn’t possible. Additionally, dreamwalkers should never dreamwalk for more than a day, as remaining in the dreamscape for too long can cause them to lose their grip on reality. Remaining in the dreamscape for more than two days can cause severe exhaustion and headaches. Staying for more than four days may cause insanity to develop. No Kitter has ever woken up after dreamwalking for more than six days.
Addendum by Hekate the Magic Shopkeeper: Something I find interesting about Balance-affinity dreamwalkers is that they feel drained and uneasy whenever they enter a nightmare. If they remain in the nightmare for too long, they can lose their ability to exit the dream, resulting in them being trapped. Scientists believe this is because the balance element relies on peace of mind to fuel itself. A nightmare is filled with chaos and fear. These emotions leech off a balance Kitter’s element, slowly draining their stamina. On the flip side, entering a peaceful dream causes a balance Kitter to feel energized and happy.
Student

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Acolyte

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Mage

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