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Mages Requiem

Tomas_Vega_2683
7
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Synopsis
Liam Noah’s life was stolen, his legacy tarnished, and his name cursed by the one person he once trusted most—his brother. Now, armed with a Merchant System and a second chance, he’s not going to save the world. No. This time, it’s all about revenge, power, and making his brother pay. The Merchant System grants Liam the ability to buy, sell, and trade goods, powers, and opportunities, but every advantage comes with a price. With a 10 million MSP debt, the clock is ticking, and every transaction, whether he’s selling enchanted artifacts or dealing in forbidden spells, must bring him closer to freedom—or doom. The Founding Fathers Academy of Arcane and Science is the most prestigious school in the Union Colonies, and it’s where Liam’s new story begins. It's a world of brilliant minds, dangerous rivals, hidden conspiracies, and monumental discoveries.
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Chapter 1 - World Info

Merchant System Overview

The Merchant System grants Liam the ability to buy, sell, and trade goods, powers, and opportunities, but every advantage comes with a price. With a 10 million MSP debt, the clock is ticking, and every transaction, whether he's selling enchanted artifacts or dealing in forbidden spells, must bring him closer to freedom—or doom.

System Features

Shop Interface:

Access rare magical items, spells, artifacts, and knowledge from across dimensions.Tiered items with increasing costs but immense potential.

NORMAL, Common items-White grade items= 1-99 MSP

RARE, Rare items- Silver grade items= 100-9,999 MSP

SUPER RARE, Legendary items- Gold grade items= 10,000-999,999 MSP

ULTRA RARE, Exotic Unique items- Violet grade items= 1,000,000- ∞ MSP

Barter Mode:

Liam can haggle and offer services or favors to get better deals, sometimes bending the system rules. Certain system buyers and sellers have unique preferences—playing to them unlocks hidden rewards.

Debts & Loans:

If Liam misses payment milestones, the System enacts severe penalties—like draining mana, repossessing items, or spawning "Collectors" to hunt him.

MSP Earning Methods:

Missions and Quests:

Assignments with varying risk-to-reward ratios.

Selling Goods:

Create, steal, or discover valuable items to sell in the System store.

Trade Knowledge:

Selling powerful spells or ancient secrets can yield high profits—if he can survive learning them.

World overview 

The world Liam Noah finds himself in is a complex blend of magic, history, and philosophy, where power is woven through every fiber of society. Individuals capable of wielding magic—be they Witches, Wizards, Sorcerers, or Onmyoji—stand at the pinnacle of influence, and magical prowess often determines one's place in the hierarchy. But magic is far more than just power; it is the essence of Change—the driving force behind both creation and destruction. Below is a detailed breakdown of the world Liam must now navigate using his Merchant System, where knowledge, strategy, and ambition will define his rise or fall.

Magic

Magic, in all its forms, symbolizes Change—the disruption of stability and the force that allows existence to evolve. As a conscious force, Magic exhibits partiality, favoring those who align with its nature or who can manipulate it through their Origin. Magic cannot be fully tamed, but those born with the talent to wield it—Witches, Wizards, and others—have the potential to channel immense power, sometimes at the cost of their sanity or humanity.

Magic Tier:

The magic tier system establishes a hierarchy that determines a user's skill, talent, and social standing. Here's a breakdown and refinement of what the different tiers mean in both utility and world impact:

0th Tier: Lifestyle Magic

Purpose:

Simple utility spells used to perform household chores or mundane tasks.

Examples:

Cleaning spells, water summoning for cooking, fire-starting for warmth, almost all Prank spells.

Users:

Anyone with basic magical training or enchanted tools.

Economic Impact:

Commonplace and affordable, essential for daily life but not respected.

Rank:

No official combat value.

1st Tier Magic

Purpose:

Low-level combat or utility spells.

Examples: Minor healing, small fireballs, basic wind gusts, and illumination spells.

Users:

Accessible to E-Rank Magic-users or Magic creatures with training.

Economic Impact:

Often used by special workers to support trade or defense.

Significance:

Standard starting point for magic-users. Common among apprentices.

-2nd Tier Magic

Purpose:

More refined spells with practical use in battle or advanced crafting.

Examples:

Healing wounds, creating temporary barriers, basic elemental summons.

Users:

Accessible to Skilled Magic-users or D-Ranks with training.

Economic Impact:

Practitioners are highly employable with decent reputations.

Significance:

Represents a separation between those with and without talent.

3rd Tier Magic

Purpose:

Mid-tier spells that require considerable training and talent.

Examples:

Ice spears, area-effect spells, precision healing, advanced illusions.

Users:

Typically for specialized combat Magic-users or C-Ranks.

Economic Impact:

Users are respected and often hired as mercenaries or high-level professionals.

Significance:

Many Magic-users cannot surpass this tier, marking it as a common plateau.

4th Tier Magic

Purpose:

High-level spells that start requiring substantial mana pools or enchanted items.

Examples:

Large-scale area healing, firestorms, or multi-layered enchantments.

Users:

Rare C-Rank Magic-users, are often considered on the path to mastery.

Economic Impact:

Individuals of this caliber can dictate terms in guilds or armies.

Significance:

Most ordinary magic-users strive to reach this point but few succeed.

5th Tier Magic

Purpose:

Spells that border on legendary, typically used by only the best B-Rank individuals.

Examples:

High-level elemental summons, mass healing, magic that can affect battlefields.

Users:

Seasoned combatants, court magicians, or heads of mage guilds.

Economic Impact:

These individuals are rare and command extraordinary prices for their services.

Significance:

Reaching this tier is often considered a lifetime achievement.

6th Tier Magic

Purpose:

Master-tier spells that can influence armies or entire regions.

Examples:

Long-lasting curses, weather control, high-level necromancy.

Users: Only the most talented B-Rank or higher Magic-users.

Economic Impact:

Access to exclusive missions or personal contracts from nobility and kings.

Significance:

This tier stands at the boundary between the ordinary and the extraordinary.

7th and 8th Tier Magic

Purpose:

Spells of incredible power, requiring A-Rank mastery.

Examples:

City-wide barriers, earthquake-level earth magic.

Users:

A-Rank Magic-users, often considered warlords or legendary figures.

Economic Impact:

Users can shift the fate of entire nations. Often advisors to rulers.

Significance:

Spells at these levels are borderline myth, as most people never witness them.

9th and 10th Tier Magic

Purpose:

World-altering spells that can change entire landscapes, souls, or lifespan.

Examples:

Life manipulation, continent-sized teleportation, launch a meteor at a targeted area.

Users: S-Rank Magic-users who are mythologized for their power.

Economic Impact: Entire nations may fear or worship individuals capable of these feats.Significance: The few who reach this level are seen as beings of immense significance—saints or devils.

Super-Tier Magic (11th Tier)

Purpose:

Magic that transcends mortal limits, reshaping reality itself.

Examples: Creating demiplanes, affecting natural laws, summoning avatars of divine beings.

Users:

S-Rank beings—individuals treated as legends or living gods.

Economic Impact:

Their influence extends across the world. Often worshipped or feared.

Significance:

Very few mortals achieve this, as it demands exceptional ability, resources, and training.

World Class Magic (EX Rank)

Purpose:

Magic of the gods, reshaping the fabric of existence.

Examples:

Creating new worlds, rewriting the natural laws, rewriting souls en masse.

Users:

Only EX-Rank beings, such as ancient deities or mythological figures.

Economic Impact:

Beyond mortal comprehension. These individuals affect entire planes of existence.

Significance:

Considered the pinnacle of magic, untouchable by mere mortals. Those who cast World Class Magic are beyond legend—they are myth incarnate.

Summary of Tiers and Their Impact on Ranks:

E-Rank: 1st Tier

D-Rank: 2nd Tier

C-Rank: 3rd-4th Tier

B-Rank: 5th-6th Tier

A-Rank: 7th-8th Tier

S Rank: 9th-10th Tier and 11th Tier (Super-Tier)

EX-Rank: World Class Magic

This system not only defines the raw power of each tier but also provides clear social and economic implications for magic users. The higher the tier, the more difficult it becomes to achieve, and mastery at any given level is rewarded with increased status and influence. Only the most determined and talented individuals rise beyond the common tiers, making the pursuit of magic both an art and a deadly competition.

Practitioners of Magic

Witches/Wizards/Mages/Sorcerers/Onmyoji/Clerics, etc.

These titles represent various traditions of magic users, each specializing in different practices. While their methods and cultural approaches differ, all share the ability to commune with and manipulate the natural and supernatural forces of the world.

-Extended Lifespans: Magic users often live far longer than ordinary humans, depending on their affinity and mastery.

-Natural Talents: Some are born with extraordinary gifts, while others struggle to achieve mediocrity, even with training.

Origins

Each magic user has an Origin—a philosophical or metaphysical driving force that defines their essence. An individual's Origin influences their decisions and magic. Once someone becomes aware of their Origin, deviating from it is nearly impossible, making them embodiments of specific ideals or concepts. Those with strong Origins become extreme specialists, able to surpass limits, casting spells others find impossible.

Example Origins:

Greed: Always seeking more, no matter the cost.

Rebirth: Destroying to create anew.

Parasite: Siphon off another's life force and mana. Solely benefiting the user at the other's expense.

Magic Classifications

Magic manifests in many forms, each fulfilling a distinct purpose. Skilled users often master multiple categories, but few can achieve true specialization.

-Transmutation – Alters the form or state of objects. (e.g., turning lead into gold)

-Alteration – Grants new abilities or properties to objects or beings.

-Jinx – Minor spells meant to inconvenience.

-Hex – Mid-tier spells causing harm or disruption.

-Destruction – The most dangerous form of magic, focused on annihilation.

-Healing – Restores health, cure diseases, or regenerates limbs.

-Enchanting – Imbues objects with magical properties.

-Illusion – Alters perception and reality for targets.

-Conjuration – Summons creatures or objects from other realms.

-Herbology – Focused on magical plants, herbs, and remedies.

-Alchemy – Involves creating potions, elixirs, and poisons.

-Divination – Foresees events through magical means.

The Magical System and Power Levels

Liam's world is divided by magic aptitude and power, with societal status and opportunities tied directly to an individual's rank. The Founding Fathers Academy is where promising young magic users are trained, competing fiercely for recognition, resources, and influence.

Individuals Stats

Health Points (HP): 

Determines the life of the being and their Stamina Recovery 

Mana Points (MP: 

Determines the magic of the being and their Health Recovery

Stamina Points (SP): 

Determines the action movement of the being and their Mana Recovery

Power Ranks and Mana Levels

-F-Rank (0.001 - 0.9 Mana Points)

Descendants of magic users with little magical potential. Often face prejudice and are rarely given opportunities to train outside Alchemy and Herbology.

-E-Rank (1 - 9 Mana Points)

Young children awaken to magic with little control. Prone to accidental magic outbursts.

-D-Rank (10 - 20 Mana Points)

Basic magic users with weak power and minimal control. They can perform minor tasks and spells reliably.

-C-Rank (21 - 40 Mana Points)

More skilled magic users who can grasp intermediate spells. Often found as junior members in magical guilds or academies.

-B-Rank (41 - 100 Mana Points)

Adept magic users with combat-ready skills. Their control and efficiency make them dangerous in battle.

-A-Rank (101 - 499 Mana Points)

Masters of magic who wield immense power with perfect control. Often leaders in guilds, professors, or court advisors.

-S-Rank (500 - 999 Mana Points)

These individuals have near-godlike abilities, capable of turning the tide of wars. Only a handful of magic users ever reach this level.

-EX-Rank (1000+ Mana Points)

Legends and myths, figures who changed the course of history through magic. Only a select few are known to have reached this level:

Hecate, Zhang Guolao, Väinämöinen, Odin, Abe no Seimei, Nikola Tesla, Morrígan, and Merlin.

Liam's Starting Position

Liam is entering the Founding Fathers Academy at a crucial point in history. The Academy is a battleground for future leaders, where the most powerful magic users are groomed. This time, however, Liam won't be entering as the forgotten older brother overshadowed by Adrian. With his Merchant System, he has a way to buy, sell, and manipulate magic beyond the Academy's rules.

However, the debt of 10 million MSP means every step Liam takes must be calculated. To survive and thrive, Liam will need to:

-Earn MSP by selling rare magic and artifacts—or taking them from those who don't deserve them.

-Control his power rank and mana consumption to avoid drawing attention until the right moment.

-Exploit the Academy's social and political web, sabotaging rivals and building alliances with those useful to his rise.

Strategic Goals for Liam

-Master His Origin:

Liam's Origin will unlock his true potential. However, mastering it might come with unforeseen consequences, altering both his magic and mind.

-Outmaneuver Adrian:

Adrian remains the Academy's golden boy, but Liam intends to chip away at his reputation until Adrian is exposed for the fraud he is.

-Expand the Merchant System:

Unlock hidden contracts, black markets, and high-value trade deals within the system to increase his MSP income.

-Avoid Blackthorn Prison:

In this timeline, Liam knows that Blackthorn is waiting to ensnare him. He must identify which forces conspired against him in his previous life and neutralize them before they strike again.

Larger World Conflicts

The world beyond the Academy is filled with conflict and intrigue. Ancient orders, political factions, and forbidden cults constantly vie for influence. As Liam grows stronger, he will inevitably attract the attention of these powers. Whether he allies with them or uses them as pawns is yet to be seen.

-The Council of Archmages:

A governing body that enforces strict control over magical knowledge and practices. They consider unsanctioned merchants and black market trade a threat.

-Blackthorn Prison:

A mage's hell, where political dissidents and dangerous magic users are locked away. Its secrets might hold the key to Liam's redemption—or his downfall.

-The Brotherhood of Artificers:

Experts in Enchanting and Alchemy who monopolize enchanted goods and potions. They will not take kindly to anyone undermining their control.

-The Knights of the Klux Klan:

Or the Klan, is the name of a purebred magic supremacist, far-right terrorist organization, and hate group against new Magic-users without a magical parent.

Conclusion

The world Liam returns to is one of magic, intrigue, and ambition, where every action carries the weight of change. Armed with the Merchant System and a mind honed by betrayal, Liam will rewrite his destiny—whether through cunning, power, or sheer ruthlessness. As Change incarnate, he will bend the world to his will—or break it trying.