Chereads / Echoes of Evolution / Magic: A Glossary Of Sorts

Echoes of Evolution

🇯🇲Lord_Pendragon
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Synopsis

Magic: A Glossary Of Sorts

What is Magic?

Magic, in this world, is the art and science of manipulating mana—the residual energy left by ***********—through a variety of methods, tools, and disciplines.

Magic enables individuals to reshape reality, embody elemental forces, or alter their environment beyond natural limitations. Defined by one's Affinity, Mana Core (or its artificial equivalents), and chosen Path*(Arts or Spellcasting), magic is both an innate and learned practice that bridges mortal intention with the cosmic power saturating the world.

Magic's potential and limitations reflect both the ambitions of the user and the lingering influence of ************, making it as dangerous and volatile as it is transformative.

Categories Of Magic

The categories of magic are structured to encompass a broad range of magical applications, each with their own strengths and limitations. These are the 8 main categories:

1. Alteration

Alters the properties or form of objects or environments without creating new material. Examples include changing the temperature of an object, shifting its density, or modifying its size.

- Pros: Versatile for practical adjustments and transformations; effective with moderate mana cost.

- Cons: Limited by what already exists; cannot create or destroy matter.

- Example: Using Alteration to make a weapon sharper or to soften the ground to create a temporary path.

2. Evocation

Focuses on conjuring elemental forces like fire, ice, or lightning in their raw, powerful forms. This category excels at offensive spells and environmental impact.

- Pros: High offensive power and instant impact; ideal for combat.

- Cons: Mana-intensive and often lacks precision; some elements may be hard to control.

- Example: Conjuring a lightning bolt or fireball to strike an enemy or using ice to freeze a section of water.

3. Conjuration

Creates objects or entities temporarily. Unlike Evocation, it can create non-elemental constructs or summon creatures.

- Pros: Broad utility, from creating tools to summoning allies.

- Cons: High mana cost and time limitation; more taxing for larger or complex conjurations.

- Example: Summoning a shield or calling forth an ethereal creature to assist in battle.

4. Enhancement

Temporarily boosts physical or sensory attributes, like strength, speed, or perception. Commonly used to enhance physical capabilities in battle.

- Pros: Directly improves the user's or target's abilities; requires minimal setup.

- Cons: Limited duration and effects are tied to the user's capacity; overuse can drain stamina quickly.

- Example: Increasing a warrior's strength for a short burst of combat or sharpening a mage's senses to detect hidden threats.

5. Enchantment

Imbues objects with magical properties or effects, making them semi-permanently magical.

- Pros: Adds lasting value to items, such as weapons or armor; can be re-used by anyone.

- Cons: Time-consuming and requires careful setup; some enchantments may degrade with time.

- Example: Creating a fire-resistant cloak or a sword that emits light in darkness.

6. Divination

Provides insight into hidden knowledge, distant events, or potential futures. Often involves specific rituals or symbols.

- Pros: Useful for gathering intelligence or foresight; can reveal valuable information without direct interaction.

- Cons: Limited by accuracy and interpretation; often reveals only partial truths.

- Example: Sensing the presence of others in an area or glimpsing brief visions of the future.

7. Illusion

Manipulates perceptions to create false realities or hide existing ones. Can be visual, auditory, or even psychological.

-Pros: Excellent for misdirection or concealment; relatively low mana cost for subtle illusions.

-Cons: Limited physical effect, and some creatures or people may see through illusions.

-Example: Creating a false wall, disguising oneself as someone else, or generating phantom sounds.

8. Unknown (Unique/Specialized)

Acts as the "wild card" category, encompassing unique abilities that do not fit neatly into other categories. Users of this category may have specialized powers tied to personal traits or rare elemental affinities.

- Pros: Allows for unpredictable, highly personalized powers; can bridge gaps between categories.

- Cons: Typically more volatile or specialized, often with high mana costs or specific limitations.

- Example: A rare form of magic tied to ancestral bloodlines, or unique talents such as manipulating time perception briefly.

Each category connects to elemental affinity differently. For example, Fire works best in Evocation or Enhancement, while Water is more versatile in Alteration and Conjuration.

Elements

The six basic elements of magic are:

1. Fire

- Common Uses: Often used in Evocation for direct attacks (e.g., fireballs) and Enhancement for boosting attack power.

- Weaknesses: Limited in defensive applications and consumes high mana when sustained.

2. Water

- Common Uses: Effective in Alteration (manipulating water flow) and Conjuration (summoning rain or bodies of water).

- Weaknesses: Limited in sheer power compared to Fire, and can be disrupted in dry environments.

3. Earth

- Common Uses: Excellent for defense and structure, often seen in Conjuration (creating walls or weapons) and Enhancement (boosting resilience).

- Weaknesses: Less effective for fast, nimble movements or complex shapes.

4. Air

- Common Uses: Primarily used in Evocation (creating gusts or tornados) and Illusion (distorting light or sound).

- Weaknesses: Difficult to focus in confined spaces and lacks solid impact power.

5. Light

- Common Uses: Suitable for Illusion (creating blinding effects), Divination (revealing hidden truths), and certain Enhancements.

- Weaknesses: Less versatile in physical attacks; struggles in direct combat applications.

6. Darkness

- Common Uses: Primarily used in Illusion (concealing areas or creating shadows) and Enchantment (imbuing objects with protective or stealth properties).

- Weaknesses: Generally weaker in broad, open spaces and vulnerable to Light.

These aren't the only uses for each element, this is more to give a general idea of what they're commonly used for.

The six elements aren't the end all or be all of the system but they form the foundation of most magic. Advanced elements can emerge through combinations, like Ice (Water + Air) or Lava (Fire + Earth).

The 3 Core Components Of Magic

Elemental Affinity

A natural connection to one or more elements, measured by an affinity rate.

This determines the efficiency and cost of mana when casting spells of that element. Higher affinity results in more effective, low-cost casting within that element, while lower affinity increases the mana cost and complexity of casting.

The higher the affinity the more inclined to that element you are however Total affinity (100%) locks the user into one element, restricting their versatility but enhancing their power and resistance to that element. Those with lower affinities have greater flexibility with multi-elemental casting.

Category Inclination

A user's natural predisposition towards specific types of magic, influenced by their personality, training, and mana core.

This guides the user's strengths and efficiency within specific magical domains, making some categories easier or more potent based on inclination.

Mana Capacity

The total mana reserve an individual can hold and replenish, a blend of internal mana and their ability to draw mana from the environment

Determines the scale and duration of Spells/Arts a user can maintain. Those with larger mana reserves can perform powerful spells more frequently, while those with limited mana are restricted to smaller, less costly spells.

While high mana capacity allows for extended and powerful casting, it also demands mastery of mana control to avoid over-exertion or accidental depletion, which can be dangerous. Basically, having a lot of something doesn't mean you can easily control or use it.

Affinity Rate

The Affinity Rate is a measure of a mage's innate connection to a specific element, expressed as a percentage. It represents how efficiently their mana aligns with that element, affecting both the power and mana cost of spells associated with that element.

Key Aspects of Affinity Rate:

Efficiency and Mana Cost:

The higher the affinity rate, the less mana it costs to cast spells of that element. For instance, someone with a 100% affinity for fire would use 1x mana to create a fireball, whereas someone with 10% affinity would need 10x mana to achieve a similar effect.

Multi-Element Casting: Those with affinities lower than 100% may cast spells from other elements, but the mana cost is significantly higher depending on the difference in affinity.

Elemental Restriction:

100% Affinity: As mentioned in an earlier section, this locks the user to a single element because their mana itself becomes fully attributed to that element. This makes them highly powerful and resistant within that element but prevents them from casting other elemental spells.

Low Affinity: Provides the flexibility to cast spells from various elements, though often with a substantial mana cost. These users are less specialized but more versatile.

Conversion Requirement:

Conversion Rate: Represents how much "unaligned" mana the user needs to convert to their element. For instance, a user with a 90% affinity might need 2x unaligned mana to convert to their element, while a 50% affinity would require significantly more, making their elemental casting less efficient.

NB: Some of these terms might be redundant or needlessly convoluted, this is mostly just the backdrop and a way fore to avoid creating plot holes in the story later on though.

Mana Core

A Mana Core is a metaphysical organ within magic users that serves as the center of their mana system, enabling the absorption, storage, and manipulation of mana from both their own reserves and the surrounding environment. The Mana Core directly influences a mage's abilities and dictates how they interact with mana on both a physical and elemental level.

Key Functions of the Mana Core

Mana Absorption and Storage:

The core acts as a reservoir, holding a mage's internal mana reserves. The size and quality of the core determine how much mana a person can store and access at any given time.

Environmental Mana Absorption:

The core also allows users to draw mana from their surroundings to replenish their own reserves, though this process is often slower than relying on internal mana.

Elemental Affinity Connection:

The Mana Core holds an individual's Elemental Affinity, reflecting the degree of connection to a specific element. Those with a 100% affinity have their core permanently attuned to a single element, and their mana itself becomes fully attributed to that element. This enables highly efficient casting but restricts their versatility to only that element.

For those with lower affinities, the Mana Core still aligns to a primary element, but it remains partially unaligned, allowing for multi-element casting, albeit at increased mana costs.

Types of Mana Manipulation:

Arts (Techniques): Users with a high affinity often follow the path of Arts, channeling elemental mana more naturally and directly. They rely on intuition and innate connection, using their mana core to execute techniques without formal rituals or incantations.

Spellcasting: For those with weaker or broader affinities, spellcasting allows structured magic. Using tools like mana circles, staves, and incantations, they can mimic techniques but usually at higher mana costs and with more external requirements.

Physical Manifestation upon Death:

Upon a magic user's death, the Mana Core may crystallize, forming a tangible mana gemstone within the heart or brain. These gemstones retain the elemental alignment of the core, allowing others to tap into that mana type through artifacts or imbued equipment. Cores with 100% affinity are the purest, enabling smoother, more powerful casting when used as spellcasting tools.

Paths

The two primary Paths in magic are Arts and Spellcasting, each representing distinct approaches to harnessing and using mana.

Arts (Natural Techniques)

Arts are an intuitive, direct approach to magic, relying heavily on innate talent and affinity. Practitioners of Arts channel elemental mana directly from their Mana Core, often using it instinctively rather than relying on structured spells, rituals or chants. This path is typically chosen by those with higher elemental affinities, as their strong connection enables them to manipulate mana with minimal preparation.

Affinity-Driven Power: Since Arts rely on a natural connection, those with higher elemental affinity are more adept, as their core naturally aligns with their element. High-affinity users don't need incantations or material components; they can essentially "speak" to the mana and guide it effortlessly.

Limitations: Arts users are often limited to their affinity element, particularly if they have a 100% affinity. The innate nature of this magic means that techniques cannot be taught or easily replicated by others, as they're deeply personalized to the individual.

Examples: A fire Arts user might summon flames directly from their hand, while an earth Arts user could harden their skin or shift terrain on the fly, their abilities are largely determined by their understanding and perception of their element.

Spellcasting (Structured Magic)

Spellcasting is the systematic study and application of magic. It's designed to enable those without a strong natural affinity—or even non-magical beings with artificial cores—to cast spells. Spellcasting involves a range of techniques and external aids, including incantations, magic circles, and mana cores embedded in tools like staves or wands.

Components and Preparation: Spellcasters often require external materials that are aligned with the element they wish to cast. For example, water-related spells may need water-related components. Spells are often formalized into written grimoires and can be taught or recorded, allowing for consistency and transfer of knowledge.

Artificial Cores: Some spellcasters use artificial Mana Cores, such as a Mana Circle (for internal storage), Mana Matrix (for environmental mana absorption), or Mana Veins (for enhanced mana control or something else, I'm pretty undecided with this one). These artificial cores can simulate the effects of a natural Mana Core and can sometimes be attuned to a particular element, although they generally lack the elemental resistance and natural synergy of innate cores.

Flexibility and Accessibility: Spellcasters can often access multiple elements, though at a higher mana cost. Spells with complex effects or multiple elements require intricate preparation but offer greater versatility than Arts.

Examples: A spellcaster may conjure a rainstorm using incantations and materials, or summon fire using an external fire mana core embedded in a staff.

To summarize, the Path of Arts is innate and instinctual, favoring high-affinity users who can naturally connect with their element(there's a talent curve), while the Path of Spellcasting is a structured, versatile method that relies on knowledge, preparation, and external tools(I mean talent also plays a factor but Hardwork snd discipline are the main factors).

Mana Cores

The two main types of Mana Cores are Natural/Innate Mana Cores and Artificial Mana Cores.

1. Natural Mana Cores

Natural Mana Cores are metaphysical organs present in beings born with an innate connection to mana, allowing them to absorb, store, and manipulate mana directly. These cores are typically aligned to a specific element and directly influence the user's magic affinity, capabilities, and limitations.

Elemental Affinity: Natural Mana Cores are often attuned to a specific element, especially for individuals with a high (or 100%) affinity rate. This elemental alignment grants the user enhanced control, reduced mana costs, and resistance to their element. However, users with a 100% affinity are limited to their element, making them exceptionally skilled in one area but unable to access other elements.

Physical Form After Death: Upon death, a natural mana core can condense into a tangible gemstone within the heart or brain, embodying the element it was aligned to. These core stones are valuable resources for spellcasters and artificers, as they allow manipulation of their element, even for individuals without a natural affinity.

Unique Properties: Due to its natural alignment, the mana produced by a natural core often has unique characteristics. For instance, a fire-aligned core produces hotter, more dynamic mana, while an earth-aligned core offers resilience and sturdiness in magic applications.

2. Artificial Mana Cores

Artificial Mana Cores are created structures designed to mimic the functions of a natural Mana Core, typically used by spellcasters or beings without natural mana manipulation abilities. They are versatile, allowing users to cast spells across multiple elements, though generally at higher mana costs compared to natural cores. There are several types, though they're often used more as a set than they are individually :

Mana Circle: The Mana Circle acts as a storage vessel for mana within the user's body, providing a limited reservoir of mana for casting spells.

Mana Matrix: The Mana Matrix allows the user to absorb environmental mana directly, enabling longer spellcasting sessions without depleting their internal reserves. It's particularly useful for extensive or multi-element spells.

Mana Veins: ??????

Artificial Mana Cores offer flexibility and accessibility, but they lack the natural elemental synergy and resistance of Natural Mana Cores. In rare cases, Artificial Cores can be aligned to an element, increasing casting speed and reducing mana costs for that element; however, this alignment comes with limitations, as spells of other elements become more mana-intensive.

Mana Techniques

Mana Techniques are essential for controlling mana and are taught to all mages as a foundation before they delve into more advanced spells or applications of mana. These techniques vary in effect and application, allowing mages to manipulate mana within and around them.

Control:

Forms a Mana Shell around the user, offering passive defense. For 100% affinity mages, the shell takes on elemental properties (e.g., Earth Mana Shells are more durable, Fire Shells are thinner but provide heat-based deterrence).

Containment:

Suppresses the user's mana, making them undetectable by others while accelerating mana recovery. This technique is especially valuable for stealth or rest during combat.

Release:

Increases the flow and intensity of mana, expanding the user's aura to enhance strength and presence. This can be intimidating to foes and prepares the mage for powerful spells.

Imbue:

The ability to infuse mana into objects, granting them temporary enhancements or enchantments. Elemental effects vary by affinity, such as fire for added damage or water for flexibility.

Conceal:

Hides the user's aura, masking their presence completely. This is useful for reconnaissance and covert operations.

Focus:

Focuses mana in a specific body part, enhancing its strength, sensitivity, or power. Elemental attributes may add effects, such as fire causing a warming sensation or earth increasing physical resilience.

Extension:

Expands mana outward in a radius, acting as a sensory field. Elemental affinities allow unique applications: Fire detects heat signatures, Earth senses vibrations, Water feels disturbances in nearby liquids.

Reinforce:

An advanced defensive form combining Ten and Ren, reinforcing the mage's aura for stronger protect