The Grim Loop Of Destiny

🇧🇩Peak_Madness
  • 7
    chs / week
  • --
    NOT RATINGS
  • 5.6k
    Views
Synopsis

Prologue.

In this world Magic is drawn from the Arcana Veil, an invisible force that permeates all existence. Every mage is born with a natural affinity for one Primary Element, but through rigorous training, rituals, or forbidden methods, some can awaken a Secondary Element and, in rare cases, a Tertiary Element .I. The Core Elements (Primary Affinities)

All mages are born with a natural affinity toward one of the six core elements, also known as the Prime Forces.

Ignis (Fire) – The power of heat, destruction, and renewal.

Abilities: Fire manipulation, explosions, heat absorption.(Examples)

Strengths: Destructive, overwhelming in combat.

Weaknesses: Consumes energy quickly, hard to control.

Aqua (Water) – The power of adaptability, healing, and pressure.

Abilities: Water bending, ice creation, mist control.(Examples)

Strengths: Fluid and versatile, can both heal and harm.

Weaknesses: Requires a water source, limited in arid environments.

Terra (Earth) – The power of stability, resilience, and force.

Abilities: Control of stone, metal, and terrain shaping.(Examples)

Strengths: Strong defense, powerful blunt attacks.

Weaknesses: Less flexible, requires direct ground contact.

Aero (Wind) – The power of speed, agility, and precision.

Abilities: Wind manipulation, flight, sonic booms.(Examples)

Strengths: High mobility, disrupts enemy attacks.

Weaknesses: Weaker direct attacks, reliant on momentum.

Lumen (Light) – The power of illumination, purification, and energy.

Abilities: Light beams, healing, speed enhancement.(Examples)

Strengths: Burns through dark magic, heals wounds.

Weaknesses: Requires focus, weak in total darkness.

Umbra (Darkness) – The power of shadow, deception, and decay.

Abilities: Shadow manipulation, invisibility, soul draining.(Examples)

Strengths: Stealthy, corrupts other elements.

Weaknesses: Consumes the user's life force, weak to light.

[Note:Every mages have different kind of abilities and spells].

II. Dual-Element Fusions (Secondary Awakening)

Some gifted or trained individuals awaken a second element, leading to unique fusion elements that blend the properties of both.

Fire Fusions: Examples

Infernal Storm (Fire + Wind) → Creates fire tornadoes, explosive wind currents.

Magma Titan (Fire + Earth) → Controls lava, turning ground into molten terrain.

Scalding Ocean (Fire + Water) → Generates boiling steam, causing burns and suffocation.

Radiant Blaze (Fire + Light) → Forms holy flames that burn even in water.

Netherflame (Fire + Darkness) → Creates black flames that consume both body and soul.

Water Fusions: Examples

Thunderstorm (Water + Wind) → Summons hurricanes, lightning storms.

Frozen Dominion (Water + Earth) → Controls ice mountains, frozen landscapes.

Abyssal Tide (Water + Darkness) → Summons black water that corrupts and drowns.

Luminous Wave (Water + Light) → Creates healing waters, purifies poison.

Earth Fusions: Examples

Crystal Forge (Earth + Light) → Forms diamond shields, refracts energy attacks.

Quakewind (Earth + Wind) → Unleashes tornadoes of stone, collapses buildings.

Shadow Pillars (Earth + Darkness) → Raises black obelisks that siphon energy.

Wind Fusions: Examples

Stormbringer (Wind + Darkness) → Generates black tempests, erases light.

Solar Zephyr (Wind + Light) → Creates light-speed movement, enhanced agility.

Light and Darkness Fusions: Examples

Eclipse (Light + Darkness) → Creates a zone of nothingness, negating all energy.

III. Triple-Element Combinations (Tertiary Awakening)

Only the most powerful and dangerous mages can awaken a third element, leading to legendary fusions. However, triple-element mages risk losing control over their bodies and mind.

Examples:

Storm God's Wrath (Water + Wind + Light) → Summons a divine hurricane of lightning and tidal waves.

Abyssal Annihilation (Fire + Darkness + Wind) → Generates black flames that consume all air, suffocating life.

Frozen Radiance (Water + Earth + Light) → Creates unbreakable ice walls infused with divine energy.

These are just examples every mage have their own unique spells

IV. Arcane Corruption – The Cost of Power

Magic is not free. The more elements a mage tries to control, the greater the risks:Dual-Element Risk – Users of dual elements may suffer from opposing energies tearing their body apart. (e.g., Fire + Water causes internal boiling).

Triple-Element Risk – The human body cannot sustain three forces for long. Mages risk mental instability, body disintegration, or becoming an elemental monster.

Magical Collapse – If a mage forcibly tries to control four or more elements, their soul will fracture, leaving behind a mindless force of destruction. on the brink of madness.

The Curses: The Wrath of Ancient Powers

These curses are from dangerous ancient, unknowable entities or forces. Those who succumb to a curse gain incredible power, but they also risk becoming something else entirely—a twisted mockery of their former selves.

These are some example curses:

Curse of the Forgotten (The Hollow Wraith)

Power: Grants the ability to erase one's presence from existence, becoming unseen, unheard, and unknown.

Risk: The user slowly loses their own identity, their memories and emotions fading into oblivion. Over time, they may become an empty wraith, forgotten by all, even themselves.

Curse of the Devourer (The Endless Hunger)

Power: The ability to consume others' life force, absorbing their strength and vitality.

Risk: The more the caster consumes, the more they are consumed by hunger, eventually becoming a mindless beast, driven only by an insatiable desire to feed.

Curse of the Voices (The Whispering Madness)

Power: The ability to hear and control the thoughts of others, bending minds to the caster's will.

Risk: The user loses control over their own thoughts as foreign voices invade their mind, driving them mad. Eventually, they may become a vessel for the Whispering Ones, unable to think for themselves.

Curse of the Undying (The Ashen Form)

Power: The ability to come back from death, no matter the injury.

Risk: Each resurrection strips away a piece of the user's humanity, leaving them colder, more detached, until they become a mindless husk, unable to feel emotions or remember their past.

The Rite of Binding: The Path to Cursed Power

The Rite of Binding is the only known way to gain cursed powers, and it is a rare and forbidden process. Only those desperate enough or seeking ultimate power may attempt it. The ritual involves a dangerous sacrifice and binding the caster to an ancient, malevolent entity that governs the curse.

The Forbidden Knowledge

The knowledge of the Rite of Binding is scarce, hidden in ancient texts or passed down in whispers from eldritch beings. Mages who seek cursed powers must first find the ritual's details, often in places where reality itself is distorted, like forgotten temples or ruins.

The Preparation

To perform the ritual, the mage must gather rare components:

Blood of a Being with a Strong Will: A creature with an unyielding soul, often unwilling.

An Offering of the Self: A sacrifice that cannot be undone—either a memory, a part of the body, or even an emotion.

A Forbidden Location: A place where the veil between realms is thin, such as ruins of ancient cities or sacred temples.

The Binding Process

During the ritual, the mage is immersed in a trance and summons the ancient entity that controls the curse. The ritual causes physical and mental agony as the curse takes hold. The mage is marked—an indelible sign of the curse, which may take the form of glowing symbols, dark veins, or a change in appearance.

The Price of Power

The mage is forever changed by the curse, and as they use the curse's power, they risk losing themselves to it. Each usage of the cursed power leads to further decay—both of the body and soul. In the end, they may lose their humanity, becoming a monstrous version of themselves, consumed by the curse.

The Rarity of Cursed Powers

The Rite of Binding is extremely dangerous and requires deep knowledge. Only a few mages attempt it, and fewer still survive the process. Many die, lose their minds, or are consumed by the curse before they can wield its power.

Even fewer master their curse long enough to become powerful with it. The ritual is secretive and guarded by powerful organizations who seek to prevent the spread of such dangerous knowledge.

Hidden Realms and Kingdoms

The Demon Realm (The Abyssal Forge)

A realm of chaos and destruction, hidden from human sight. The demonic entities here are ancient and powerful, forever battling for supremacy. Magic here is wild and unpredictable, and those who enter risk being consumed by the abyss itself.

The Lost Soul Realm (The Shattered Beyond)

A realm where lost souls drift in eternal torment, their memories scattered. Time flows differently here, and the souls hold unimaginable knowledge and power. However, those who enter risk becoming part of the lost souls, their own souls forever adrift in the void.

The Dream Land Realm (The Eternal Slumber)

A realm of dreams and nightmares, where reality is shaped by the thoughts and desires of those who enter. This realm is dangerous because nothing is ever truly real, and those who lose themselves in the dreams risk becoming trapped forever in an endless loop of their subconscious.

The Elven Kingdom (The Veiled Sanctum)

A mystical kingdom hidden deep within the heart of the world's forests. The elves here are guardians of ancient secrets and masters of nature's magic. They hide from the human world, their kingdom veiled by powerful enchantments. The elves are a secretive people, wary of outsiders, especially those who seek power at the cost of their own humanity.

There could be many unknown realms like these.