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Glossary
Cost and Conditions: The fundamental law of magic is the rule of cost and conditions. All magic has a cost and condition to it. Aura is the typical fuel source for magic and as such all Aura uses, Spell Arts, and related Spells require a cost and condition to function. The more specific of a condition = a lower cost. Inversely a higher cost makes an ability more potent. If the raw ability of a mage was the control fire, a Spell that could make a fireball can be adjusted. More aura used increases the Spells cost and would make it more powerful. Additionally, only being able to make a fireball under specific conditions would make it just as powerful while not using a significant portion of your Aura Reserves.
Aura: The fundamental source of all magic. Aura allows the user to not only fuel their abilities known as [Spell Arts] but increases their bodies physical abilities. Reinforcing yourself with Aura protects you from attacks that would otherwise harm a human. Sword attacks, falling off buildings, even gunshots wounds can be reduced through the use of Aura. A magic user has a set amount of aura they can use, a mage's Aura Reserves are finite and can cause a Rebound if overexerted. This can be fatal.
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Aura Reserves and Magic Core: All magic users have a magic core which allows them to harness and use magic. Aura Reserves are the specific part of the Magic Core that let’s magic users harness aura.
Rebound: When a mage tries to use magic without being able to properly pay the cost of aura, this will trigger a rebound. The mages magic core will draw on aura that isn’t there and begin breaking down their body. This happened to Espoir in Chapter 7 for example
Spell Arts: Spell Arts are the innate ability some magic users have in them. Spell Arts require aura to activate and are the basis for all subsequent abilities a mage develops. Spell Arts are limited to one per person and can be passed down through generations. This is not guaranteed however.
Spells: A heightened form of Spell Arts. Unlike Spell Arts, Spells can have higher costs and conditions to them. If the raw ability of a mage was the control fire, a Spell would be the ability to create a fireball. While a mage could use his spell art to make the shape of a fireball, a Spell version would be stronger.
Grimoires: Unlike a Spell Art, a Grimoire is a specific type of magic that harnesses an Eldritch via a seal or contract. This grants them the abilities and heightened magic of an Eldritch even if they do not possess a magic core.
Eldritch: Mysterious creatures from another world known as the Abyss. They look and act beyond human comprehension and are highly dangerous to humans. They can use magic and are nearly unbeatable to most mages
Rifts: A phenomenon that occurs when an Eldritch crosses over from the Abyss into the world. If both the Abyss and the world are two separate places, then a rift acts like a door between them. Rifts have a limit of around a week before the Eldritch is released. During that time the Eldritch cannot leave its rift as there's a natural barrier around them that keeps the Eldritch trapped. Additionally, Rifts don't operate on the same concepts of time and space that the regular world does. The world inside a rift can take practically any shape. A rift that forms in a desert can have the climate of a glacier, or anything imaginable. They are like an entire world within themself. Time inside a rift is also different. An hour in a rift can only be a few minutes in the regular world, in vice versa.