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Affinity

A mage's elemental alignment, defining the fundamental nature of their mana. It dictates the type of energy they manipulate, not how they manipulate it.

Affinity Levels:

Singular – One element

Dual – Two elements

Triple – Three elements

Quadruple – Four elements (extremely Which is better manipulatiors, Augmentors and Casters or Manipulatiors, Augmentors and Enchanters

The innate method by which a mage interacts with their affinity. A Talent is not a specific spell, but rather a personalized lens for engaging magic. It shapes how a mage perceives, channels, and transforms mana.

Talents are unique to each mage.

Cannot be copied or replicated unless if the talent concept revolves around copy which are very rare.

Refined over time into Gifts.

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Archetypes

The core classification of magical methodology. All Talents fall into one of the three Archetypes based on their fundamental use in combat and representation.

Augmentors – Enhance physical properties (the body, weapons, objects, or environments).

Example: A talent that lets the user flow lightning in his body, making his legs faster but can't project it outside.

Manipulators – Reshape, bend, or redirect elemental or conceptual forces with precision.

Example: A person that instead of the fundamental uses of earth, can instead form golems, or someone that uses strings as a puppeteer and most spirit affinity mages.

Enchanters – Project or summon magic externally, often at scale or with overwhelming force.

Example: This are usually considered the standard mage, such as a person who can make fireballs with his talent or make chains of flames that project in the real world, not confined in a closed system like augmentors or manipulated as companions like manipulators

Note: Archetypes guide a mage's development and class role, but many blend aspects from multiple archetypes.

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Gifts

Refined applications of a Talent, developed through deep insight, experimentation, and mastery. A Gift is a personal breakthrough, not granted by external means.

Represents a high-level expression of magical identity.

May be subtle (a conceptual reinforcement) or overt (a named ability).

No two Gifts are exactly alike, even if rooted in similar Talents.

Gifts don't dictate your use of mana but rather your understanding of the use of a particular ascpet of your talent(mages can still use magic without gifts).

Highest number of gifts recorded is four(since it takes time to perfect a particular application of a talent).

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Ranks & Core Progression

Indicates a mage's overall magical development, mana quality, and combat ability.

RANK – TITLE – CORE PROGRESSION

E-rank – Awakened – Black Core

D-rank – Hunter – Red Core

C-rank – Warden – Orange Core

B-rank – King – Yellow Core

A-rank – Saint – Gold Core

S-rank – Emperor – Blue Core

SS-rank – Supreme – Gray Core

SSS-rank – Ancient – White Core

Core Functions:

Stores and refines mana

Dictates mana output, efficiency, casting speed, resistance to pressure

Evolves with advancement

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Mana Pool

The total mana capacity of a mage's core.

Resets every 24 hours (due to the natural core circulation, through the body that happens in a day.)

Varies between individuals

Grows with each rank-up and through core refinement

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Magic Output (Mabs)

Spells are measured in Mana units(M.U), determining their destructive capability.

The have equivalent in Megajoules (MJ), 1MJ=1.0x10-⁷ M.U

Spell output varies based on:

Mana density

Casting speed

Spell design

Kinetic and conceptual factors

Spell Levels by Rank:

Normal: D-Rank+ (0.6 M.U) = (1.0x10⁶ MJ)

Low: C-Rank+ (1.6×10⁴ M.U) = (2.59x10¹⁰ MJ)

Intermediate: B-Rank+ (5.2×10⁹ M.U) = (8.67x10¹⁵ MJ)

High: A-Rank+ (7.38×10²¹ M.U) = (1.23x10²⁸ MJ)

Legendary: S-Rank+ (9.72×10³² M.U) = (1.62×10³⁹ MJ)

God Killer: SS-Rank+ (3.1×10⁴² M.U) = (5.16×10⁴⁸ MJ)

Transcendent: SSS-Rank (2.06×10⁵⁴ M.U) = (3.44×10⁶⁰ MJ)

Highest Human current rank: S-rank.

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Class Roles

Functional team roles assigned based on Talent, Archetype, and personal fighting style.

Arbiter – Tactical frontline leader; strength and presence.

Tank – High defense and body enhancement; front-line pressure.

Wave Controller – Long-range damage via large-scale spells, sniping or anything that needs using a large amount of mana from range.

Healer – Magical support through restoration or divine affinity.

Scout – Information specialist; stealth, speed, and utility.

Hybridization between roles isn't common but exists. This is because mages are advised to use existing classes to enable team work and diversity.

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Drifters

Demons from parallel dimensions introduced through the Gates. Composed of unstable mana and immune to human technology.

Categorized by Core Count (Sequence Nine having One Core to Sequence One having Nine Cores)

*Sequence Nine are less than or equal to E-rank, Sequence Three are less than or equal to SS-rank and Sequence One doesn't have a mage equivalent.

Killable only via magical means

Drifters drop Cores (used for mage growth) and Vestiges

*Highest encountered Drifter: Sequence 3 from the uncleared gate.

Demonic Humans: Individuals who contract with Drifters for extra affinities, forbidden knowledge, or power at the cost of stability.

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Dungeons & Demon Realms

Dungeons are fractured dimensions linked to the Demon Realms which mages are obligated to conquer. These gates are ranked from Tier 9 to Tier 1, depending on the dungeon boss.

Dungeon Tiers: 9 (weakest) to 1 (strongest) based on the Sequence of the boss, a Sequence Nine boss will be in a Tier Nine dungeon.

Cleared for:

Core experience

Vestiges

Mana stones and materials

Some dungeons are stable (long-term), others chaotic (collapse post-clear), and when stable dungeons stay uncleared for long they break.

Tier 9 drifters are weaker than most E ranked humans.

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Vestiges

Magical relics and remnants dropped from fallen Drifters.

Must be within 2 ranks of the mage to use safely (unless neutral which means a D rank can only use a Mythic grade vestige)

Categories by Grade:

Spirit (E-Rank and Sequence Nine drifter equivalent)

Divine

Ancient

Mythic

Titan

Cosmic

Empyrean

Transcendent

??? (Unknown/Singularities)

For high-ranked Vestiges, only seven Titian grade vestiges, three Cosmic grade vestiges and zero from Empyrean, Transcendent and unknown grade has been known to the world.

System Design Philosophy

This magical system is designed to:

Prioritize intellectual, philosophical, and creative growth over brute strength

Reject traditional tropes like "chosen ones"

Promote individual evolution, personalized breakthroughs, and unrepeatable achievements

Allow for infinite diversity in character builds, class combinations, and magical theories to

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