For your better understanding of the story you can read the following elements
Essence
Is a soul that exists within a human/mortal
Curropted Essence
Is the essence that gets corrupted fur to dark energy or not being able to escape the world
Deities
Are fully made of essence they don't have physical bodies like humans
Seals
(According to the story) Seals are those when a dentist forms a contract with someone they form a bond with the human and the land that human wants to protect if the land is in danger as the last defence they seal themselves and only one the human they had contract with can unseal them
Remnants
Remnants are fragments of ancient souls, forgotten worlds, or memories that refused to fade
Each Remnant carries a story that once existed
a memory, an ideal, a broken promise, or a dream that couldn't die.
They can act and watch it they want they still have their powers to create their own realms and different groups
Echoes
Echoes are tasks given by live remnants (memories, regrets, or unfinished deeds).
Each echo represents a duty, request, or challenge the remnant wants a mortal to complete.
Mortals are drawn or compelled to complete these echoes to satisfy the remnants.
These are magic elements that exist within the whole story there can be some self made skills in the story aswell so,don't be confused
1. Crimson shards
Essence fragments that react to a wielder's intent. Usually invisible until consciously revealed, they slice through essence and matter alike. If overused, they turn unstable — feeding on the user's life essence.
2. Chaos
The unstable merge of light and darkness. It allows the manipulation of any essence form temporarily — creation, decay, or distortion. Mastery is rare; loss of focus can warp reality itself.
3.radiance
Essence of light and clarity. Heals, shields, and guides, but burns essence fast. Some advanced users channel Radiance into weapons or radiant fields that purify corrupted energies.
4. Icecle
Cold-borne essence that manipulates temperature and form. Can freeze essence streams or air molecules into weapons. Overuse slows the user's internal flow, risking crystallization.
5. Umbra
A demonic, dark essence. Wielders can command corrupted beings, summon shadow constructs, or consume the essence trails of enemies. Long exposure risks essence corruption.
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6. beasthold
A resonance-based art that links the user's essence with magical beasts. The stronger the link, the more control — but failure results in backlash or rage. Some Beastholders merge temporarily with their beasts.
7. Threadwheel
The control of invisible essence threads that connect all living things. Users can bind, restrain, repair, or sever these links. High mastery allows essence surgery or stealth-based assassinations.
8. Riftstep
Manipulates spatial folds. Users blur their form, shift locations, or slow perception within small areas. Unstable or prolonged use causes spatial disorientation or essence tearing.
9. Oracle
Channels essence into timelines, allowing users to glimpse near-futures through flow prediction — not true visions, but reading possibilities. Overuse blurs memory and sense of present.
10. Mechanis
Combines essence with constructs or runic cores. Users create mechanical allies, weapons, or moving fortresses powered by living essence. Extremely rare among pure mages.
11. Nullbind
The ability to suppress or erase essence temporarily in a zone. Cancels both ally and enemy essence flow, leaving only physical combat. Used tactically to counter heavy casters.
12. Telimination
Manipulates the flow of time around the user — slowing perception, freezing brief moments, or accelerating motion. However, it burns through essence faster than any other power. True time reversal is impossible, but illusions of it exist.
13. Shadowforge
Uses solidified darkness or corrupted essence to forge temporary weapons or shields mid-combat. These fade once the wielder's intent wavers.
14. Aerine
Essence of air and motion. Enhances speed, agility, and sound control. High users can form cutting gales or nullify impact through pressure redirection.
15. Teracline
The grounding essence of earth and minerals. Wielders can control terrain, sense vibrations, or fortify allies' defenses. Often used to stabilize other essence flows.
16.Amber
A red flame can burn everything around it if uncontrolled,can also creates different skills and spells based on the user