red magic: the evocation and control of energy.
with this, you can summon a breeze and light a fire or call a distant object to hand
blue magic: used to control the flow of magic.altering what is there
I explain It later in the novel
green magic: magic that focuses on the flow of life
used to create life and destroy life
everything else is explained later in the novel
yellow magic: Yellow magic is natural flowing magic .which flows from the world.
geomancers and shamans use this magic
black magic: black magic is enchanting magic in physical form .all wands and things are created using black magic
curses, transfiguration, enchantment comes to this
white magic: used to access spiritual realm , used to fasten natural healing process and to
improve immunity system in the body
void magic: special magic which depends on the user.it is unknown magic that can be used by little-known individuals .just using the magic itself is a huge achievement. only a select few can use
it can't be taught or learned by others
just because they can use this magic can't make the user more powerful than skilled users
2. types of weapon
Axes are good for dealing lethal blows and strong blows with great power . lacks in speed also require great strength to yield an axe
Swords are quick and easy to use, deal quickly and cut the opponent's vital spots. they are completely dependent on the user's skill
Lance can pierce opponent armor, they are good for defense and they require strong dexterity to control it and use it effectively
they are good after swords
Bows are used at long distances . They require accuracy to use. they lack in close combat
but they have an element of surprise
guns. They are different from swords as they can pierce opponents but they deal less damage compared to bows.
they completely depend on user speed
people can use blue magic to enhance their power but we get it to later
staff are used by magicians to use spells without using too much mana and have proper control of spells.
one can use spells without wand but they require huge mana and good amount of mana control
rods are strong as just axes with no lethal sharp edges and lighter to use
Each of the five colors represents a set of beliefs and principles, giving identity to Magic's characters and organizations. A color's philosophy explains how it sees the world, what objectives it hopes to realize, and what resources & tactics a color has at its disposal. This dictates which card types and abilities thematically fit within a color, allowing the game's flavor to connect with and even define its functionality. The basic concepts related to each color are:
White: Peace, law, structure, selflessness, equality
Blue: Knowledge, deceit, caution, deliberation, perfection
Black: Power, self-interest, death, sacrifice, uninhibitedness
Red: Freedom, emotion, action, impulse, destruction
Green: Nature, wildlife, connection, spirituality, tradition
The colors form the cornerstone of Magic's mana system. Each color's way of thinking and acting are reflected via cards of that color, having access to exclusive abilities and an affinity for certain aspects of play. But these are balanced by natural vulnerabilities, in that a color may lack a given skill set or have trouble handling certain problems. A player can offset these weaknesses by adding cards of another color, but this versatility comes at the expense of a consistent mana base.
The color pie is portrayed as a circular pattern, clockwise in order: white, blue, black, red, and green. The back of each Magic card depicts the color wheel in the form of round colored gems. Adjacent colors in the wheel will be relatively similar in ideology and are known as allied colors (e.g. white's allies are green and blue) In contrast, colors on opposite sides have radically conflicting views and are called enemy colors (e.g. white's enemies are black and red).
The Magic books provide readers and players with greater insight and perspective on characters that represent a certain color or color combination at a personal level. When pulled apart from their kin, individuals can be shown to have traits in common with their color or guild, yet toned down to a smaller, more "realistic" scale.
For example, white as a group works toward peace, harmony, and unity. But for white as a lone soldier or citizen, these goals may be considered "too large" for their everyday life. A White organization may believe in order and ethics, enforcing its beliefs through government, religion, and other large-scale institutions. However, a White individual may mirror this on a smaller scale, such as preferring their family eat together at the dinner table, putting value in dining etiquette and proper manners. A white group can outcast a troublemaker, but an individual has little to no power to do so on their own. (Example: Gaze of Justice)
However, there are some guidelines and some rules for determining the identity of a character. First, there are five flexible traits, visible in characters of all colors but primarily represented in one color:
Organization (white)
Curiosity (blue)
Self-concern (black)
Emotion (red)
Instinct (green)
An organized character is not automatically White. A character that values organization, however, could be White. For reference, Black/Red has shown signs of organization in such cases as the mathematically designed destruction of Void and the efficiently-costed, targeted destruction of Terminate. Green/White has shown self-concern in the form of life gain (Heroes' Reunion), but that does not make Green/White selfish — that would be comparable to saying that a person is selfish for brushing their teeth. Instinct is unavoidable in all forms of non-artificial life, as even vampires must feed to sate their natural hunger. Wizards cannot learn on an empty stomach and even they are drawn to sexual partners — it is as nature wills, but that does not make them Green. It is the value of these traits that defines a character to a color, not the presence of them. That said, their presence should not be taken into heavy consideration.