HHOD Magic System

Warning: This includes some minor spoilers. A lot of this information you will find out gradually throughout the novel, but you may look here for a better grasp of it if you would like or find a deeper understanding as you read. Refer to this if you ever get confused about things. I am not a super experienced author yet, so organizing things like this will help a lot.

Magic History: In the beginning, there was nothing. The creation of the universe resulted in Origin Magic, which split off into two paths. Darkness and light represent these two contrasting paths. The universe granted select humans for unknown reasons these powers. Light mages became known as "Keepers" guardians who fought for humanity to fight against the magical beings: dragons, goblins, and sometimes elves or fairies (though most are peaceful). This produced Keeper Academies around the continent, as many mages looked up to the Keepers, where students trained to become Keepers even if they didn't use light magic. Even though the Keepers allowed other mages to become Keepers, non-light magic was still shunned. The Keepers were backed by the Crown as well, which made people want to attend.

Society discriminated against dark mages, whereas Keepers were praised for representing divine protection. As decades passed, the Keepers saw themselves as superior to the other mages and to human society. They became greedy and absorbed too much light magic to become something more than human. Read the second chapter to get a full understanding.

Throughout history, the Heart of Glozaria on the planet Tarondar has used origin magic to create more elemental magic, which was given to many more humans, creating more mages. These magical abilities passed down throughout time. To understand the mystery of Origin Magic itself more and the Heart of Glozaria, read the book. >:)

[Magical Attributes]

Basic Type:

- Fire

- Water

- Air

- Earth

Rare:

- Light

- Darkness

Specializations (Infinite Possibilities)

Any elemental mage, for example, a fire mage depending on their strengths, can create their own specializations, whether it is common many use or a unique one. For example, explosions are one specialization for a fire mage, while crowd control could be another one.

[Magic Power Levels]

Magic power levels are determined through the complexity of techniques used and the amount of raw mana (your magical energy life force) outputted. We call this combination of factors "Affinity Level Magic" 10th level being the highest while 1 being the lowest. Techniques at levels 1st-5th don't require magical chants to cast, but levels 6th-10th do. Characters that use a chant for lower levels are based on their personality. The complexity/control of the technique used to determine the level makes up 70% while raw mana output is 30%.

Example: One character in the novel series has an extreme amount of raw magic output but has no control over it or the techniques. (meaning they have a low affinity level). This also means control and complexity or connection with the magic itself is more important than raw mana output, though the mana amount still matters. This applies for magic usage of other magical beasts as well. Characters can increase their affinity levels through training, more experience, and having a deeper understanding of it.

[Mage Ranks, Titles, and Requirements]

{Temporary} World Keepers - Refers to the best well known Keepers.

{Temporary} Keepers - Formerly just light mages who acted as the guardians of humanity, protecting them from magical beasts. Though they ended up becoming more than the surface by manipulating the elemental sphere of light(more on this down below). The title Keeper, in the current timeline (Arc 1) means any mage with potential who graduated from Keeper Academy to assist the veteran Keepers (light mages) in protecting humanity.

Royal Advisor - (Not a mage rank but putting it here in case people get confused. Mages can though be royal advisors.)

Royal Mage - Must have at minimum one 9th level affinity magic abilities. Royal Mages are the most trusted and powerful mages in the Kingdom. They help lead squads of Magical Knights under the Knight Commander.

Court Mage - Must have at minimum two 7th level affinity magic abilities.

High Mage - Must have at minimum several 6th level affinity magic abilities.

Magical Knights - Mages who are soldiers of the Kingdom. They do not need any formal education except to have decent magic power and an ambition to serve Tarondar. (If the Magical Knights become more popular, I will introduce more rankings and information.)

High Mages are considered impressive, but Court Mages is where it gets very impressive.

For reference, most mages will at most have several 5th level affinity magic abilities and, if they have some potential, possibly one 6th level affinity magic technique. Obviously, talented individuals will have access to higher levels. While mana output can't be significantly increased without magical items, less talented individuals can still reach tenth level affinity magic techniques by honing their control over their abilities through experience.

[Elemental Spheres]

Summary: Elemental spheres are the main concentrated source of power for each magical element: Earth, Wind, Fire, Water, Light, and Darkness. These spheres, nobody knows why they appeared or what they are for. People just know they contain insane amounts of uncontrollable mana but also potentially limitless power (depends on the situation) for those who can crack the code to them. Tarondar has several of these in their position, making them the powerhouse nation of Glozaria. The noble houses of Tarondar are usually responsible for protecting these spheres.