DO NOT READ

CONTINUING IS AT READER'S RISK

---

Affinity

A mage's elemental alignment. It defines the type of energy they use—not how they use it.

Affinity Levels:

Singular – One element

Dual – Two elements

Triple – Three elements

Quadruple – Four elements

---

Talent

The natural way a mage interacts with their Affinity. It's not a spell, but a unique, personal method for using magic.

Each Talent is one-of-a-kind.

Cannot be copied unless it's a rare, copy-based Talent.

Talents evolve over time into Gifts.

---

Archetypes

Categories that define how a Talent works in combat.

Every Talent belongs to one:

Augmentors – Boost physical traits (e.g., lightning legs that increase speed but can't shoot lightning).

Manipulators – Shape or bend forces and elements (e.g., golem-making, string users, spirit-based magic).

Enchanters – Cast magic outwardly and at scale (e.g., fireballs or flame chains).

Some mages may mix traits from multiple archetypes.

---

Gifts

Advanced forms of a Talent, developed through mastery and insight.

Represent a mage's magical identity.

Can be small (a conceptual edge) or big (a named power).

Unique to the mage—even if from similar Talents.

Mages don't need Gifts to use magic, but they deepen their skill.

A mage can develop up to four Gifts (takes time and effort).

---

Ranks & Core Progression

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

Rank – Title – Core Color

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

Affects output, casting speed, efficiency, and pressure resistance

Evolves with advancement

---

Mana Pool

Your total mana, held in your core.

Resets every 24 hours (due to natural circulation)

Grows with rank and refinement

Varies by individual

---

Magic Output (Mabs)

Spells are rated by Mana Units (M.U), which measure destructive power.

1 MJ = 1.0×10⁻⁷ M.U

Output depends on:

Mana density

Casting speed

Spell design

Kinetics and concepts

Spell Levels by Rank:

Normal – D-Rank+ (0.6 M.U = 1.0×10⁶ MJ)

Low – C-Rank+ (1.6×10⁴ M.U = 2.59×10¹⁰ MJ)

Intermediate – B-Rank+ (5.2×10⁹ M.U = 8.67×10¹⁵ MJ)

High – A-Rank+ (7.38×10²¹ M.U = 1.23×10²⁸ 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 recorded human rank: S-Rank.

---

Class Roles

Roles depend on Archetype, Talent, and personal combat style.

Arbiter – Leads from the front; strong presence.

Tank – High defense; physical powerhouse.

Wave Controller – Long-range, high-damage spells.

Healer – Support with restoration or divine magic.

Scout – Fast, stealthy, and information-driven.

Hybrids exist, but teams usually stick to defined roles for synergy.

---

Drifters

Demonic beings from other dimensions, immune to tech and made of unstable mana.

Their strength are based on Sequences(from nine to one)

Ranked by Core Count:

Sequence Nine = One Core (below E-Rank level)

Sequence One = Nine Cores (above SSS-Rank level)

Only magic can kill them

Drop Cores and Vestiges when slain

Demonic Humans: People who make pacts with Drifters for forbidden power (unstable, dangerous)

Highest Drifter seen: Sequence 3 from an uncleared gate.

---

Dungeons & Demon Realms

Dungeons are unstable dimensions linked to Demon Realms.

Must be cleared by mages

Tier 9 (weakest) to Tier 1 (strongest)

Boss Tier = Drifter Sequence (e.g., Tier 9 = Sequence Nine boss)

Clearing rewards:

Core experience

Vestiges

Mana resources

Some dungeons are stable (long-term), others collapse when cleared. Unattended stable dungeons may break.

---

Vestiges

Magic relics from defeated Drifters.

Can only be used safely by mages within 2 ranks (unless neutral type)

Example: D-Rank can't use Mythic unless it's neutral)

Grades:

Spirit (E-Rank / Sequence 9 equivalent)

Divine

Ancient

Mythic

Titan

Cosmic

Empyrean

Transcendent

??? (Singularities/Unknown)

Only 7 Titan, 3 Cosmic, and 0 from higher grades are known to exist.

---

System Design Philosophy

This system is built to:

Focus on intelligence, creativity, and personal growth

Reject "chosen one" clichés

Encourage unique evolution and breakthroughs

Support endless class/magic variety and experimentation