HIKARU STATS:
Name : Kaya Hikaru Cell Regen Rate : Moderate Age : 18 years Lifespan : 395 / 400 years Race : Human Lord Sub-race : Bamborean
Soul Space : 20 Vose
Sacred Essence : 0.2 / 10.2 Vose Chi : 100k / 100k Chi Regen : 16.67 chi/minute Mana : 140k / 140k Mana Regen : 3.89 mana/second
Attributes:
Str: 44 (16); Def: 35 (16); Int: 104 (24); Wits: 61 (24)
Affinities:
Fire: 58 (20); Water: 20 (20); Earth: 20 (20); Wind: 20 (20)
Resistances:
Heat: 3%; Cold: 3%; Electricity: 3%; Poison: 9%.
Traits & Talents & Imprints:
* Amun-Ra Elemental Sovereign Bloodline (trait): The user's body constitution is derived from the Amun-Ra, resulting in the user possessing primordial variant base attributes and affinities. This bloodline incorporates all the bloodlines associated with fire, water, wind, and earth sovereign lineages, allowing the user to access all of their innate skills. Additionally, thanks to the elemental sovereign lineage, the user has the potential to use Ancestral-grade divinity from all four basic elements.
Existential Essence composition: 9.8 Vose (0.8 Vose of Incomplete Skill Anima)
Fire Sovereign (Innate Skill/L1-L2):
* Phoenix Spiritual Booster (passive/L1): This technique allows the user's soul to automatically absorb sacred essences from the spiritual dimension within one kilometer radius, granting them the ability to replenish their soul to its maximum capacity (Sacred Essences regen: 1 Vose / day).
* Phoenix Wings (active/L1): This innate ability allows the user to conjure a pair of feathery crimson wings (Cost: 100 mana /minute).
* Fiery Breath (active/L2): This innate ability enables the user to spew a torrent of intense flames from their mouth (Cost: 500 mana).
* Blazing Assault (active/L2): This Phoenix Wings exclusive technique enables the user to conjure ten explosive feathery projectiles from their wings (Req: Phoenix Wings activated; Cost: 3k mana).
Fire Sovereign (Innate Skill/L3-L4/locked): at least 200 points of fire affinity.
Neutral Magic (solo skill/L1-L2):
* Mana Control (active/L1): This spell grants the user the ability to manage mana within inanimate objects by initiating or halting mana release through direct contact, while also maintaining control over the direction of the release.
* Magnifying Glass (active/L1): This spell allows the user to temporarily create additional lenses made of mana in front of their eyes, effectively functioning as a magnifying glass to enlarge objects.
* Mana Modulation (active/L2): This spell grants the user the ability to manage mana within inanimate objects by initiating or halting mana release through direct contact and provides precise control over this release, including the ability to set the direction, amount, or conditions for the mana release by adjusting the variables within the magic diagram (Req: Mana Control mastered).
* Kudu Shrimp's Vision Mimicry (active/L2): This spell allows the user to temporarily mimic the vision mechanism of the Kudu Shrimp, which lives in a toxic ocean surrounded by 99.99% of toxic planktons. After adapting to this environment, Kudu Shrimp can quickly differentiate non-toxic planktons from their toxic counterparts. By utilizing this spell, the user can also differentiate minute details of any object at an incredibly fast pace.
Body Arts (solo skill/L1):
* Body Fortification (active/L1): This technique allows the user to rapidly increase the amount of defensive chi in their body, enhancing their defense by 30%.
Leg Arts (solo skill/L1):
* Leg Chi (active/L1): This technique allows the user to reinforce their legs with a protective chi layer, ensuring protection against various forms of kinetic damage while preserving full legs mobility.
Fire Magic (solo skill/L1):
* Fireball (active/L1): This spell allows the user to create a hovering ball of fire that can be launched as a projectile.
Note: Base Point.
Strength: 15 (8) -> 8 is the base point.
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NOTE: BODY & SOUL
To understand the concept of Body & Soul, it is essential to comprehend both the Physical and Spiritual Dimensions. Every sentient being exists in both dimensions simultaneously, with its body occupying the Physical Dimension and its soul inhabiting the Spiritual Dimension. The Physical Dimension is comprised of tangible objects such as solids, liquids, and gases, while the Spiritual Dimension is composed solely of incorporeal matters including but not limited to Sacred Essence and Existential Essence.
The relationship between body and soul is unidirectional, with the soul playing an active role in caring and strengthening the body. The body serves as the foundation, and vehicle for the soul to fulfill its purpose.
The body influences race, subrace, lifespan, traits, resistances, base attributes, base elemental affinities, as well as energy attributes and their corresponding regeneration rates, all of which are based on one’s genetic. There are four types of Body Stats: Identity Stats, Base Attributes, Base Elemental Affinities, and Energy Attributes. Identity Stats including race, subrace, cell regeneration rate, traits, lifespan, and resistances are predetermined since birth. Base Attributes and Base Elemental Affinities represent one's inherent potential for each of their respective stats. Unlike current attributes and current elemental affinities, both base attributes and base elemental affinities won’t improve with frequent use or be affected by one’s lifespan. Energy Attributes represent one’s vitality and magical energy. These attributes come in several different types, including but not limited to chi and mana. Regardless of their type, all of them are stored within each cell of the body.
The Complete Soul is made up of two components: the Soul Core and the Soul Space. The Soul Core is an integral part of every soul, and it influences one’s current attributes and elemental affinities.
Soul Core is made up of Existential Essence known as Core Anima. Unlike other types of anima, Core Anima has a fixed amount of Existential Essence, meaning it doesn't require additional essence to level up. Core Anima is linked to one body’s base attributes and elemental affinities. Due to this connection, each stat will automatically improve with frequent usage, proportional to the potency of the corresponding Core Anima’s part. Because of Core Anima's potency limit, Core Anima-related stats can only level up four times, and each level-up will double the stat's potential from the previous level-up. So if one's stat has 8 base points, their corresponding maximum stat can reach up to 8*2^4 = 128 points without any buffs, as Core Anima can level up four times with doubling potential each time.
Each individual will start with level 0 attributes and affinities during their infancy, which means all parts of their Core Anima start as Type 0 Existential Essence. As time passes and their bodies gradually grow, their attributes and elemental affinities will automatically improve until all of them reach level 1. Most 5-year-old children's attributes and affinities will automatically reach level 1 without any effort, which means that all parts of their Core Anima have already been converted into stable Type 1 Existential Essence. This is important because when one doesn't use a certain attribute or affinity for an extended period or when they are at the end of their lifespan, that specific attribute or affinity will regress, but it won't drop level. So it’s important to not stop training a certain attribute or affinity when one is close to leveling up.
The Soul Space measures the capacity of Essences that one can handle, which includes both Sacred Essence and Existential Essence. While there's only one type of sacred essence, there are two types of existential essence within one's soul space. The first type of existential essence is the aforementioned Skill Anima, and the second one is Talent Anima. Unlike other existential essences, Talent Anima doesn't have levels and occupies three Vose of one's Soul Space.
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NOTE: SOUL & ORB
The soul is often associated with consciousness. While all sentient beings have a Soul Core where consciousness resides, some creatures do not possess additional soul capacity. People call sentient being with extra soul capacity Orby, this type of soul as Complete Soul, and its additional soul capacity is known as Soul Space. Soul Space is only capable of holding two types of incorporeal essences: Sacred Essence and Existential Essence. Sacred essence is the purest form of essence that has the potential to become anything depending on the stimulation. Existential Essence is a sacred essence that has been converted and holds a small portion of certain attribute, special skill or talent. The two types of incorporeal essences, Sacred Essence and Existential Essence, can be exchanged through the use of an Orb.
The Orb is a tennis ball-sized fruit harvested from the Genesis Trees that contains a fixed amount of Sacred Essence, Existential Essence, or both. This fruit has its own Spiritual Space, capable of holding both Sacred Essence and Existential Essence, and linking to Orby’s Soul Space. The volume of these Orbs becomes the standard unit of measurement for incorporeal essence volume in the Spiritual Dimension, which is called the Volume of Orb Sacred Essence or abbreviated as Vose. Each level of special skill contains a fixed amount of one Vose of Existential Essence, regardless of the skill type. This ensures that there is no shortage or surplus of essence when an orby exchanges Existential Essence into Sacred Essence or vice versa using an Orb. People refer to an orb that contains only Sacred Essence as a Blank Orb. On the other hand, an orb that contains a complete special skill of a certain level, regardless of the type, is called a Soulstone. An orb that has both Sacred Essence and Existential Essence is called an Incomplete Soulstone. The collection of the same type but different level Soulstones is called Soulstone set.
How were these special skills first manifested? When an orby focuses on their Sacred Essence in their Soul Space while performing a specific action, their Sacred Essence will gradually converts into Existential Essence. Special skill manifests when one Vose of Sacred Essence inside their Soul Space is converted into one Vose of corresponding skill Existential Essence, known as the Skill Anima.
Here are some important things to note about Skill Anima. The first is that each Skill Anima must be unique within one's soul space, which means that an orby's soul space cannot contain skill anima with identical names and levels. The second is each Skill Anima can host a maximum of three sub-skills, regardless of their level, and these sub-skills can be techniques, innate abilities, or spells. The third is Skill Anima must be learned in sequential order, meaning one can't have level 2 or level 3 Skill Anima without first acquiring level 1 Skill Anima. Lastly, each Skill Anima category has a maximum of 4 levels.
For example, if an orby without any special skill focuses on the Sacred Essence in their Soul Space while training in level 1 weapon arts technique called Sword Chi, their Sacred Essence will gradually be converted into Existential Essence. This process will continue until they successfully learn Sword Chi technique, which means that 1 Vose of their Sacred Essence has been converted into 1 Vose of Existential Essence, creating a Level 1 Weapon Arts Anima. This orby can still learn two additional Level 1 weapon arts techniques, but they should now focus on the newly acquired Level 1 Weapon Arts Anima instead of their Sacred Essence when training to gain new techniques in the same Skill Anima category. They can't have another Level 1 Weapon Arts Anima, which means they can only use three techniques from this Skill Anima. However, they can replace the existing technique by focusing on the Level 1 Weapon Arts Anima while training another Level 1 Weapon Arts technique. The least used Level 1 Weapon Arts technique will be automatically replaced by the new technique eventually. After acquiring Level 1 Weapon Arts Anima, orbies can advance to acquire Level 2 Weapon Arts Anima by focusing on their Sacred Essence and successfully training any Level 2 Weapon Arts technique. However, they cannot acquire Level 3 Weapon Arts Anima until they have obtained the preceding levels sequentially. Once they have successfully acquired Weapon Arts Animas from Level 1 to Level 4 in sequence, they won't be able to reach beyond Level 4 Weapon Arts Anima, as each Skill Anima category has a maximum of 4 levels.
The process of creating a Soulstone from a Blank Orb requires the user to have both the Skill Anima and direct physical contact with the Blank Orb mentioned. The process of exchanging these essences using an orb is called a Switch. The process of absorbing Skill Anima from a Soulstone while simultaneously transferring out Sacred Essence to the Soulstone is called Switch in. Conversely, the process of transferring Skill Anima from one’s body to a Blank Orb while simultaneously absorbing Sacred Essence is called Switch out. If the switching process is disrupted, the Skill Anima will be incomplete and unusable. This means the Skill Anima possessor needs to either complete the transfer process or re-train to re-gain the associated Skill Anima. On the other hand, the used orb will transform into an Incomplete Soulstone. Similar to the acquisition of Skill Anima through training, the switching process for special skill must follow a sequential order, regardless of their type. This means that switching in is only possible from Level 1 Skill Anima to the highest level, while switching out is only possible from the highest level Skill Anima to the lowest level. As a side note, the duration of switching orb depends on the user's intelligence, as well as the level, and quality of the special skill involved.
A case of content theft: this narrative is not rightfully on Amazon; if you spot it, report the violation.
In the Orb Universe, orbs can be switched by the Skill Anima holder themselves or by a Spiritual Guru. A Spiritual Guru is an orby that possesses a talent called Soul Mediator, which allows them to learn Soul Mediator mystic skill. Orbies can switch orbs that contain up to three-star complexity Skill Anima themselves, while Spiritual Gurus can switch orbs of any complexity as long as they are intelligent enough and possess the necessary materials.
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NOTE: ENERGY ATTRIBUTES
Energy Attributes are classified in two categories. The first category is Essential Energy, and the second category is Nonessential Energy.
The Essential Energy measure one’s health or vitality. Each individual can only store one type of these Essential Energies in their cells, which includes but not limited to Chi and Halorine. Although each of these attributes is an indispensable element for sustaining life, it’s important to note that having any of this energy attribute doesn't guarantee automatic healing but rather ensures one's survival during the healing process. As an example, when a Regular Human sustains critical injuries, their Chi will steadily decrease. This decline will continue until their body, which has Moderate Speed Cell Regeneration, finishes this regeneration process. In the case of Chi, its regeneration rate depends on how efficiently the body converts glycogen, lipids, or protein from food into Chi within one's cells. When an individual expends any type of Essential energy beyond their regeneration rate, fatigue and breathlessness will set in. Individual with only 30% of their Essential energy remaining will experience sluggishness and a lack of focus. Lastly, Individual with completely depleted Essential energy will inevitably die.
The Nonessential Energy consists of only one type of energy known as Mana, which measures individual's capacity for magical energy. Unlike Essential Energy, Mana is not essential for sustaining one's life. For this reason, every individual can completely deplete all the mana in their body without facing any repercussions. Each individual's mana regeneration rate depends on their ability to absorb and process Aether. Aether is the raw material for mana and is the purified form of Miasma. Miasma is generated when the corpse of a sentient being disintegrates in the physical dimension.
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NOTE: ATTRIBUTES & ELEMENTAL AFFINITIES & RESISTANCES
Physical Attributes do not measure one's muscle composition but instead measure both the power and protective property of one's Essential energy. These attributes include both Strength and Defense.
The Strength (Str) attribute measures the power property of Essential energy, which allows one’s muscles to generate physical force. This power property not only affects the ability of physical-based techniques to inflict damage but also influences one's speed.
The Defense (Def) attribute measures the protective property of Essential Energy, which allows one's muscles to defend against physical-based attacks. These attacks include those involving kinetic energy, such as hurling stones, throwing ice balls, or slashing with wind. Some elemental attacks can cause multiple types of damage, such as throwing an ice ball that inflicts both physical and cold energy damage.
Please note that physical attributes only affect both the power and protective properties of one's Essential energy. This means that someone with a larger size or more muscle mass can possibly generate more force, more range, and be more durable than a smaller individual, even if the smaller individual has higher strength and defense attributes. However, it’s important to note that while larger individuals enjoy these advantages, they also expend more energy for any sub-skills that use Essential energy. Additionally, they have less compact energy distribution, which results in less agility despite having greater force, and less durability per unit area despite having higher overall durability when compared to individuals with similar attributes but smaller in stature.
Mental Attributes measure nervous system effectiveness. These attributes include both Intelligence and Wits.
The Intelligence (Int) attribute measures brain processing speed during conscious operations. Since magic spells in this universe require individuals to use their imagination, intelligent individuals are able to cast spells with greater efficiency, resulting in lower energy usage and faster casting time. Every 10 points in intelligent will reduce the mana cost of spells based on complexity: two stars by 10%, three star by 5%, four star by 3%, five star by 2% until it reach 90% reduction. As a side note, intelligence only affects energy usage of spells that use mana, and not all sub-skills that use mana are considered magic spells. Every 10 points in intelligence will also reduce the casting time of spells based on complexity: two stars by 10%, three stars by 5%, four stars by 3%, and five stars by 2% until it reach 99% reduction. Moreover, every 250 points in intelligence allows the user to multicast one additional spell. Unlike magic that uses mana, all magic spells that use Sacred Essence require a single second to cast. However, similar to spells that use mana, spells that use Sacred Essence can also be multicast.
The Wits attribute measures nervous system processing speed during unconscious operations. The function of this attribute is to affect both the power of illusion magic spells and one's resistance to them. Illusion magic works by transmitting mana that has unconsciously been altered through the use of an illusion magic spell by the caster's body to deceive the target's body. Therefore, the higher the caster's Wits, the more convincing the alteration becomes. On the contrary, if the target possesses sufficient Wits, their body's nervous system can automatically detect and remove this foreign mana. Another function of this attribute is improving one’s accuracy, and critical hit rate, which can lead to instant kills in physical-based attacks. This occurs because tasks such as archery rely on a steady hand and muscle memory, both of which are unconscious processes that contribute to accuracy. Finally, this attribute also complements strength. When Wits is combined with Strength, it enhances one’s evasion and dexterity through muscle memory and reflexes, both of which are unconscious processes.
Each Elemental Affinity dictates the strength and effectiveness of sub-skills, including innate abilities, techniques, and spells associated with that element. Individual’s elemental affinities are determined by their own mana’s elemental properties, and like physical or mental attributes, each elemental affinity can grow stronger through frequent usage. Each type of element have their unique specialties, such as fire for dealing elemental damage, water for chi restoration and body purification, earth for protection and kinetic energy damage, and wind for stealth.
Please note that some applications of the Wits attribute and elemental affinity are relative to one's size. These applications of the Wits attribute include accuracy, critical hit rate, dexterity, and evasion. This means larger individuals with the same Wits attribute will be less accurate, less dexterous, and less evasive than smaller individuals. On the other hand, any sub-skill that uses mana, including techniques, innate abilities, or spells, is also influenced by one's size. This means larger individuals will have larger spells with longer ranges, but they will inevitably spend more mana compared to smaller individuals.
Resistances are based on one’s genetic. These stats cannot be trained, but can be increased through equipment, special skills, or drugs. The maximum achievable resistance is 99%. Each 1% of resistance to heat, cold, electricity, or poison means that the body becomes immune to corresponding types of damage that use less than 10 points of the related affinity. For example, 1% heat resistance means the body is immune to heat damage that uses less than 10 points in fire affinity. Similarly, a 3% poison resistance means the body is immune to 3% of all natural poisons and any chemical damage with less than 30 points in the combined median value of water, wind and earth affinities, which translates to a wood affinity.
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NOTE: LIVING BEING
Sentient Being refers to any animal that possesses higher-order cognitive abilities, which are a result of having a Soul Core. While all animals have cognitive abilities, not all of them are considered to be sentient. Animals such as fruit flies, mosquitoes, and other similar organisms are Non-Sentient Beings. There are two types of sentient beings based on the soul: Orby and Snac. Orby refers to a sentient being with a Complete Soul consisting of both Soul Core and Soul Space, while Snac (Soul with No Additional Capacity) refers to a sentient being with an Incomplete Soul consisting only of a Soul Core. Unlike Orby that can evolve their Core Anima attributes and affinities up to Level 4, Snacs can only evolve their Core Anima attributes and affinities once, which results in their attributes and affinities being locked at Level 1.
Based on the latest research, the creation of life is attributed to the Genesis Trees, which generate souls of sentient beings through the Samsara Cycle. The Samsara Cycle involves the recycling of souls from the deceased to the unborn. When a soul is recycled, the energy from the deceased soul creates a surplus of energy. This surplus energy manifests as Sacred Essences, in the form of an Orb in the Physical Dimension and ambient Sacred Essences in the Spiritual Dimension. The tree's ability to extract a soul is limited to the ambient Sacred Essences dispersed radius in the Spiritual Dimension. This radius is unique for each tree’s and known as Sacred Radius, with areas falling within it referred to as Goodland and those outside it as Badland. Goodland Spiritual Dimension is free from Soulmist due to the purifying effect of the Sacred Essences present there, whereas the Badland Spiritual Dimension has a high concentration of Soulmist.
Soulmist is a corrupted essence that forms when a dead soul dissolves in the Badland Spiritual Dimension. Snacs that are exposed to Soulmist will either gradually die or gradually develop a condition known as Spiritual Distortion, which strengthens their Soul Core. A Snac with Spiritual Distortion is referred to as either a Beast or a Drake. Spiritual Distortion enables Snacs to unlock some of their Core Anima potential, allowing all their attributes and affinities, except for intelligence, to have the ability to evolve up to level 4, similar to Orbies. They will also instinctively develop a desire to consume Orbies due to their possession of Sacred Essence. Spiritual Distortion can only be cured when a Snac evolves into an Orby, transforming into a being referred to as either a Beastman or a Dracoman.
The ideal city for Orbies to live depends on three crucial factors. The first factor is the presence of enough Genesis Trees. Their Samsara Cycle is crucial for the survival of its inhabitants, preventing not only Soulmist but also ensuring a healthy population, since Goodland is the only place where the offspring of sentient beings can have a soul. The second crucial factor is Aether. For a city to operate smoothly, it needs Mana to power its operations, and Mana is a molecule that the body produced by using Aether as its raw material. Aether is Miasma that has been purified through the exposure to high-intensity light for a certain period of time, while Miasma is generated when the corpse of a sentient being disintegrates in the physical dimension. Unlike harmless Aether, individuals with low poison resistance will eventually become poisoned when exposed to a high concentration of Miasma. Finally, the third crucial factor is ensuring food security for its inhabitants. An independent city needs to have an adequate amount of food to feed its inhabitants.
The reason Bailey Kingdom is an ideal place for orbies to live is that it satisfies all of the aforementioned requirements to be an ideal kingdom. Firstly, there is a single Genesis Tree with a Sacred Radius of 7 kilometers located inside the Royal Palace. Secondly, there are constant supplies of Aether gathered by Aether Enrichment Tower in the first ring of Bailey Kingdom and circulated freely throughout the whole kingdom. Most of these Aethers come from the Miasma collected by the tower, which originates from the creatures killed in the Goodland areas outside of Bailey Kingdom. Thirdly, the kingdom's food supply is satisfactory due to the abundant number of beasts hunted and the significant amount of food produced from the farms and agricultural land.
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NOTE: SKILL
There are two types of skills. The first type is known as a Common Skill, or some people refer to it as a Level 0 Skill. These skills can be performed without accessing one's Soul Space or utilizing any magic diagram—examples include executing an uppercut, performing a somersault, or cooking food.
The second type is known as a Special Skill. These skills can only be performed by accessing one's Soul Space, or through the use of a certain tool. Special Skill further divided into 4 categories:
1. Solo Skill: Special skills that are solely dedicated to a single branch. These skills are typically developed through a gradual learning process or gained through one's experiences. This type of special skill includes Wind Magic skill, Leg Arts skill, Body Arts skill, etc.
2. Innate Skill: Special skills that require specific traits for activation. Most of these skills are originally inherited by a certain individual as fundamental part of their nature. These special skills consist of a list of sub-skills engraved in one’s DNA, hence having faster activation speed as they are either innate abilities or techniques. This type of special skill includes Fire Sovereign innate skill, Seashaper innate skill, Metal Eater innate skill, etc.
3. Mystic Skill: Special skills that are developed by exploring one's talent and applying it in real-world applications. Similar to Innate Skills that require an individual to have a certain trait, Mystic Skills require an individual to have a specific talent. This type of special skill includes Artificer mystic skill, Alchemist mystic skill, Soul Mediator mystic skill, etc.
4. Compound Skill: Special skills that are created by utilizing multiple skill animas. These skills are created by combining multiple special skills, regardless of their type. This type of special skill includes Zen Arts compound skill, Lightning Magic compound skill, Spatial Magic compound skill, etc.
Each of the aforementioned special skills can have a maximum of three sub-skills, which include techniques, innate abilities, or spells. Furthermore, these sub-skills can be further categorized into three distinct types based on their activation:
* Active: This type of sub-skill can be consciously activated provided that the user meets the sub-skill requirements.
* Passive: This type of sub-skill cannot be consciously controlled by the user and will always be active, regardless of the user's own will.
* Temporary: This type of sub-skill will only manifest itself when one has the potential to wield a certain trait or talent. Unlike other sub-skills, which are learned, trained, or inherited, temporary sub-skills are automatically created by the laws of the universe and will also automatically disappear after once being activated.
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NOTE: MAGIC
In the Orb Universe, magic spells are created using magic diagrams. The magic diagrams used in spells must be flawless, with accurate rune combinations. Otherwise, the spell won't manifest, even though the spell cost has been paid. Magic diagrams have various levels of complexity, which are determined by the number of layers and rune combinations. Some high-level compound spells even combine multiple branches of magic diagrams, resulting in highly complicated three-dimensional diagrams. There are two ways to use magic diagrams: The first one is through the use of Inner Magic Diagrams, and the second one is through the use of enchanted Outer Magic Diagrams.
Inner Magic Diagram is a magical diagram created within one's mind through visualization. This type of diagram requires ones to have mastered the relevant Magic Diagram, and have the Skill Anima complete with the spell associated with the Magic Diagram. Individuals can directly cast this type of diagram by focusing on the desired Skill Anima inside their Soul Space, visualizing the corresponding diagram, and subsequently channeling mana to the location where the caster wants the spell to be cast. Therefore, even with a high enough attribute and the mastery of relevant Magic Diagram, individuals still cannot utilize Inner Magic Diagram without the corresponding Skill Anima and its associated spell.
Outer Magic Diagram is a physical-world magical diagram created with external aids such as drawing, engraving, and etching. Unlike Inner Magic Diagrams, Outer Magic Diagrams need to be enchanted by someone who has already mastered the relevant spells before they can be utilized.
There are several advantages and disadvantages of using Outer Magic Diagrams. The first advantage is that they do not require visualization or Skill Anima, allowing the possessors to employ an unlimited number of spells as long as they possess the corresponding outer magic diagrams. The second advantage is their instantaneous casting speed, which surpasses that of Inner Magic Diagrams due to skipping the visualization process. The third advantage is cost reduction, which is determined by the intelligence of the enchanter rather than the caster's own intelligence. Lastly, Outer Magic Diagrams can be set up to work remotely through the use of external aids, including but not limited to Mana Crystals. Unlike Inner Magic Diagrams, which require the caster's presence, Outer Magic Diagrams can be configured to work conditionally by defining a set of conditions in the diagrams during their creation.
The use of Outer Magic Diagrams also comes with several disadvantages. The first disadvantage is the lack of control over some of the spell properties, as these properties are usually predefined within the corresponding magic diagram. The second disadvantage is vulnerability to external damage. Since spells rely on flawless diagrams, any scratch or chip due to combat can result in flawed diagrams, rendering them useless. The third disadvantage is space requirement. High-level spells use more complex magic diagrams, so regular-sized weapons typically can only accommodate low-level spells due to the limited space available. Lastly, it's important to note that this type of diagram has limitations. First, spells that create phenomena inside one's body are uncastable because individuals cannot consciously absorb mana from outside their body. Second, spells that don't use mana are not viable because these diagrams work by binding spells to the solidified mana within them.