Novels2Search

Glossary [V1]

You know them, you love them and unfortunately I, as an amateur writer, have put far too many. Here’s a list of all the ranks discussed so far in the story, with further clarifications for the differences, as well as definitions.

MAGE RANKS

Novice: A mage has been bound to an Elemental Gate, an element in a gate’s realm, or the point in between either. Officially, they are now connected to unnatural forces and, with practice, can engage in the arcane.

Adept:

If a mage has created a channel circuit throughout their entire body and has awakened all sixteen nodes, they are an Adept. Disciplines locked to Novices still possessing mundane bodies are allowed to Adepts and their lifespan expands to 120 years.

Magus: N/A

Magister: N/A

Archon: N/A

ARTIFICER RANKS

The requirements to become an artificer of a higher level differs in each order, so here’s the ranks across all artificers.

Apprentice

Journeyman

Meister

Master

Grandmaster

The progression as an enchanter is as linear as they come:

Apprentices are able to create a G1 enchantment of any type.

Journeymen are able to create a G3 enchantment of any type, as well as a G1 in the remaining categories.

Meisters are able to create a G5 enchantment of any type, as well as a G3 in the remaining categories.

Masters are able to create a G7 enchantment of any type, as well as a G5 in the remaining categories.

Grandmasters are able to create a G9 enchantment of any type, as well as a G7 in the remaining categories.

This advancement promotes specialization while understanding general concepts on par to their rank.

If you recall, in Chapter 19, Val receives a text book containing the planes and grades of enchantments. The following is a brief version of what she saw.

Generative: Generative-type enchantments generate an element/force into existence with the expense of the user’s aether. These runes and aethglyphs create a strong connection to an Elemental Gate, technically filling in the “will'' aspect a mage typically needs to cast a spell. All that is left is for a person to plug in the required aether, and the spell/command inscribed will come to pass.

Note: Enchanters can only create generative enchantments that relate to their bound element. While any person can fill in the necessary aether to use the tool, only a fire mage can create a generator-type enchantment relating to said element.

Restrictive: Restrictive-type enchantments are the opposite of generative-type enchantments. They restrict an element, instead of allowing it to flourish.

Operative: Operative-type enchantments use the five Aether Techniques to create and change different statuses, characteristics, and effects. An example of an operative-type array are summoning arrays, which shift aether creatures from rifts to wherever the array sets them to arrive.

RIFT RUNGS

If a rift is anywhere with a rift core and strong adherence to an Elemental Gate (or any element in its realm), a rift can take any shape or form. It can range from a forest all the way to a cave, making the tiers allocated to them all the more necessary.

Rifts are split into rungs, sectioned levels depending on the difficulty inside and the power of the flora and fauna. There are exactly five to match the five mage ranks, as well as compensating for the Rift Rule—progression.

Copper Rung

Iron Rung

Platinum Rung

Minacious Rung

Mythic Rung

There are different determinants to a rifts rank, from the average power level of the aether creatures within to the terrain.

ADVENTURER RANKS

Adventurers are the brave, the power-hungry, the protectors, the desperate, the foolish, and the last line all at once. They acknowledge that diving rifts spell a quick death, yet they never hesitate to go in just one more time. Consisting of mages across all ranks, the word adventurer was the only name they received for their labour until one person asked one question.

Does being a better mage equal a better adventurer, or did experience?

When people believed the latter, adventurer ranks and DPs—diving points—were introduced by the CAU. The time spent inside a rift began to play a role in one’s placement as an adventurer, and dynamics were changed forever. How awkward would it be for a C-ranked Magus to meet a B-ranked Adept?

Entry level adventurers are simply known as trainees. Adventurer ranks are as followed:

* Sixth-class: 10 DP is required to reach this rank.

* Fifth-class: Yet to be revealed.

* Fourth-class: Yet to be revealed.

* Third-class: Yet to be revealed.

* Second-class:Yet to be revealed.

* First-class: Yet to be revealed.

Diving points are given whenever a mage dives into a rift and records their winnings to the CAU. They calculate the amount they’ve done inside, as well as how much they’ve benefited the country, and award them with diving points.

Diving points can be used and obtained in a number of ways. The first is to mark down your work inside a rift, and additional can be received by relinquishing essences found in energy cores to the CAU. As displayed by Aeron, clearing requests put up can also reward an adventurer with DP, only that kind is not admissible in rank ascension. Another method is to join government-sanctioned dives and/or expeditions.

AETHER CREATURES & OZ’S AETHER CREATURE TIERING SYSTEM

Aether creatures are beings of battle, survival, and hierarchy. They battle for better survival and cultivation, which inadvertently always creates a thin balance. Humans are also a part of this balance, and are technically in a losing war with them. The terror of the Second Great War, though gone past, are fresh lines in the pages of history. Many fear that the Fourth Great War is on the cusp of the horizon.

Aether Creatures, as dangerous as they are, are quite simple beings. Their natural instinct is to find places of high aether density to cultivate in peace, all while battling for their life. For this reason, they often convene around places where aether condenses and forms cores, creating rifts and rift cores. When the area proves inadequate for them due to surpassing their old limits, they leave in search for a better place. Usually this happens in droves, to which this process is called a rift rupture. Rift ruptures are dangerous because they either give rise to an army of aether creatures to storm settlements or cause them to actually find a rift of higher level, amplifying its strength. Either scenario is bad, which is why guilds are so important.

There are four main types of aether creatures based on their characteristics, elements, and relation to the Central Essences.

Beast - Animals that wield and/or are integrated with any of the positive elements, either concrete or abstract.

Elemental - Creatures that are made out of the element itself, taking a physical form of a positive element with a semblance of sapience.

Chimera - The negative counterpart to beasts.

Spectral - The negative counterpart to elementals.

Spirits are omitted for now.

There is also a system that mages use to categorize the strength of an aether creature and the amount of Aether Strands it carries. It’s called Oz’s Aether Creature Tiering System. Simply put, its:

Stars = Strength

Tiers = Aether Strands

The basis of magic and its boundaries is the greatest mystery known not only to man, but to all sapient beings breathing on Spiravale. Fledgling mages only dabble in shallow waters while masters delve into the deep of it, only to discover more. There are main concepts, however, that seem to prove hypothetically correct in how humans, sapients, wildlife, and various forces interlace with one another.

DISCIPLINES OF MAGIC

The active disciplines.

TRAVERSAL

The Transversal Discipline is a subset of magic that encapsulates movement. It aids a mage’s travel time, sometimes suppresses others’ traversal ability, and transforms it, allowing movement outside normal bounds (Flying, Elemental Walk, Enhancements.) Many believe the discipline to be of the least, but innovators have proved otherwise since the word movement cannot be bound to merely getting from one place to the other. It includes finger movement—dexterity—quickens your ability to spar, and more. This discipline is for those who are swift, Hunters being the main users of this discipline.

INVOCATION (CONFIGURATION)

The Discipline of Invocation is a weird one, allowing merely the offensive handling of elements present. However, paired with a Striker’s cognitive ability the discipline, once in the right hands, is absolutely deadly. Since the Discipline of Conjuration is nearby in the Circle of Disciplines, Strikers are able to form any of the elements they may be bound to, and do more with it once dragged from their Elemental Gate or Realm and into the material world. While in close range combat, malleability is necessary to keep up with fast pace combat, and catch opponents off guard. This discipline is for those who are quick thinking, Strikers being the main users of this discipline.

CONJURATION

The Discipline of Conjuration is beloved by high society. It is the definition of efficient yet flashy, high skill level yet simple, and is able to be used from a long distance. From the get go, users of this discipline are immensely powerful, able to conjure up spells able to stun the most weathered of mages in awe. It's not all rainbows and sunshine, however. Though Supports have high mental capacity, the spells they cast are usually incredibly complex, limiting their power in some cases. In addition, it lacks the freedom of invocation, and the spells are known to be rigid, disallowing creativity unless the mage goes out of their way to dabble in the Discipline of Invocation. Since both the Traversal Discipline and Discipline of Complex Fortification are rather far, these mages are both slow and glass-like. Either way, Supports are long range offensive specialists, catered to casting AoE spells.

MANIPULATION

This discipline allows for the manipulation of elements at hand for defensive measures, similar to invocation in that aspect, and calls for the mage to dabble in other Disciplines. Specializing in crowd control and defence, Anchors are the one of the most necessary mages needed in rift dives and are absolutely crucial in fights, known as the Elemental Bulwark. Spells that are in the Discipline of Manipulation are quick and minute, requiring high intellect to know where and when to use it to create a difference on the battlefield. This discipline is for those who possess a wide outlook, Anchors being the main users of this discipline.

FORTIFICATION

The Discipline of Fortification,is used for defense and defense alone. It takes mere manipulation to an entire different level, and can be said to be the direct opposite of Conjuration. The suppression of enemy’s usage in the arcane is possible and intricate spells of defence are able to be cast, like interceptive shields for small projectiles or Runic Abjuration. This discipline is for those with high vitality, Bulwarks being the main users of this discipline.

The passive disciplines.

SUPPLEMENTATION, ATTENUATION AND RESTORATION (BUFF, DEBUFFS, AND HEALS)

Simply known as the Discipline of Alteration, by definition the disciple changes a mage’s composition or character in small but massively significant ways, switching the tides in an instance. While other disciplines are narrow, this one is rather broad in abilities, capabilities, and even limits. This discipline is for those who possess wisdom, Pillars being the main users of this discipline.

PATHS

Paths are the callings mages select, catering their spell cache to the specific vocation allocated to them. They come with many meanings and changes, making the decision life-altering. It is rare to witness a mage make a mistake with their specialty, as the amount of research of each given element is immense, as well as the nine-month-experimental time they all get to play with each discipline. Most elements inherently narrow down the amount of options, leaving few to pick from and many hold an idea of which speciality caters to them.

Credit for the most of the virtues goes to this website and the people behind it.

Frontline

Bulwark - Virtue of Courage

Gains the blessing of stronger constitution, vitality and enhanced comprehension of the Discipline of Complex Fortification.

Usual Traits: Bravery, Persistence, Integrity.

Striker - Virtue of Justice

Gains the blessing of higher cognitive abilities, strength and enhanced comprehension of the Discipline of Invocation.

Usual Traits: Fairness, Leadership, Teamwork

Hunter - Virtue of Adroitness

Gains the blessing of agility, dexterity, and the enhanced comprehension of the Traversal Discipline.

Usual Traits: Clever, Cunning, Competent

Midline

Sentry - Virtue of Temperance

Gains the milder blessing of every other speciality.

Usual Traits: Modesty, Prudence, Self-Control

Backline

Anchor - Virtue of Intellect and Knowledge

Gains the blessing of a wider outlook, intelligence and the enhanced comprehension of the Discipline of Simple Fortification (Manipulation.)

Usual Traits: Perspective, Curiosity, Judgment

Support - Virtue of Vigilance

Gains the blessing of greater mental capacity, alertness and the enhanced comprehension of the Discipline of Conjuration.

Unauthorized usage: this tale is on Amazon without the author's consent. Report any sightings.

Usual Traits: Decisive, Aware, Attentive

Pillar - Virtue of Humanity (Called Virtue of Healing for other sapients.)

Gains the blessing of wisdom and the enhanced comprehension of all facets of the Discipline of Alteration.

Usual Traits: Love, Kindness, Social Intelligence(The Biggest One)

THE CENTRAL ESSENCES

Aether

Aether permeates all things, and is all things. As a neutral force, its existence does little to change the balance of the world. If manipulated correctly, however, its power knows no bounds. Since aether is a neutral energy, its pull on life and the Elemental Gates slumbering beneath is unchallenged within the small group of Prime Forces. Coupled with its omnipresent presence, aether is an energy all mages are privy to. It's the source to almost every spell and magical technique carried out, as well as the core to elemental cultivation, and the path to ascension.

Vitae

Vitae is the positive component of the Central Forces. Vitae is the breath of life that, very gently, urges life to blossom, grow, and thrive. If aether is the force that permeates every object in the continent of Toreth, vitae is the force that drives it. Without vitae, life would be filled with inanimate stones, regardless of what quiescent science says. Only a handful of people are innately aligned with such force, which fundamentally makes them highly sought out for.

Netherite

The third and most recently discovered essence brought both answers and distraught. It is not necessarily negative, it exists as a counter force to vitae. However, many parties seek to manipulate this fact, and it's through this mentality that brought upon the Third Great War. A war some Archons still remember.

Positive→ Related to the Biotic Essence

Negative→ Related to the Necrotic Essence

Concrete→Tangible

Abstract→Intangible

ELEMENTAL GATES

Another mystery still unsolved in present times is the actual substance of an Elemental Gate. No one knows what an Elemental Gate is, and few care. Some believe it to be a different form of aether while others believe it to be a complete other realm mages can access, but the answer remains elusive nevertheless. What is known, though, is that an Elemental Gate is the door through which mage access and call upon their elements. Mages can feel and visualize their Elemental Gates in their mind's eye, and will it to open. What exists within these Elemental Gates is a puzzle none has solved just yet. Yet as always, time will tell.

POSITIVE-CONCRETE ELEMENTAL GATES

THE ELEMENTAL GATE OF FIRE

The Elemental Gate of Fire is the most common gate mages are tethered to. Fire mage’s capabilities are explosively offensive on field, and are never denied entrance into a team. The range of fire, while not as versatile as some other elements, remains a staple within delves, competitions, duelist rings, and zone fields as a banner to rally under and protect. Fire mages can be anything from as overly passionate as the burning sun, to as warmly comforting as a fire hearth.

THE ELEMENTAL GATE OF WATER

Water mages are as versatile as versatile gets. While those tethered to the Elemental Gate of Water are many, none are foes to be underestimated. Water mages excel in crowd control, attacking, defending, and if aligned with vitae, healing as well. Most are gladly accepted in teams, but the lacking ones find it hard to gather squadmates willing to group with them. Water is an element that requires talent, as the lack of it creates useless constructs. Nevertheless, water, no matter how mundane, is to be feared. Water mages are commonly known to be calm, but there are those who are as untamed as the wild waves in the sea.

THE ELEMENTAL GATE OF GEO

Those tethered to the Elemental Gate of Geo are sought out for as they are all Bulwark-material. Geo, for the most part, hardly requires any talent, and is the simplest element of all. For that reason, it is both sneered at and highly desired by people of different mindsets. Geo mages are an assurance on the field as they almost never miss-cast, and are the last to empty their Aetherial Vessels. Geo mages are usually the rock of any relationship, and are very grounded to reality. There are a few who are as proud as the Alfine Mountains, however.

THE ELEMENTAL GATE OF LIGHTNING

The Elemental Gate of Lightning is the rarest positive-concrete gate to be tethered to, and many consider the fact a blessing. The element of lightning is an untamable, obstinate horse which requires the highest level of will to squeeze out the weakest levels of spells. It is not cost efficient whatsoever, and ironically, takes a long time to cast. Despite being one of the most notorious elements in the magical community, droves of bright-eyed mages seek after the element of lightning due to the fact that it is the flashiest on t.v. Lightning mages are either very flighty and fizzy or loud and proud.

THE ELEMENTAL GATE OF PLANTS

The Elemental Gate of Plants is common enough through its plethora of sub-elements which includes wood, vines, and carnivorous flowers. To be tethered to the gate itself is rare as the element of plants is one of the 5 Pseudo-Elemental Gates. Plants are a relatively delicate element scarcely used within combat save for a few trident true sub-elements, like the ones mentioned before. Plant mages are welcome within squads nevertheless due to their capability of filling in the often absent spot of Pillars, usually reserved for a healer. Plant mages are often shy, and take time to get out of their shells, others are as coy as vines. Some, usually the elderly, are as weathered as an ancient tree.

NEGATIVE-CONCRETE ELEMENTAL GATES

THE ELEMENTAL GATE OF AIR

Air mages are requested for their potent ability to be a Support, as air’s long distance offensive abilities are quite unmatched within the abundance of elements. Skilled mages are even able to provide buffs such as Haste, speeding their voyage many times over. Air also works well with plenty of elements, including fire, ice, and dust, making most air mages blend in effortlessly in any team. Air can be free and spirited, but its common form—wind—is curt and sharp, and the same can be said about its wielders.

THE ELEMENTAL GATE OF DUST

Dust’s existence is heavily interlaced with netherite, just as Plants are tied to vitae. Due to this fact, dust’s eroding capabilities are both feared and revered as the ultimate killing machine from afar. Dust mages tend to be Support, but a few bloodthirsty ones want to be upclose when seeing their enemy writhe under their thumb, making them devastating Strikers on the field. Unfortunately, dust seldom works with any other element, save for wind. In accordance with their element, dust wielders are introverted beings, only taking refuge usually in fellow dust mages or air mages.

THE ELEMENTAL GATE OF METAL

The most balanced and stable element of all, metal is often regarded as an element that leaves more to be desired. Few in between the tens of thousands of mages are tethered to the Elemental Gate of Metal as it is a Pseudo-Elemental Gate, but far too many are tethered to its sub-elements. Lead, tin, and copper being the main culprits. Metal is an element that only goes as far as its wielder, requiring hard work and creativity to make something out of it, similar to how a blacksmith forges weapons out of ores. Metal mages are confined to the Paths of Bulwark and Striker, as any other position is highly ill-advised. Even though metal mages have the most balanced personalities, they can be malleable, changing according to their circumstances and surroundings.

THE ELEMENTAL GATE OF BLOOD

Blood is an element many dread to be tethered to, as the element was one of the main menaces during the Third Great War. To be tethered to the Elemental Gate of Blood remains rarer than even dust, making most of its capabilities unknown, and new waters to tread. From what's been seen, the element of blood works best with directive disciplines, meaning the Path of Anchor or Striker suits it best. While the personality of a Blood mage is a mystery, it is known that wielders have seen copious amounts of their element before their manifestation.

THE ELEMENTAL GATE OF POISON

The element of poison is the definition of rare. In fact, many argue it doesn't exist! Its presence is detected through the many corrosive compound elements observed, such as venomous vines or acidic water. Denying the Elemental Gate of Poison brings various holes in the Magic System, meaning it's here to stay until proved otherwise. Mages with traces of poison in their elements are known to be backhanded, and wielders who people need to be on guard around.

POSITIVE-ABSTRACT ELEMENTAL GATES

THE ELEMENTAL GATE OF AMPLIFICATION

The element of amplification remains the most ambiguous of its kind, along with its dissimilar twin nullification. Its presence means little without there being something to attach to, making its existence odd. Either way, it does make for optimal efficiency, which no sane mage can deny. Amplification mages work seamlessly with almost anyone as it does not disturb status quo but insteads, amplifies it. As such, amplification mages are wanted by everyone no matter the reason. Amplification mages are known to be extremely easygoing and a bit too friendly.

THE ELEMENTAL GATE OF LIGHT

Light remains the most frequent of the positive-abstract elements to wield, though that doesn’t make it any more common. Light isn’t known for its offensive capabilities, but for its large array of helpful buffs and its power against spectrals and chimeras, creatures that seem to resist every element save for light. Light mages are free to choose whichever Path they wish, except for Anchor. Those tethered to the Elemental Gate of Light are known to be boisterous, kind, and never unseen.

THE ELEMENTAL GATE OF SOUND

Sound isn’t an element most are keen to possess due to its unusual nature. There’s little to do with it offensively, and even less to make of it on defence. Many like to have another element to their name when tethered to the Element Gate of Sound because the element exists mainly to assist. In theory, that is. Sound mages either love the sound of their own voice or enjoy listening to the sound of others words, making them either extremely talkative or great listeners.

THE ELEMENTAL GATE OF ASTRUM

Astrum, better known as astral energy, is an element not seen, well, at all. Like poison, its existence is allowed due to its hypothesized sub-elements plasma and astral projections. Not much else is known about this element or its gate, and even its studied sub-elements are extremely rare. Those who wield astral energy of any kind usually have a drive to do something, or a special connection to the stars and its meaning.

THE ELEMENTAL GATE OF ILLUSION

Illusion mages wield an element that knows no bounds. Illusion mages hold the ability to mess with the perception of their foes by tweaking their five senses. As the saying goes, the best illusions aren’t really illusions at all, but a separate reality. The Elemental Gate of Illusions is a gate mages scarcely find themselves tethered to. They usually make for great Anchors, as any other speciality doesn’t suit them. Known to keep knowledge about themselves closely, it is common to never truly understand an illusion mage.

NEGATIVE-ABSTRACT ELEMENTAL GATES

THE ELEMENTAL GATE OF NULLIFICATION

The element of nullification puts a damper on anything it comes across. It confines, constricts, and curbs all other elements that meet it, at the cost of aether. To nullify anything comes with a steep cost of aether, making the element only suitable at higher ranks. Nullification mages somehow always tend to be impossibly annoying to everyone. They are a chore to get along with.

THE ELEMENTAL GATE OF SPACE

Arguably the most predominant element, space desired by everyone. Not much can be said about space as only a wielder of such power can comprehend the thought. Unfortunately, space, like water, requires an immense amount of talent to even begin to learn as the concept is hard to grasp. Either way, they are highly requested by Artificers due to the fact that they can create the expensive storage rings, and the all-important Spatial Stations located within Association buildings. The Elemental Gate of Space is the second rarest negative-abstract gate to be tethered to, making them extremely scarce. There isn’t a certain personality trait linked to space mages except for the fact that they hate being confined.

THE ELEMENTAL GATE OF GRAVITY

Gravity mages make the perfect Anchor, as they embody the term crowd control. They find no problem with being accepted into universities, guilds, or crafting halls due to the fact that gravity is relatively simple. This area is undergoing heavy review by the World Magocracy, due to the fact that gravity is now considered a sub-element under the Elemental Gate of Forces. Gravity mages are practical in most circumstances, and are known to make light of grave situations.

THE ELEMENTAL GATE OF DARKNESS

Darkness is an element that goes beyond its name. The same way light mages are inclined to learn various buffs, dark mages possess the ability to cast debuffs that demotivate teams, and cast shadows on the mind. They bring out a person’s worst fear to face all while fighting with lances of dusk. To be tethered to the Elemental Gate of Darkness is rare, as most are tethered to its sub-element, shadows. Both dark and shadow mages fill in the position of Hunter, Support, or even Anchor if one’s gifted enough. Dark mages usually carry a lot of emotional baggage of some kind, which makes them hard to work with.

THE ELEMENTAL GATE OF THE MIND

To find an element more feared than dust, space, and blood is a hard challenge, but certainly isn’t impossible. A small, well trained army of mind mages can topple an empire overnight without breaking a sweat. In fact, it almost did happen during the Third Great War. Mind mages don’t bend how one perceives something like illusion mages, instead they change how one thinks. If a mind mage wants to, they have the ability to break a mind beyond repair. For this reason, mind mages, as rare as they are, remain under a tight watch. There is no personality trait linked with a mind mage, except that changing how they see the world is practically impossible.

ELEMENTAL REALMS

The elements discussed above were all primary elements, aspects that cannot be further divided. They aren’t the only elements in existence, however. There are sub-elements that, while connected to a gate, are their own separate elements. Examples include wood, sand, shadow, smoke, minerals, and plasma. These elements are under the Elemental Realm of a gate. For example, sand is under the Elemental Realm of Earth, as is minerals. Wood is under the Elemental Realm of Plants, shadow is under the Elemental Realm of Darkness, smoke is under the Elemental Realm of Fire, and plasma is under the Elemental Realm of Astrume. While closely related to their gates, they aren’t the element at hand.

Some sub-elements include:

Sub-Elements

Fire—: Smoke, Ash

Plants—: Wood, Vines, Carnivorous Herbs

Earth—: Sand, Minerals

Metal—: Gold, Silver, Iron…

Blood—: Bone, Rot, Tissue

Amplification—: Augmentation

Sound—: Silence

Astrum—: Plasma, Astral Projections, Meteoric Callings (Extremely Rare)

Nullification—: Abrogation(To reflect)

Darkness—: Shadow, Fear

Compound Elements

Compound elements are elements that happen when two Elemental Gates overlap. The presence of compound elements expands the list three-fold. Examples are below.

Compound Elements

Fire ⋅ Air = Explosion

Fire ⋅ Earth = Magma/Lava

Fire ⋅ Water = Steam

Water ⋅ Air = Ice

Water ⋅ Poison = Acid

Lightning ⋅ Air = Storm

Nullification ⋅ Earth = Barrier

Darkness ⋅ Water = Ink

IMPARTIAL ELEMENTS

The elements mentioned above either veer towards the force of vitae, or the force of nether. Impartial elements are elements which oscillate towards neither. These Elemental Gates are obscenely rare, and being tethered to any of the known few flings an abundance of doors wide open.

Impartial Elements

Elemental Gate of Divination - The act of divining what may come in the future

Elemental Gate of Clairvoyance - The act of opening eyes away from one’s body

Elemental Gate of Time - To voyage into the passage of time

Elemental Gate of the Soul - To possess access of the Soulbound Body

Elemental Gate of Fate - To lay eyes on the fabrics of fate

VARIANT AND INVERSE ELEMENTS

An element is classified by their relation to both vitae and nether, as well as its level of tangibility. A variant element almost always tampers with the element’s original tangibility, while inverse elements refers to the switch of the Central Essences.

VARIANT ELEMENTS

A variant element appears usually when a mage's pull to a certain Elemental Gate is strong, yet yields no element. Consequently, the mage’s manifested element gains some attributes of the unanswered gate. This usually causes both physical and magical changes. For example, a studied variant element is called Invisible Fire. Invisible Fire is made up of flames that don't burn a person’s body, but their consciousness and mind. It is theorized that such a mage is closely but not quite tethered to the mindate, making such attributes present in their apparent element. Silann, a character in the story, possesses Dark Lightning, a quiet version of the element that comes with bouts of fear.

INVERSE ELEMENTS

When a mage is aligned to either of vitae or nether, they are often tethered to an Elemental Gate under the influence of the same Central Force. A healer normally would have water, wood, or even fire. As always, there are exceptions to every rule. These exceptions give rise to unnatural elements that shouldn’t belong. An example could be the famous Specter of Dusk, Kaiser Von Gate, who wields the inverse of fire, a murky grey colour flame that erodes far too much.

ETHNICITY INDEX

Common Features of an Auricean Includes:

* Brown, loose curls(wavy.) Rosy, but pale complexion. Almond-brown eyes (or just brown).

Common Features of a Kidraan Includes:

* Tight coils of black hair. Dark complexion. Sea-blue eyes (or just blue).

Common Features of an Erydian Includes:

* Pin-straight black hair. Pale complexion. Gunmetal eyes (or just grey).

Common Features of a Desni (Someone from the Glass Dunes) Includes:

* Luscious blond hair. Bronze complexion. Golden eyes.

Common Features of an Saradonian (Someone from the East Islands) Includes:

* Various colours of brown wavy hair. Olive, or light tan complexion. Green eyes.

ITEMS OF INTEREST

Glint - Ciazel’s most popular substance, used to drain the pain away. It’s legal at the age of eighteen, and is a problem among the typical and unbound.

All tools besides artifacts grow useless as a mage advances. However, a majority are reliant on them, making them reliant on the Artificers who make these items. The fact creates an entire field for the art of crafting, and many want a hand in the pie. Tons and tons of inventions are made, some well used others better off not being invented. Here are some staples.

Scrolls - Scrolls are tools with one embedded spell in them. They are expensive, yet necessary because in an emergency, this tool may save a mage’s life.

Storage Rings - A tool with a compartment of space within it, able to store all kinds of things.

Blasters - As the name suggests, these are tools that blast out elemental projectiles. They require constant repair but are more useful than rolling out a scroll. The only problem is that unlike a scroll, it costs the same amount of aether it would to just cast the spell. Either way, it gives a mage bound the watergate the possibility to eject fireballs from their palms. In certain times, though, flexibility can be vital. It’s for this reason blasters are seen throughout Copper and Iron Rung rifts.

Note: ‘Blasters’ take various forms—wands, gauntlets, staffs, guns—and are handy to have on the field.

Foldable E-Shields - E-Shields are tools that are light to carry and, when necessary, expand into an elemental shield of some sort. Water and geo are the main types of E-shields, as with a click of a button a wall or either water or rock appears, taking the place of a Bulwark. Offensive E-shields are also common, usually fire or lightning, usually used to cordon off aether creatures. Though costly, the tool is staple within rifts for a reason.

EXPLANATIONS

Ciazel is divided into three halos and where a citizen is born affects what they are called.

First Halo →Highborn

Second Halo →Midborn

Third Halo →Lowborn

Strains are also an important distinction, and there are three of them.

Typics are people who possess an ASC of 10 or less. Note: Anything under 11 (even 10.9) is rounded down in this case.

Unbound are those who surpass 10 ASC, but are not bound to an Elemental Gate.

Mages have both over 10 ASC and are bound to an Elemental Gate.