Nathan Fox
Description: 18 years old. Immortal due to a magical accident. Has short brown, wavy hair, blue eyes, a skinny but muscular build, and the permanent appearance of about a seventeen year old boy.
Affinity: Fire
Weapons: Arcadian metal sword and a sniper rifle.
Classes:
Semester 1:
Magic Circuitry first
Fundamentals of Fire second
Mana Manipulation third
Lunch fourth
Magical Warfare fifth
Meditation sixth
Tactics and Battle Strategy seventh
Aidan Hawkins
Description: 18 years old. Energetic and friendly. In a relationship with Sophia. Best friends with Nathan.
Affinity: Wind with a specialization towards Lightning.
Weapons: One long dagger and one short sword.
Cyria Argent
Description: 18 years old. Daughter of the Healer General. Has long black hair and blue eyes.
Affinity: Water
Weapons: Uses a pistol and a sword.
Amelia Marshall
Description: 18 years old. Daughter to the Dark magic councilwoman. Has dark eyes, black hair worn in a single braid, and has sharp features on her face. Best friends with Nathan and like a sister to him.
Affinity: Dark with a specialization towards Shadow.
Weapons: Unknown.
Sophia Inverno
Description: 18 years old. Has brown hair and green eyes, with a bit of an obsession towards anything magical. Is a member of a branch family of the Winters family.
Affinity: Poison.
Weapons: Pistol and a long metal staff.
Rebecca Hunter
Description: 18 years old. Part of the Hunter family. Has golden eyes and hair.
Affinity: Gravity special affinity.
Weapons: Bow and Knife.
Jason Fox
Description: Nathan's father.
Affinity: Wind magic with a specialization for Lightning.
Weapons: Unknown
Julia Fox
Description: Nathan's mother.
Affinity: Not a magician.
Weapons: Unknown.
Vilgeirr Thorn
Description: Nathan's Meditation course instructor. Captain in the military.
Affinity: Unknown.
Weapons: Unknown.
Leonidas de Ashford
Description: Nathan's Fundamentals of Fire instructor, his Magical Warfare instructor, and his Magic Circuitry instructor. Major in the military and a Class C magician. Member of the Ashford family.
Affinity: Fire.
Weapons: Sniper rifle and sword.
Dawn Suess
Description: Nathan's Mana Manipulation instructor. Doesn't like Nathan due to him defeating her son in a duel. Captain in the military and Class D magician.
Affinity: Water with a specialization towards Flesh.
This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere.
Weapons: Unknown.
Anabel Walker
Description: The Swordplay class instructor and the one who is teaching Nathan about swordplay. Also the Internship Supervisor. Major in the military and Class C magician who is getting close to Class B.
Affinity: Enhancement.
Weapons: Swords.
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Non-Magician Military Ranks:
Private
Corporal
Sergeant
Warrant Officer
Magician Military Ranks:
Second Lieutenant – Initial rank for talent level 1-2 academy graduates.
First Lieutenant – Initial rank for talent level 3-4 academy graduates.
Captain – Initial rank for talent level 5 academy graduates.
Major
Colonel
General – 4 Generals in the army
Council members above all of them.
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Before the next part is stated, to clear things up, just because they meet the minimum class of magician required to be a certain rank in the military does NOT automatically make them that rank. It is nothing more than one of the minimum requirements.
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Class E Magician – Apprentice magicians – Symbol is a circle.
To be classified as a Class E Magician, one has to take a single lesson about magic from a sanctioned academy, be able to cast a Tier I spell, and have at least 10 arcs of mana.
Class D Magician – The most common class of magician – Symbol is a circle with a star in the center, with one of the five points filled in.
To be classified as a Class D Magician, one must be able to cast a Tier III spell and have at least 30 arcs of mana.
Class C Magician – The minimum class to be a major in the military – Symbol is a circle with a star, with two of the five points filled in.
To be classified as a Class C Magician, one must be able to cast a Tier IV spell, be able to sense the formation of spell circles, and have at least 60 arcs of mana.
Class B Magician – The minimum class to be a general in the military – Symbol is a circle with a star, with three of the five points filled in.
To be classified as a Class B Magician, one must be able to cast a Tier VI spell and have at least 300 arcs of mana.
Class A Magician – The minimum class to be on the council – Symbol is a circle with a star, with four of the five points filled in.
To be classified as a Class A Magician, one must be able to cast a Tier VIII spell and have at least 900 arcs of mana.
Class S Magician – Considered national treasures but aren't directly under the control of the nation – Symbol is a circle with a completely filled-in star.
To be classified as a Class S Magician, one must be able to cast a Tier X spell, be able to free-cast, and have at least 3000 arcs of mana.
The only people who have ever become Class S magicians have been Talent level 5s with only a couple of Talent level 4s due to the lower level talents dying from old age or other reasons before reaching that point.
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Tier I
Capacity: Maximum of 2 arcs of mana per spell.
Summary: Can create small exterior spells, such as a weak barrier, or a fireball.
Tier II
Capacity: Maximum of 5 arcs of mana per spell.
Summary: Can create stronger exterior spells, such as a large fireball, or a sound-proof barrier.
Tier III
Capacity: Maximum of 10 arcs of mana per spell.
Summary: Can create weak interior spells that directly affect someone’s body, such as targeted healing spells, or curses.
Tier IV
Capacity: Maximum of 25 arcs of mana per spell.
Summary: Can create spells on the scale of an entire battlefield.
Tier V
Capacity: Maximum of 50 arcs of mana per spell.
Summary: Can create stronger interior spells, such as shapeshifting.
Tier VI
Capacity: Maximum of 100 arcs of mana per spell.
Summary: Can create spells that affect the mind, such as mind crush or telepathy.
Tier VII
Capacity: Maximum of 175 arcs of mana per spell.
Summary: Can create stronger spells that can warp the mind.
Tier VIII
Capacity: Maximum of 300 arcs of mana per spell.
Summary: Can create spells on the scale of an entire city.
Tier IX
Capacity: Maximum of 500 arcs of mana per spell.
Summary: Can create spells that permanently change someone’s body.
Tier X
Capacity: Maximum of 1000 arcs of mana per spell.
Summary: Can create strategic scale spells that might even damage reality.
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Important families in the Republic:
Marshall – Specialize in Dark magic
Ashford – Specialize in Fire magic
Luna – Specialize in Light magic
Winters – Specialize in Water magic
Wolf – Specialize in Enhancement magic
Griffin – Specialize in Wind magic
Umbra – Specialize in Poison magic
Silvius – Specialize in Nature magic
Hunter – Specialize in Special magic
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Magical Affinities:
Fire: Controls heat, flames, lava, etc…
Water: Controls cold, water, ice, etc…
Wind: Controls wind, lightning, air/vapors, etc…
Nature: Controls the ground, nature, trees, healing etc…
Dark: Controls darkness, curses, undead/unholy magic, etc…
Light: Controls light, holy magic, healing, etc…
Poison: Controls poisons and other afflictions.
Enhancement: Enhances the body of the user in various different ways.
Special: Unique magics and uncommonly seen magics that are rare and can be very dangerous or can do almost nothing.