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Glossary

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.