List of 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.
List of Terms:
Magician: A person with an affinity and the ability to manipulate their own personal mana. They are born with mana arcs in their body which store their mana and act as muscles to use it. Magicians are more often than not incredibly selfish and are willing to do terrible things to get stronger.
Arcane Academy: The academy that eighteen to nineteen year olds who have an affinity with magic within the Republic of Arcania go to after graduating from high school. This place is meant to teach them how to use magic, however it is not meant to turn them into soldiers. It's set up this way because of the way most magicians work, and how they will only be serving for a limited number of years before working on their own, outside of the Arcadian government's direct control.
List of Ranks in the Republic of Arcania's military:
Non-Magician Ranks:
Private
Corporal
Sergeant
Warrant Officer
Magician Ranks:
Second Lieutenant
First Lieutenant
Captain
Major
Colonel
General – There are only 4 Generals in the army.
There are nine Council Members above the military.
Magician Classes:
Class E Magician – Apprentice level magicians whose 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 – Most common class of magician whose 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.
This book is hosted on another platform. Read the official version and support the author's work.
Class C Magician – This is the minimum class to be a major in the military and its 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 – This is the minimum class to be a general in the military and its 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 – This is the minimum class to be on the council and its 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 – Class S magicians are considered national treasures and do not directly serve under any government no matter how much the governments dislike it, and their symbol is a circle with a star, with all of the five points filled in. However, some of them do sometimes assist the government they used to be a part of before becoming a Class S. 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.
List of Spell Tiers:
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.