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The north

hysteria, a land of abundance of resources and mana, in this land there are powerful gods who share the land and humans who create empires in them. Let's follow Nea horcrux a man who by some circumstances receives an ancient inheritance and with that will rise in this world of continuous chaos. It is a Fan-Fiction due to the use of locations, weapons, characters and more from other titles (movies, games, etc.), etc.) Disclaimer:The cover is not mine in any way, This story has been created with translation. The chapters will be uploaded on Mondays, Wednesdays and Fridays. Pd:between those days I may or may not upload depending on my mood since I do this for fun.

Th3_C4t · Video Games
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90 Chs

Magic system(updated)

Magic system.

Magic/miracles/raw elements/aura, etc.

Quality.

Liquid: abilities created by humans gain versatility and are mainly composed of energy, which can manifest in different ways even if the users have the same type of mana.

Solid: known as solid are the miracles that the gods give to their subjects or energy of higher dimensions, at least in ancient times these are now administered by the leaders of the churches, these gain in power to magic.

E.g.: if two cast a spell with the same amount of energy, the one who has greater authority in the world wins being this the miracle, since it is a vestige of the will of a god, while magic is something created by humans.

Arts:(subject to change later)

The arts are the main source of power of the melee classes along with the aura, these are manifested in the understanding that these people have of their weapons, whether a spear, sword or staff.

Swordsmen or all melee classes also have mana like all people in the world of hysteria, but due to their low mana practices or no talent, some can only use the <first level> which relies on imagination although this has not stopped them.

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Aura level one.

The first step to being an effective melee fighter in the hysteria world is learning to convert your energy into aura, aura has been worked, molded and improved by the melee classes for centuries, making this type of power a favorite of theirs thanks to the easy control and that their ideas are made for the benefit of the physical body, it is believed that the first envoys used aura as a method of physical attack making it recognized as such by the hysteria world.

The <level one> that depends on the imagination during the magic, is the one in which most of the melee classes stay, this one has been studied to the maximum managing to combine the imagination and the intention of the attacker to make it less volatile during a combat.

After an extensive study the aura was separated into the colors of the rainbow, starting with red and ending with violet, for each depth in the color you need to have more imagination and intention to use it correctly.

Aura level two.

In this level of practice is time to use the elemental synergy that has your soul and imbue it in the aura, a fairly large part fails here if they are inexperienced beginners due to the need for control, obviously if this is achieved has great benefits during a fight, because even without spells you can do elemental damage.

Aura level three.

When you reach this level the barriers between mage or warrior are blurred at least in the eyes of novices, at level three is intended to control the aura outside the user's body, thus achieving pure energy attacks while elemental thanks to the second level, at that time the warrior wins a lot of types of combat from the most traditional to some that combine the launch of aura and sword techniques.

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Differences between skills.

In the world of hysteria all living beings can use magical energy, it can manifest itself in different forms mana, raw elements, shinsu, etc. Because of this the magicians are not the ones who use the energy to cast a spell or power as this is something normal in the world, but they are the ones who study magic.

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Level one.

Normally although in the system it is seen <wind blade> that means that the person has a clear idea of what he uses his energy for, this is something variable since in this level of ability the magic is carried like that of the demons of DXD that is to say that it works with the imagination of the user.

Advantages.

At this level you should not know anything just have imagination and then pump energy and this take the form imagined by the user.

Weaknesses.

Let's give an example:let's say two people use the same magic<wind sword>, one imagined a straight sword while the other imagined a rapier then there is no <control>, every time you want to use this same magic you will think of a different sword spending a different amount of energy each time, making everything too <variable>.

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The next level is <dark control> in this level the person stops relying on only his imagination to shape the magic, gaining control, continuity and quality, that is to say in the previous level you use your imagination and pump mana to make it happen without any control over it.

Advantages.

At this level you take control of the energy, using an image and name already preset by the user will always come out the same magic there are no <variables>, the advantages of this is that there are no differences in the expenditure of mana in each magic gaining <control> and <quality>.

Disadvantages.

During this level the person uses so much the idea he has already preset that his magic loses all variety, losing all or almost all the associations that comes with his ability.

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At this last level <earth magic> the person is no longer limited to what they have pre-established in their mind, using the imagination of the first step and the control of the second level, they have complete access to what their ability can do.

Advantages.

Thanks to the previous steps the person has <control> and <imagination> enough to use the energy to its fullest capacity, from associations such as <earth magic>=<mud magic> or something more conceptual <earth magic>=hardness or creation of structures.

Disadvantages.

Large numbers of people get confused due to the wide repertoire of abilities resulting in unfortunate accidents.

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The energy/mana that dwells within people is always neutral, what gives the elements are the souls that have certain affinity, when the internal energy(neutral) merges with the energy(external), it seeks for the soul to have affinity giving rise to manifestation, i.e. internal energy gives the amount of energy for the magic while the external energy delivers the ideas and the element

It is like this, the inner mana(energy), outer energy(ideas and elements), when you think of dark mana is curses and dark things then you will not be able to cast a healing spell or a blessing(ideas).

Yes, as long as you follow the ideas of the dark element you can use all the magics of this element, by the way some may not be able to be used to the fullest, as yours is still <dark control> not <dark magic> full fledged.

Mages, or rather any class with magic/energy can use a different element than the preset from birth, but this comes at a higher cost in energy, making it a poor practice.

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Variable magics.

Those born with <variable magic> lose the associated abilities of the main branch of their magic.

Example:If someone is born with <diamond magic> they will lose the magics associated with earth magic which are the main branch, this is because that person's body is perfectly in sync with that element.

Advantages.

Because <variable magic> comes in its final form from birth, these people have much more time to familiarize themselves with their ability making them superior to their peers, another plus is that <variable magic> can be an almost impossible concept to grasp normally, but thanks to luck this person can use it in all its glory.

Disadvantages.

This rapid increase in power comes with a major drawback, which is not being able to access the associated skills, another point against is that by not going through the above steps they have more risk of unforeseen accidents.