Magic

## Cores

### Mana Cores

On Mogar, every living thing is born with and produces mana. A **mana core** produces the mana that allows beings to use magic and stores the mana to be ready to be used when necessary. Knowledge of mana cores is known only among Awakened beings. Everyone else is only aware of the presence of magical reserves in their bodies and have no means of classifying it based on purity of mana and its volume. Mana cores can't be studied either, as they aren't a physical organ. In humans, the mana core resides slightly under the solar plexus.

A mana core requires life force to remain stable (similar to how a pseudo core needs mana pathways). Too many severe wounds will destabilize the life force of an individual, putting their mana core at risk. What a mage does with their core is to form runes with their mana and weave them into a proper sequence that makes sense to manifest a spell akin to hands and letters when writing. In the case of high tiered spells, the core is akin to the hand, the spell the puppet, and the mana like the strings connecting the two.

#### Mana Core Grades

**Mana cores** grow in size and quality through absorption of ambient world energy as they are naturally divided into seven major types in the order of increased power: **Red**, **Orange**, **Yellow**, **Green**, **Cyan**, **Blue**, **Violet** and **White**. Each color is separated into three shades of ascending purity and strength: Deep, Light, and Bright. A **White** core represents an absolute mastery over life, granting the owner eternal youth and boosting all of their abilities. A **Black** core, however, represents a total absence of life. Abominations can be considered the natural undead of Mogar.

A stronger core allows an individual to cast stronger spells and reduces the time to manipulate elemental and Spirit magic, as well as increases casting speed. The color of a core determines not only the strength of the spells conjured but also the quantity of mana stored inside the mage's body. Non-Awakened's cores produce just enough mana to fill their bodies and their mana flow is so slow that it's nigh-unnoticeable. The physical gap between bright blue and deep violet is big, but that between deep blue and bright violet is enormous. The gap between deep blue and a full red blood core is even bigger.

A **blue core** is the natural apex for most bodies. Very few can host a **violet core** because the mind, body, and mana must be in perfect synch. Up to the blue core, one only need to refine their body and lower the resistance it offers to the mana flow by removing impurities. A violet core, however, requires that even the mind must not be a hindrance. Using magic must become akin to breathing. Moving a finger or casting a spell should require the same focus.

For humans, their core develops naturally as they age up until they are approximately 20 years old. The rate of this development can vary greatly from almost no development to becoming a violet core by the time a human turns 20 years old. Genetics is by far the single greatest factor that determines the rate of core development. Finally, for a normal human mage an important concept is that the development of their core is limited by their body. For example, if a body is underdeveloped due to malnutrition, that individual’s core will also be underdeveloped.

Everyone on Mogar can use magic, but powerful mages are rare and among them those who also have enough talent to learn a specialization are even rarer. Most of them become nobles or serve influential households and trade their magical skills in exchange for political power. The rest would join the army, the Mage Association, or devote their life to magical research. A mage who spends even a bit of time helping others is about as rare as finding a unicorn holding a pot of gold under a rainbow.

#### Mana Glare

*Note: Not official term (no term has been provided in-story)*

**Mana Glare** is when a mage allows their mana to reach the eyes, causing them to shine with an overflowing bright light corresponding to their core grade. Even though humans have no concept of cores, it has been well documented after centuries of magical studies that the glow in someone's eyes matches their raw strength. Humans view those with violet light (signifying a violet core) before 20 years old as geniuses.

### Awakened Cores

All living creatures on Mogar are more than just flesh and blood. They not only have a life force, but also mana that comes from their cores. In normal conditions, the core slumbers due to the dampening effect of impurities. Once Awakened, however, a core constantly produces a mana flow parallel to the bloodstream. **Awakening** is the process of feeling world energy and actively letting it flow to one's core. At that point, the core becomes "awakened" from its dormant state and produces a mana flow that gets stronger over time along with the core, producing the effects of body refinement. For Awakened humans, speed of core development can also vastly depend on extreme strain put on core and body of the user. Some who lack hard fought battles and near death experiences can take decades if not centuries to evolve what might take a handful of years for someone who is constantly thrown from one life and death struggle to another.

All living creatures can use first magic the same way, yet every race suffers from different limitations. Most humans can't use magic and even those who can need magical words and hand signs. Animals are the same, and even when they evolve into magical beasts, they can only use a couple of elements. Plants can't use magic at all. When they acquire consciousness, they solely gain abilities linked to their affinity with earth and life. Undead share all the strengths and weaknesses of the other races because they are artificial. Only Awakened are capable of using magic to its full potential and of unlocking the seventh element - the element of life, mana.

### Blood Cores

A **Blood Core** is a mana core belonging to undead that have lost the light element and replaced it with life force, and is called such due to their red shade when viewed with Life Vision. Their strength defined by how few streaks of black energy it still holds, and the perfect blood core being pure red. A blood core defines how strong the undead would be, if it retains any memory or conscience, and even the abilities they are born with.

The half-red blood core is the undead equivalent of the bright blue mana core.

### Fallen Cores

**Fallen cores** refer to the cores of Fallen Races and Abominations, and they cannot be Awakened (with the exception of orc shamans, who are usually born Awakened). Fallen Races, also known as Monsters, each have issues with their life force and mana core that grants them powerful advantage at the expense of equally big weakness. Abominations have a **black core** that is incapable of processing the light element. and is a stronger but corrupted form of mana that constantly requires massive amounts of world energy just to not dissipate. Any attempt to Awaken a fallen core will make it burst and fall prey to the black core, killing the person on the spot.

In theory, black cores don't simply absorb energy but are also a two-way gate that allows weak souls to move forward and strong ones to come back to Mogar. They are the perhaps the reason why Necromancy actually works because without them, the number of wandering souls would be so little that such a discipline would be impossible to practice. In this manner, Abominations are magical scavengers that serve the balance.

### Pregnancy

On Mogar, pregnancy doesn't make a mage any weaker; on the contrary, it temporarily boosts their power to extraordinary levels. Pregnancy can make a mother more powerful, sometimes even doubling their abilities, and is the origin of the theory where cursed objects come from. Mother and child are one - two mana cores and two life forces in one body. Even if a newborn is weak and their core red, it still amplifies the mother's abilities. Normally, a mana core can't exert its full force without injuring the body, a phenomenon known as "mana abuse". The child's core, however, drains the excess energy and uses it to nurture their body. At the same time, the child's life force is mixed with the mother's, making it grow much more powerful and violent to protect the new life inside of her. On top of that, if the baby belongs to a powerful bloodline, the effects are much greater.

Even Guardians receive a temporary and significant boost in power while pregnant. If the father is of comparable might with the mother, she will double both her physical and magical prowess.

## Mana Organ

Bloodline abilities all come from **mana organs**. All mana organs, like the mana core, are made of energy, not physical. Mana organs are like Tiamat's 7 eyes, the ability to breathe Origin Flames, etc. Mana organs cannot be transplanted.

## Magic Fundamentals

### World Energy

*Main article: World Energy*

Mogar is filled with what is called **world energy,** a kind of mana comprised of all 6 elements and Mogar's will, that makes possible to use elemental magic by mixing an individual's mana with it.

#### Elemental Sealing

The individual 6 elements composing world energy can be sealed using arrays, blocking spells using those elements.[*Reference needed*] Under the effect of elemental sealing arrays, blue cored individuals will feel like they're being covered with a wet blanket. Violet cores, however, can smell the unbalance. The lack of specific elements in the air makes their auxiliary cores lose efficiency and alters their five senses. However, Spirit Magic cannot be sealed no matter how strong an elemental sealing array is due to the elements coming from within the mana core, akin to fusion magic.

#### Elemental Imbalance

**Elemental imbalance** is a rare phenomenon that is both hard to recognize and counter. It seals elements but unlike elemental sealing it can be compensated for, though it is something that even most Awakened cannot do. While sealing arrays isolate items that use dimensional magic such as dimensional or communication amulets, elemental imbalance merely jams the signal, making it wander aimlessly until it fades away.

### Levels of Magic Casting

* **Normal Casting**: Requires hand signs and magic words.
* **Silent Casting**: Requires just the word or the hand signs.
* **Perfect Silent Casting**: Requires only gestures to better direct and control the conjured effects. Only true mages, fake Awakened, and Awakened can use perfect silent casting.
* **Multicasting**: requires concentration on only first magic. The three key points are willpower, focus and visualization. If there is too much focus on any one subject, the other will blur. Unlike normal magic where everything is done one step at a time, multicasting requires splitting one's focus, which requires a strong willpower, and a clear visualization of the desired effects.
* **Hexa-casting**: casting six spells at the same time. Used in Silverwing's Hexagram, Gravity Magic, Dimensional Magic.

### Mana Signature

A **mana signature** or **energy signature** is the unique mark of a person or thing.[*Reference needed*] When a mage casts a spell, they summon the world energy around them through their core; world energy is naturally shapeless, like water - it assumes the **mana signature** of whoever manages to call forth its power. Magic cannot hurt the one who casts it as it bears their own mana signature.

Cursed objects are designed to eventually fuse with their host, sharing both their mana signature and life force, making it impossible to distinguish between the two.

The Odi discovered a way to create something without an energy signature called **neutral mana**, by thoroughly manipulating their specimens' bodies with light magic to extract, purify, and store mana. The lack of an energy signature allowed it to be used without suffering from mana poisoning, and provided the Odi with a seemingly endless supply of mana in the form of the Mana Reactor.

#### Imprint

When a person sends their mana to an ownerless artifact for the first time, the artifact absorbs the energy and **imprints** the person's mana as the its master. Afterwards, unless the person dies, the artifact will belong to them forever and its abilities only used by them. When someone dies, their imprint on a magical item disappears and so does their contact rune. Imprints cannot be removed from artifacts without destroying its enchantments, as the imprint is part of the enchantment. Even those who never practice chore magic can imprint an object on their first try.

#### Mana Poisoning

Mana cores can be forcefully degraded through **mana poisoning**. If foreign mana is injected in its pure form directly into mana core at controlled, non lethal doses, the mana core will get poisoned and began to degrade until it is completely extinguished. Mana poisoning feels akin to having poison flow through the veins while small bugs slowly dig their way to the abdomen. Mana poisoning ca be caused by feeding off someone else's mana; Awakened suffer no such problem with Accumulation because Mogar's essence never reaches the mana core but is absorbed by their bodies, refining them over time.

Known victims of mana core degradation have had their mana core devolve from red to grey before the victim died a slow and painful death. Only the weaponized Alchemical parasites made by Coirn Hatorne and Awakened ones seem to possess the ability to perform such a feat. The very fact that mana cores can be eroded caused a great uproar in the Mage Association during the Kandria plague outbreak.

Thrud Griffon's cells were used to create made mages, who had vortexes in their mana cores that absorb surrounding world energy. However, made mages would die from mana poisoning as soon as they absorbed someone else's mana or spell.

### Elemental Affinity

**Elemental affinities** are signs of an individual's attunement for a particular element and are manifested as colored streaks in hair, otherwise known as an imbalance in the mana flow due to an elemental affinity that overpowers the others. Regular humans have no affinity for any element but can use all 6 elements, while beasts are naturally attuned with 2 elements and are limited to those elements as a magical beast akin to impurities for humans, a protection rather than a harmful restraint. Elemental affinities are required to use Domination. However, affinities are not related to talent.

Elemental affinities work the same for all races. One is either are born with them or they aren't. Some bloodlines, however, like Hydras, Tyrants, and Demons, have the ability to turn the mastery over an element into affinity through the practice of magic. They develop a new head or eye when their understanding of the corresponding element reaches a threshold that varies from person to person. The emerald streak of Spirit Magic, however, is different. It manifests only in individuals that have mastered all of the other six elements and have grasped the true essence of mana.

Undead have a natural affinity towards darkness magic. However, plantfolk cannot use magic and solely gain abilities linked to their affinity with earth and life. Elves are blessed with a very high affinity towards all elements.

* Red streaks = Fire magic
* Orange streaks = Earth magic
* Yellow streaks = Air magic
* Blue streaks = Water magic
* Black streaks = Darkness magic
* Silver streaks = Light magic
* Green streaks = Spirit Magic/Pure mana

### Magic Circles

**Magic Circles** are mediums for containing mana for various purposes such as Forgemastering, Necromancy, arrays, and runes. Without crystals or another energy source, however, they fade after a while.

### Runes

**Runes** are words of power that represent an aspect of magic and that can imprint it in an object. They are the language of magic, regardless if formed using chants and hand signs like fake mages or with one's mind like true mages - by arranging them in the correct order and infusing them with willpower, there can be infinite effects. Runes are used in spellcasting, arrays and Forgemastering to specify certain functions. Runesmithing is the art of creating and manipulating runes.

### Levels of Magic

There are three levels of magic:

1. **Simple use**: something that any fake or true mage can do. No matter if one needs a formula or a series of thoughts, they still mix their mana with world energy and obtain an effect.
2. **Mastery over the elements**: what Lochra Silverwing taught to all races who didn't know about true magic. It's the ability to infuse elements with one's willpower, evolving them from a simple tool to an extension of oneself. The most advanced spellcasting requires manipulating the elements - conjuring them isn't enough.
3. **Dominance over the elements** (*Main article: Domination*): something that not everyone can do and even those who can are limited to an extent since it requires an innate affinity towards the elements. World energy is susceptible to mana, and in turn mana is susceptible to willpower. Dominance is the ability to take control of someone else's spell and make it one's own. Dominance over an element is indicated by shades of that element's color in one's hair/fur.

### True Magic

**True Magic** is the ability to weave the runes that comprise a spell with one's mind. It allows the caster to weave mana according to their imagination and willpower, with their mana core as a cap, and involves silent casting. It requires awareness of one's own mana core and mana flow, and to be able to generate the correct amount of mana for each and any spell. Too much mana and the spell backfires, too little and it won't succeed. The caster needs to project their mana outwards, reaching out to the world energy by themselves. Establishing a mana flow without a breathing technique gives birth to true mages, not Awakened.

True magic is akin to turning simple threads into fabric - the number and position of the magical stitches can produce a simple blanket or a complex tapestry. This is why true mages are known in the Awakened community as **spellweavers**. All Awakened are true mages, but not all true mages are Awakened (for example, the children of Awakened Emperor Beasts are not Awakened but can use true magic).

Chore magic (also known as Tier 0 spells or first magic) is essentially true magic but requires little mana and thus can be used without activating the mana core.[*Reference needed*]

Casting an elemental spell consists of three steps:

1. Emitting mana
2. Mixing it with the World Energy the caster is trying to manipulate
3. (The hardest one) Controlling the spell and its effects.

Magical beasts, sentient plants, and offspring of Emperor Beasts are all true mages.[*Reference needed*]

#### History

Tyris taught Lochra Silverwing magic, establishing the Griffon Academies. The Empire, the Desert, even the Jiera Continent, they all learned Tier 4 and 5 magic from her, yet her knowledge came from Tyris. Tyris helped Silverwing spread her teachings, allowing fake mages to become capable of harnessing the power that before only Awakened had.

Most of the past Magi were some of the few who use True Magic (aside from Awakened). Some were recognized as geniuses at an early age, while most had mediocre beginnings before their talent suddenly skyrocketed between 30 and 40 years of age. Throughout history, many theorists and rising mages have died in accidents or mysterious circumstances, often right after announcing the discovery of true magic to the magical community, due to the Awakened Council's attempt to prevent abuse of such power. Additionally, knowledge and use of true magic can lead to creation of Abominations by those who purify their core's impurities too quickly in an attempt to get stronger.

### Fake Magic

Most of human civilization on Mogar use **Fake Magic**, as they have no concept or awareness of the mana core. Fake Magic has rigid boundaries and emphasizes **hand signs** with precise movements and a proper order, as well as properly **chanted magic words** in order to line up runes quickly in an orderly fashion. They vocalize those too hard to be drawn, and write with their mana the simple runes at the same time. Tier 5 spells are similar to True Magic in that they require willpower to manipulate, but lack the flexibility of manipulation that True Magic has.

Unlike Awakened, fake makes are unable to stimulate their cores to produce more mana without the help of magic words and hand signs. Even producing the effects of a Tier 1 spell with first magic endangers their lives.

As soon as the hand signs begin, a portion of mana leaves the body. The magic words determine how the caster's mana interacts with world energy (i.e. which element), while giving the spell its shape and size. Fake spells are set in stone (i.e. a lightning bolt will always be X long, Y wide, and deal Z damage), with the caster simply becoming a mana source and targeting system, and where their mana core and imagination take no part. Fake magic is essentially a crutch, like a foolproof "magic for dummies" spellcasting method.

While performing the first 3 tiers of magic, hand signs and magic words are the equivalent of a bucket, that once dropped in the mana well allows one to extract the right amount of power. Hence, the spellcasting will be successful as long as they are capable of forming a perfect bucket. However, from tier four and up, this process no longer works. This kind of magic requires such an amount of mana, that there are only two ways of extracting it from the well:

1. Creating a bigger bucket - a feasible method, but impractical most of the time as it requires so many magic words and complicated hand signs that much more time and effort are required than just using the old bucket twice. Taught in minor academies or in the books available for purchase.
2. Multicasting, which allows the caster to form and control more than one bucket at a time. This method has a much faster casting time in exchange for greater focus and mental strength. Hand signs and magic words are still necessary to form the first bucket, then the caster needs to be able to sense it and generate as many copies as they can. Available in only one of the 6 Great Academies.

Fake mages can also delay the activation of their spells until their focus is broken, just like Awakened ones.

### Fake vs. True Magic

One of the biggest differences between true and fake magic is that while true mages consume mana only after conjuring their spells, a fake mage spends it as the casting is initiated, so being interrupted results in a waste of mana. no matter if they use it or save it for later. True mages, instead, can cast and later release unused spells, expending solely the mental focus necessary to keep them at the ready. Fake mages need to chant their spells, which means they can't talk nor use weapons because they also need to use hand signs, whereas a true mage can do everything with their mind.

Inventing a new spell takes a lot of time for a fake mage due to needing to find the right balance between hand signs and magic words to obtain the desired effect. On the other hand, a true mage just needs to understand the underlying principles behind a spell to perform it. Unlike fake mages, a true mage can always turn first magic spells into their more powerful version.

An example of a true vs fake Tier 1 spell:

* Ice Spears (True)
	+ Visualize the effect of the spell (i.e. shape of the spear, trajectory, etc.
	+ Generate mana from the mana core to support the spell, taking into account the size of the spear and its strength
	+ Project the mana outside, mixing it with World Energy to have access to the water element

* Piercing Ice (Fake)
	+ Say the magic incantation "Jorúna Lítuh"
	+ Hand signs starting with touching index fingers together, pulling them away, drawing a 7 on the right hand and mirrored on the left. The left hand stops while the right hand rotates, drawing a full circle being pointing at the target.

Analogy:

* A fake mage with 100 mana points can only produce 100 points of energy, while a true mage, despite having the same amount of mana, can stimulate their core to generate an output that depends on the situation, bringing it up to 120 or even 150 if necessary. The greater the extra output, the greater the physical burden. This also grants true mages a versatility that fake mages cannot grasp.

### True Magic vs. Awakened

The largest difference between **true mages** and **Awakened** is the former's lack of breathing techniques and Spirit Magic.

## Elemental Magic

There are six elements found on Mogar: Fire, Water, Earth, Air, Light and Darkness. The elements can be split into three branches:

1. **Light** and **earth** are the elements of **creation**. Their purpose is to create and nurture life. They can be used to harm others, but that requires the caster's ill-will. They are hard elements that require a lot of skill to shape. At low levels, light does almost everything by itself, like when treating a skinned knee or a small cut. Earth magic, instead, is equally safe but requires a lot of juice to do more than move dirt and pebbles. Those with high affinity for both elements are said to be blessed by the light.
2. **Air** and **water** are the elements of **balance**. They can nurture or destroy according to how they are used, just like an open hand can be used to caress or slap someone. The difference lies in the strength behind the motion. Air and water are shapeless. Even a novice can have them move according to their wishes. They are the best tools to learn how to control one's powers with minimal risk to others.
3. **Fire** and **darkness** are the elements of **destruction**. They have no other purpose than consuming everything they touch. Whenever they are used, someone or something is bound to get hurt. Fire and darkness have no shape at all and don't require control to be unleashed so much as to be stopped, which is why they are the worst elements for a beginner.

All the elements mixed together without life force result in the color white because while the elements are perfectly balanced, it doesn't mean that they are not there any longer.

A mage must have a solid grasp of the basics before being able to perform a complex craft. Water and air both follow the same principle - they are only as hard as one makes them. They can be soft like a thin mist or gentle breeze, they can be balanced like a water whip or a storm, and they can be hard like ice shards or an air blade. Without learning to handle their hardness, light and earth won't be able to be used, while mastering their softness, there will be no control over darkness and fire.

Light and earth are akin to the hard forms of water magic. Darkness and fire, instead, have to be treated akin to air magic's soft forms, compressed only if they're meant to hurt someone.

### Fire Magic

***Root word**: Infiro, **Color**: Red*

**Fire magic** deals with the conjuration of flames and manipulation of heat.

### Water Magic

***Root word**: Jorun, **Color**: Blue*

**Water magic** is different from air magic, but it still works in a similar way. Water is present in the humidity of the air, inside the plants, inside of living beings, everywhere. Generating mist requires spreading one's mana thin in a wide area so that the water remains suspended in the air. Too much and it will condense into fog, too little and it will remain invisible. Water is shapeless, but ice is not. Ice is obtained by infusing the same conjured water with more mana to alter its properties, otherwise what results is just conjuring more water. Once that is done, the mana and the ice become one and the caster can move it as if the ice is one of their limbs.

The water of a spell can be repeatedly boiled and condensed into distilled water, making it nonconductive.

### Earth Magic

***Root word**: Magna, **Color**: Orange*

**Earth magic** deals with all forms of manipulating the earth; be it loose dirt, hard stone, sand or mud, earth magic can manipulate it. If the material is overly dense, like hard stone or metals, it is harder to manipulate it. In the same vein, it is much easier to make a flimsy sand wall than a solid wall of thick stone. Metals tend to be rather dense so they are difficult to manipulate, especially magic metals such as Orichalcum, Adamant, and Davross. Metals like gold are rather easy to manipulate due to their soft nature.

Earth and light are the elements of creation. Those with high affinity for both elements are said to be blessed by the light. Earth magic is the second slowest element after darkness and it can't be used while fighting in the air, but it is the element that offers the most powerful offense and defense at the same time. It can block all the other elements and can't be stopped by them, since the mass of manipulated ground is always bigger than what a mage can conjure by using a different kind of magic.

### Air Magic

***Root word**: Brezza, **Color**: Yellow*

**Air magic** is about manipulating the natural forces that generate wind and lightning. What a caster's mana does is just charge both their body and the air element to generate a push, thus obtaining wind. Overcharging only the wind so that the air becomes densely packed and not just compressed by brute force creates a wind blade. Overcharging both one's body and the air creates lightning.

Flying spells don't work underwater. Creating an air bubble around one's head is unfeasible as the mana required to hold it together under high pressure and high-speed conditions would be enormous and the bubble won't last long. Storing air inside a dimensional item doesn't work either since taking out the air and bringing it to the nose or mouth requires fine tuning. With such a method, one would need to stop every time they take a breath.

Air magic is also commonly used by beasts and other non-human species in its first magic form to speak.

### Light Magic

***Root word**: Vinire, **Color**: White*

**Light magic** deals with restoring things to their natural state. It is often used in healing, alongside darkness magic and can be used to repair tissues, accelerate natural regeneration, induce artificial regeneration, regrow lost limbs, body sculpt, modify existing body parts, replenish vitality, etc. In addition, light magic also manipulates light and as such can be used to bend light away from oneself, making one appear invisible. It is considered to be the one element with no combat capabilities, but Manohar has proved this to be incorrect with his hard light constructs. The pinnacle of light magic proficiency is called Light Mastery and involves the creation of complex colored, tangible light constructs.

Light magic isn't darkness' counter so much as its best friend. Darkness erodes its victim's body and strength, making a well-timed healing spell an amazing tool to capture even the strongest prey alive.

### Darkness Magic

***Root word**: Ekidu, **Color**: Black*

**Darkness magic** deals with entropy and destruction. It can be used to corrode flesh and almost any other substance, with a few exceptions such as Origin Flames, Davross, and Adamant. Its most commonly seen application is in combat, especially against Undead, and healing, where it is used in conjunction with light magic to replace bad tissues with new, healthy tissues. In combat, it is used to sap the enemy of their vitality and inflict deadly corrosive damage. Dark magic is the only bane of all living and un-living beings and is the only element known to be able to harm and kill Abominations. Darkness is considered Undead's only weakness and is overall extremely deadly to anything alive or constructed (like golems), and is therefore used as a most common enchanted element. Darkness' strongest suit is its ability to bypass protections and attack the vitals of its target, though artificial constructs such as golems are immune to it.

Massive doses of darkness magic does more than just inflict physical wounds - if untreated, darkness magic infects its victim's body and core alike.

### Spirit Magic

***Color**: Green*

**Spirit magic**, also known as **pure mana** (or **mind magic** by Hydras), is the 7th element and the embodiment of the mana flow that only Awakened possess. Creatures like Magical Beasts, Emperor Beasts, Abominations, and the other Fallen races all can use true magic, but not Spirit Magic. By understanding the importance of Spirit Magic and the role it plays in all spells, even fake mages can better understand the limits of their magic and find ways around it.

Affinity with pure mana/green streaks is very, very rare. Only those with affinities for the other six elements can reach it. Mana is nothing more than the six elements mixed with one's life force.

## Mirror Magic

*Main article: Cursed Elements*

**Cursed Elements**, the use of which is known as **Mirror Magic**, are six elements from which their counterpart has been stripped. They are **Chaos**, **Decay**, **Cinder**, **Zero**, **Choke**, and **Corruption**.

## Non-Elemental Magic

There are also other uses of magic outside of the elemental classification, such as dimensional or gravity magic. These are usually achieved via a combination of all elements.

### Dimensional Magic

*Main article: Dimensional Magic*

**Dimensional magic** is the art of manipulating space and a combination of up to all 6 elements in balance to deform space into a Gate. It requires fewer elements and less focus compared to gravity magic, as it's focused on a small point where the Gate is opened. It allows for the creation of dimensional storage amulets, Warp Gates, Blinking, etc.

### Gravity Magic

**Gravity magic** allows the manipulation of gravity by conjuring all 6 elements, keeping them in balance, and creating an effect that affects a huge area and only has passive damage. It does not have a very large range as it is hard to use and non-Awakened ones cannot achieve much with it, thus it is not used much in combat. With the exception of its first magic form, even Tier 1 gravity magic requires casting 6 spells at the same time and infusing them with willpower, making it akin to casting two Tier 5 spells at once. Another of its downsides is that unlike normal elemental magic, gravity only has an indirect effect, meaning it behaves like an array and thus affects even its caster if they are inside its area of effect. For these same reasons, gravity magic is widely used in Forgemastering and in crafting permanent arrays. It still requires huge bursts of strength to activate it, but the fine-tuning of its effects are performed by the runes forming the enchantment.

Gravity magic has many limits, but due to its passive effects, there isno way to defend against it except with another gravity spell.

Gravity magic is considered to be known solely by the nobility in the Griffon Kingdom, so when Lith displays knowledge of it it causes an uproar.

### Creation Magic

*Main article: Creation Magic*

**Creation Magic** is the apex of Forgemastering, involving light and darkness.

### Killing Intent

All living beings on Mogar possess mana. Emitting it is an involuntary act, just like perspiring or breathing. Intense emotions can lead to an increase in mana emitted, plus an aggressive disposition can inflict a mental pressure on those who are exposed to it, causing fear, panic, or even terror. It isn't necessary to become a mage to emit killing intent, as even animals can use it to scare their prey or threaten their enemies. Being a mage simply makes it easier, since by possessing large amounts of mana it's possible to amplify its effects. Another method is to develop the ability to channel one's fury into the mana, which requires training of the mind. This can allow people like Jirni Ernas to scare powerful mages despite her natural lack of magic talent.

## Forbidden Magic

*Main article: Forbidden Magic*

**Forbidden Magic** is the act of robbing something sentient (beast, plant, human, etc.) of their **true essence** (life force + mana) to obtain effects that violate normal rules of magic, such as creating life, gaining immortality, subverting the natural order, etc. It is the most horrible thing a magical creature can do, using the life of others to empower one's creations, and an unnatural process, almost impossible to balance.

## Awakened Magic

*Main article: Awakening*

Awakened individuals have exclusive abilities such as Fusion Magic and Spirit Magic.

## Arrays

*Main article: Arrays*

Arrays are spells that require a long casting time and that can be placed in a specific spot for a time.

## Specializations

*Main article: Specializations*

Specializations are different branches of magic that mages can pursue.

## Trivia

* **Divination** doesn't exist; to spy on someone a transmitter is needed that captures the reflected light like a camera does and Warp the images to the mirror.
* **Explosives** are obsolete on Mogar and no one uses them. Spells are much more powerful and more easily controlled. Also, if someone wears decent protection, you can't kill anyone with explosives unless you make the ceiling collapse on their heads.
* **Safes** are not used due to their ungodly price and vulnerability to Forgemasters. Having one Forgemastered or array protected would cost much more than a dimensional item and it would be much less safe. Second, any Forgemaster can crack a safe if they have enough time, the same stands for arrays. **Nightmare Safes** are password protected, which means that the password is written on the array and cannot be changed. As a result, a simple array detecting spell can reveal the combination easily. Additionally, the password cannot be changed unless everything is redone from scratch and it would still be written as clear as day for any Warden worthy of their title.

## References

1. ↑ 1.0 1.1 Chapter 1075: Core Principles (Part 1)
2. ↑ 2.0 2.1 Chapter 1309: Hands and Muscles (Part 1)
3. ↑ Chapter 939: Guest and Sword (Part 1)
4. ↑ 4.0 4.1 Chapter 1635: Call of Duty (Part 1)
5. ↑ 5.0 5.1 Chapter 1120: The Calm after the Storm (Part 2)
6. ↑ Chapter 1249: Natural Undead (Part 1)
7. ↑ Chapter 11: Encounters
8. ↑ Chapter 1406: Altered Beasts (Part 2)
9. ↑ Chapter 1407: Two as One (Part 1)
10. ↑ Legion on Discord
11. ↑ Chapter 1296: Condensing a Violet Core (Part 2)
12. ↑ Chapter 780:
13. ↑ Chapter 1567: Vortexes and Cores (Part 1)
14. ↑ Chapter 417: Present (Part 1)
15. ↑ Legion on Discord
16. ↑ Chapter 978: Plans and Preparations (Part 2)
17. ↑ Chapter 1467: Violet Cores (Part 1)
18. ↑ Chapter 1045: Towers and Effects (Part 1)
19. ↑ 19.0 19.1 Chapter 117: Interludium (4)
20. ↑ 20.0 20.1 Chapter 1022: A New Path (Part 2)
21. ↑ Legion on Discord
22. ↑ Chapter 609: Success and Failure (Part 1)
23. ↑ Chapter 1508: Odd Companions (Part 2)
24. ↑ Chapter 107: Lith’s Monster
25. ↑ Chapter 745: Fallen Cores (Part 1)
26. ↑ Chapter 1512: Unbalanced Power (Part 2)
27. ↑ Chapter 1197: A Powerful Master (Part 1)
28. ↑ Chapter 1408: Two as One (Part 2)
29. ↑ Chapter 1427: Solus and the Family (Part 1)
30. ↑ Chapter 1666: Opening Moves (Part 2)
31. ↑ Legion on Discord
32. ↑ Legion on Discord
33. ↑ Chapter 1639: Power Move (Part 1)
34. ↑ Chapter 1335: Artificial Mana Flow (Part 1)
35. ↑ Chapter 1555: Harmonizer (Part 1)
36. ↑ 36.0 36.1 36.2 36.3 36.4 36.5 Chapter 67: Author's Note
37. ↑ Chapter 96: Triple Casting
38. ↑ Chapter 216: Grieving (2)
39. ↑ Chapter 877: Master and Servant (Part 1)
40. ↑ Chapter 697: Dreadnought (Part 1)
41. ↑ Chapter 51: Bargains And Promises
42. ↑ Chapter 547: Bloody Revenge (Part 1)
43. ↑ Chapter 671: Impending Threat (Part 1)
44. ↑ Chapter 858: Hard Bargain (Part 2)
45. ↑ Chapter 85: Lith’s Surprise
46. ↑ Chapter 1232: Mana Poisoning (Part 2)
47. ↑ Chapter 1627: In the Flesh (Part 1)
48. ↑ Chapter 467: Pointless Struggle (Part 1)
49. ↑ Chapter 1350: White Streaks (Part 2)
50. ↑ Chapter 733: True Friend (Part 1)
51. ↑ 51.0 51.1 51.2 51.3 51.4 Chapter 779: Dominance (Part 1)
52. ↑ Chapter 1312: Role Models (Part 2)
53. ↑ Chapter 1434: Domination and Flames (Part 2)
54. ↑ Chapter 1018: Orion’s Wrath (Part 2)
55. ↑ Chapter 1226: Soul Vision (Part 2)
56. ↑ Legion on Discord
57. ↑ Chapter 666: Mixed Signals (Part 2)
58. ↑ Chapter 1077: Bytra’s Legacy (Part 1)
59. ↑ 59.0 59.1 Chapter 1059: The Seventh Element (Part 1)
60. ↑ Chapter 758: Meeting (2) (Part 2)
61. ↑ Chapter 3: Unrelenting Practice
62. ↑ Chapter 1050: Gods and Guardians (Part 2)
63. ↑ Chapter 23: True Magic
64. ↑ Chapter 938: Genius and Madness (Part 2)
65. ↑ Legion on Discord
66. ↑ Chapter 646: All are One (Part 2)
67. ↑ 67.0 67.1 Chapter 55: Alone In The Crowd (2)
68. ↑ Chapter 451: Double Trouble (Part 1)
69. ↑ Chapter 174: The Real Deal
70. ↑ Chapter 1016: End of the Line (Part 2)
71. ↑ Chapter 1148: Preparations (Part 2)
72. ↑ Chapter 31: Out of Misery
73. ↑ Chapter 1019: Out of Time (Part 1)
74. ↑ Legion on Discord
75. ↑ 75.0 75.1 Chapter 1291: The Three Branches of Magic (Part 1)
76. ↑ 76.0 76.1 76.2 Chapter 1292: The Three Branches of Magic (Part 2)
77. ↑ 77.0 77.1 Chapter 1145: White Cores and Crystals (Part 1)
78. ↑ 78.0 78.1 Chapter 1146: White Cores and Crystals (Part 2)
79. ↑ Chapter 1294: Circle of Life (Part 2)
80. ↑ Chapter 1308: Parents and Donors (Part 2)
81. ↑ 81.0 81.1 Chapter 1295: Condensing a Violet Core (Part 1)
82. ↑ Chapter 1558: Eye Versus Eye (Part 2)
83. ↑ Chapter 773: Trickster (Part 1)
84. ↑ Chapter 1212: Under the Sea (Part 2)
85. ↑ Legion on Discord
86. ↑ Chapter 1380: Ancestral Powers (Part 4)
87. ↑ Chapter 659: From Bad to Worse (Part 1)
88. ↑ Chapter 1142: Merfolk (Part 2)
89. ↑ Chapter 1529: Mirror Magic (Part 1)
90. ↑ Legion on Discord
91. ↑ Chapter 94: Information
92. ↑ Chapter 769: Ruin (Part 1)
93. ↑ Chapter 1607: Food Chain (Part 1)
94. ↑ Chapter 260: Friendly Challenge (Part 2)
95. ↑ Legion on Discord
96. ↑ Chapter 269: Body Sculpting (Part 1)
97. ↑ Legion on Discord
98. ↑ Chapter 78: Interludium (2)
99. ↑ Chapter 292: Growing Hostility (Part 2)
100. ↑ Chapter 641: Perfect Array (Part 1)
101. ↑ Chapter 684: Trust (Part 2)
102. ↑ Chapter 685: Last Stop (Part 1)