Mana

Magic's natural form is mana. Mana exists in everything. Nothing has a maximum mana capacity. This means that an item can have as much mana put into it. Every living thing has mana realms. They contain a maximum mana unless they break trough from one stage to another, the same with ranks. They do not exist physically, but they exist within one's brain. It can be refined, destroyed, expanded, etc. The brain has invisible mana veins which connect the meridans of the body and are throughout the body. Magic users absorb and channel mana through these veins. Depending on how well they utilize their mana realm and veins, they are either fit to be a caster or mage.

A caster is a melee or weapon user who uses magic to enhance their abilities(can mostly comprehend the basics. Very few are quadrelementalists because it takes a lot of work to learn how to use all elements effectively. Most people are monoelementalists or dualelementalists. Those who only comprehend one element can learn to use it quickly and powerfully they often learn how to use variant magic. Dualelementalists can use two elements that can work together. They learn unition magic and can use it effectively but not as powerful and quick. Casters do not require items to cast magic, but they require themselves to cultivate to regain lost mana.

A mage is a magic user who focuses on solely magic and magic branches(runes, enchantments, alchemy, etc). Mages often learn all four elements. They learn how to cast powerful spells. They learn all the advanced forms. When one becomes a floormaster, they gain access to a Grand Magician Tower. They are allowed to learn one or two supremes based on what floor and rank they are. Mages also require staff, wands, orbs, or grimoires.

## Types of Mana

Mana is split into primaries, variants, unitions, and supremes.

### Primaries

The four primary forms of mana are fire, water, earth, and air.

Fire has a burst quality where mana is stored into a point and released all at once. Wind has a sharper quality where mana is focused on an area sharpened into an edge or point. Earth has a rigid and firm quality where mana is concentrated into an object's area and hardened itself. Water has a smooth and flexible quality where mana surrounds an object has a contained shape, but it is not hard.

### Variants

Variants, however, are different; they are the advanced forms of the primary forms of mana. They have the same type of mana quality but different techniques. Variants include: Lightning, Sound, Gravity(space-heavy), Compress, Gather(water),  pressure(heavy air), vacuum(air lack), mana rotation(circulating mana through muscles).

### Unitions

The primary mana forms also share unition forms of mana. The forms are combinations of primary and variant techniques.

These include: Ice(water+air), Inferno(air+fire), magma(fire+earth), plant(earth+water), granule(earth+air), vapor(water+fire), Taming(mana pairing), clay(earth+water), stone(magma+air), brick(clay+fire), glass(sand+fire).

### Supremes

There are also supreme mana forms. These forms are the mysterious forms. Very little is known about them. These are: time, light, dark, life, death, and aether(space). Some of the supremes can be combined with primaries. These techniques are called sealed techniques. Heal is the only technique not sealed because it was passed on through the church. It is called a sealed technique because they weren't passed through generations but found in artifacts of the past.

When one can become a floormaster, they gain access to the Great Magician Tower. It contains all the magic knowledge known as well as unsolved theories. Floormasters, depending on their rank and floor, they can study one or two techniques.

The known supreme techniques are wood(earth+water+time), holy water(light, life, water), corruption(death, dark, water), crystallize(pressure, time, earth),  Heal(time(mana acceleration)), degenerate(time(mana consumption)), spirit(life+death+taming), Arision(death+life+dark), summon(aether+taming), plant(life+air).

## Mana Realms

Mana realms have their own rank to themselves. There are four stages within each rank; Rough, Smooth, Fine, Peak.

The ranks are: Unranked, Glass, Bronze, Silver, Gold, White Iron, Dark Gold, Diamond, Amethyst, Elite, Legend, Saint, God, Deity, High Emperor, Orgin. From the time one is born to around 9 years old, they have an unranked core. When they reach 10 years old, they can measure their mana on a mana crystal. It depends on luck, but one can be born with a glass to silver at the rarest. Glass through Bronze are the most delicate realm periods. If too much mana is used, or they don't use enough mana, it can shatter or be destroyed. They must carefully train it until it reach Rough Silver.

## Elemental Mastery

Elemental mastery measures whether a mage is able to perform a spell. If they attempt to perform a spell higher than their elemental mastery, there is a chance that their mana realm will be drained and can be broken. Elemental mastery can be increased with training or artifacts(fused and physical). To improve one's elemental mastery, they perform spells or parts of spells higher than their elemental mastery to practice their control of mana through their meridians and mana veins. One's elemental mastery can be influenced by hereditary factors. Often nobles have high elemental mastery due to political eugenics. By diamond rank, ones elemental mastery must be 120. Amethyst rank is 130. Elite is 140. Legend rank is 150. Saint rank is 170. God rank is 200. Deity rank is 220. This rank is often referred to as the highest elemental mastery. Those with high emperor or origin rank cannot be measured because no one is thousands of years have reached that rank.