Halo AU Lore - Magic...

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History of Magic: Magic itself alongside its counterpart, Curse have been around for centuries dating back before even the first time was even set, far more longer than anyone...even Gods as well have no knowledge of how such a form of power has ever came to be. However, some state that such a force was originated from the two mighty beings; whom alone were said to be the most powerful beings in existence before time has ever been set upon. Each of which that were capable of using two specific types of powers, one that was known to use Magic and the other that was capable of using Curses. And it was also said that the two beings were forever locked in a battle, to which neither beings were able to overcome another. Until suddenly through their struggles of trying to claim dominance over another, through unknown course of action had they slowly been stripped of all their ungodly powers that have eventually taken forms of their own. Thus both Magic and Curses came into fruition, often taking the form of Gods, Dragons, Demons and more...until finally Mortals alone have manage to get their share of unnatural power from the two unnamed mighty beings.


Description of Magic:
 Magic is the physical embodiment of the spirit; it is not a "miracle", but the power to overcome "reasoning" stemming from "reasoning" itself, and the "spirit" flowing within Mage's and the "spirit" flowing within natural connections form an embodiment to bring their powers into reality. All kinds of Magic are used in for a certain degree of the outer colonies not fully occupied by both Covenant nor UNSC, ONI or UEG influence, and they can be used for many purposes such as offensives actions, fortitude defensing, enchantment supporting, and regenerative healing with more than can't be accounted for. Some are also used for the purpose of modern life for simple enjoyment. However, the use of magic is often abused by the likes of those who have drifted into the darker side of Magic itself for the soul purpose of agenda's involving complete domination's or worse, total eradication to all life.


Wizards/Mages: Individuals who are capable of wielding magical energy and channeling it into magic of any kind. Magicians, of course, utilize their magical power in order to cast spells from their Magics; additionally, they are also capable of employing Magic Items. Generally, Mage's are active in a variety of settings, from disaster relief to investigations. Mage's comprise only fifty percent of the living population in the universe, with the remaining fifty percent being either incapable or unwilling to use Magic. Mages are often affiliated with Clans or Guilds, where they can take on jobs or contracts s a source of personal income and adventure; and according to some particularly obnoxious magician, a magician can't be considered full-fledged until they join a guild of their own choosing.

There are three main types of Mages: Leganus Mages, Darknai Mages and Solidae Mages. The Leganus Mages are those who are a part of official Guild, taking on legal jobs and premium contracts whom are often under surveillance of the Grand Council, the main source of political and military power over the rest of the known Guilds scattered out in various regions of the outer colonies, thus had they chosen to reveal their existence to the outside realm after the Human/Covenant War came to an abrupt end. These are the Mages that people of the supernatural side are always known to look up to as their idol, with the most famous of them having the chance to be featured in the in an ancient arena to celebrate a annual festival every year. Darknai Mage however are people of all species whom are acknowledged as notorious worshipers to the ways of the evil through means of spreading chaos and mayhem, with the purpose of serving or pleasing their own personal agendas. They are the Mages  that the Grand Council consider as the greatest threat towards the very balance between those who are able to use magic and those who can't. They are also labeled as criminals serving under the banner of three distinct notorious unnamed guilds that formed an unknown alliance. Solidae Mages are those that are not officially recognized by the Magic Council and don't belong to either Leganus, Darknai Guilds and instead prefer to remain in solitary through independence.


Mage Rank:

  • 1. D-Class Ranks((Nymph Tier)): These are the lowest ranking of both Mages and Wizards who have been able to tap into their inner selves and uncovering their true nature of using magic for the first time. This rank is typically used inscribed for individuals, regardless of what species or gender as well as age they orgininate from are those who are in need of some assistance on learning how to manage their Magic. D-Class Ranks generally only know a handful of at least one or two types of Magics, sometimes they would be needing to learn different sorts of Magics from others that are well experienced on using their main type of Magic. Than again, the person could train themselves to increase their Magic Mana, but this session would often takes countless months and by chance even a few years.
  • 2. C-Class Ranks((Novice Tier)): These ranks are a little bit stronger than the traditional and mundane D-Class ranking Mages or Wizards. Though these Mages or Wizards are still starting out at a very low rank, they are still a worthy adversary to combat against for those whom are not of among using Magic. C-Class ranks generally have a few more Magics than D-CLass ranks and can learn them easier without someone watching over them, although its still recommended that they have a trainer. 
  • 3. B-Class Ranks((Adept Tier)): B-Class ranks Mages take quite a big jump from C-Class to B-Class ranked Mages or Wizards. They are much stronger than C-Class ranked Mages in every way, and can have many more Magics. To the point that a rank such as this peculiar one is no longer in need of a trainer to assist them on managing their Magic powers. B-Ranks can help other mages with their Magics, as well. To which some B-Class rank individuals would often become trainers by choice to assist others lower level ranks.
  • 4. A-Class Ranks((Expert Tier)): Another huge Jump from B-Class rank to A-Class ranked Mages or Wizards with greater chances of creating a decent amount of destruction. They are far more superior than your typical B-Class ranked Mages, A-Class ranked Mages or Wizards have managed to further their training beyond a great amount of years they've mustered in for so long. They have no restrictions upon using many Magics as they please, and would use them to a great amount. A-Class ranked Mages, tend to train lower mages...including those among B-Class ranks as well. 
  • 5. S-Class Ranks((Alpha Tier)): Mages and Wizards that are labeled under S-Class ranks are said to be one of the Strongest beings around in present time. Thus, that means there are a decent amount of them around. Only about fifty or more S-ranks are seen in among the L.A.C and other Guilds unheard or acknowledge under UNSC or ONI Data Files. Known to be far greater and possibly superior than that of a common or veteran A-Class ranked Mages or Wizards, they too are capable of using as many Magics they so wishfully desire. S-Class ranked Mages or Wizards do not normally train anyone, unless requested or asked by a fellow brethren or newcomer, ect, ect, ect.
  • 6. SS-Class Ranks((Master Tier)): Once more another great leap from S-Class rank to SS-Class ranked Mages or Wizards, beings of chaotic Magics that are said to be far more greater than that of an S-Class Mage or Wizard. Unlike the populations of people under S-Class ranks, at least around fifty individuals have been listed to be able to reach into this position through great pain and journey towards the path of Magic. To see a SS-Class ranked Mage or Wizard to train an S-Class individuals would often be a rare sight for the soul to see.
  • 7. SSS-Class Rank((Demi-God Tier)): Individuals that are under this rank are a rarity among the Galaxy of those who are capable of using Magic, often said to be far more superior than that of your casual or experienced S-Class ranked beings. Only a few have been known to show themselves in plain sights among their own or alongside fellow comrades of a Clan/Guild or other...but some would often prefer to do things simply on their own without the risks of accidentally injuring their own in combat, due to the fact that not much individuals in this particular rank are known to end up hurting one of their own by too much Magic pressure being unleashed prematurely. And like the previous classes, this one is also given with no restrictions on using as many Magics as they wish.
  • 8. X-Class Rank((God Tier)): Unknown...


Magic Mechanics and Physics: In order to learn Magic, a budding Mage must train their intellect and spirit. However, it should be noted that the stronger the Magic, the more it tends on selecting its wielder; if the Mage's mind is frail, the Magic will take over and destroy them. When the physical spirit of an organism connects with the spiritual flow of nature, the spirit forms Magic as a product of the connection. Only fifty percent of the galaxies population is able to use Magic, which is noted to keep a balance between ordinary people and those with Magic. It takes an enormous amount of concentration and mental ability to use Magic.

To utilize Magic, a Mage must use Magic Power within their body. Magic Power is the source of Power for all Mages, it is composed of Ethernano, which is the term coined to name particles of Magic. Ethernano dwells inside all living organisms and throughout the atmosphere. Nobody knows when Magic began, or how ethernano originated. Ethernano is the source of Magic Power for all Mages; and every Mage has a container inside their body that determines the limits of their Magic Power. If the case becomes empty, ethernano will come from the atmosphere and enters the Mage's body and after a while, their Magic Power is restored. ethernano has near-zero rest mass - though, like any particle, its mass increases to reflect its potential or kinetic energy - and can carry either a positive or negative charge.

In order to cast spells, a Mage derives the power necessary from two sources: their own body's Magic Origin, and the atmosphere. A Magic Origin is exactly what the wording indicates—it is a special organ that is located within the body of a Mage, that absorbs ethernano and bunches it up into clusters, which is processed into magical power which the user can project through the by Magic Seal that form when casting- the Magic Seals are a visible manifestation of ethernano being collected by a mage when casting a spell. Every Mage has a container inside their body that determines the limits of their Magic Power; this is precisely what a Magic Origin is. If the case becomes empty, ethernano will come from the atmosphere and enters the Mage's body and after a while, their Magic Power is restored. However, recent studies have identified another, unused, part of a Mage's Magic container that contains a large amount of dormant power: the Second Origin. If a Mage somehow manages to unlock their Second Origin, they will then receive an enormous boost in Magic Power, or they can wait until the right moment to unleash the Magic Power of their Second Origin in order to gain an advantage in the battle.

It appears that the concept of using a proportion to the user's Magic Origin or the atmosphere is dependent entirely upon the magic used in question. With internal magic such as Accelerationus Magic, one requires the use of their own magic far more than external magic such as Fire Magic where they generally rely more on atmospherically magic. By collecting ethernano and subsequently imbuing it with a certain 'command' through either an incantation, hand gesture or a simple spell name, allow it to then mysteriously take upon a characteristic unique to that spell. Interestingly, some Mage's, if they are descended from unique families, have shown that they are capable of replenishing their ethernano faster thanks to unique traits. Every Magic has its own set of rules that must never be broken, known as a taboo. Different taboos that are broken have different effects on the user's body. One of them can lead to death or sickness.


Magic Systems: This refers to the style and methodology of a Mage's spellcasting. Two systems are utilized in the past and present times that have often showed slight presentation during the great times of the Civil Dragon Wars, a bloody conflict far greater than any of the other wars that have once taken fruition with the beginning of the Forerunner/Flood War all the way to the end times of the Human/Covenant War. The Librious Maegus System and the Darknus Varam System- though both originated from Uranous Hellintria, the very first Magic System; which was deemed impractical by the general populace and fell out of favour. Practitioners of different Magic Systems can be told apart by the shape of their respective Magic Seals.

  • The Librious Maegus Magic System: The Librious Maegus System is the most widespread magic system of throughout various outer colonies; as Magic began to evolve, so did people's interest in the arcane art, and as such, the old Uranous Hellintria was "updated" so that everyone who could do it would take an interest in magic in the many centuries to come. The Librious Maegus System is exceedingly versatile as it is streamlined and considered easy-to-use compared to Uranous Hellintria, where the Mage was required to sacrifice physical might for enormous magical potential, but nowhere near as powerful as what was made before; being capable of being adapted and utilized for many a situation, whether it be offense, defense, maneuverability, and many recreational uses such as construction and healing. While vastly weaker in terms of sheer magical output and power than the Uranous Hellintria , the Librious Maegus System has so many other benefits that over time, the Uranous Hellintria was forgotten by the masses. The Librious Maegus Style is utilized by almost every known Mage around three hundred years ago to the present day- the trio of Leganus, Solidae, and Darknai Mage all harness its power. The Magic Seal of the Librious Maegus resembles a proper circle, with concentric rings and squares inscribed in it- the Magic Seal has numerous images symbolic to magic such as gemstones placed in the four cardinal directions emblazoned upon the seal.

  • The Uraunous Hellintria Magic System: The Uranous Hellintria System is the very first magic style, having been around ever since the discovery of magic many millennia ago, as more and more discoveries were made, Magic began to evolve into the current state seen in the present day; Uranous Hellintria has been long-forgotten, with only a few in the current day and age still practicing it. Uranous Hellintria is a more "traditional" form of magic, requiring a very specific body in order to harness to their fullest potential. Indeed, Uranous Hellintria's full power comes about by one focusing on nothing but their magical power, neglecting the physical might in order to balance their own powers; though in exchange, a user of Uranous Hellintria has access to overwhelmingly powerful magic that makes them akin to a tactical nuke- the Uranous Hellintria was the culmination of all of the first era's magical techniques, and knowledge it was the highest form of magic for the era. The Uranous Hellintria Seal takes the form of a two-layered triangle which has four circles at its angles and the center. The outer circles contain abstract symbols, while the inner circle is inscribed with a cross; at the corners of the Magic Seal are the small Greek letters pi (letter)delta (letter)omega and nu (letter); the four phases of the moon are emblazoned upon the Magic Seal.

  • The Darknus Varam Magic System:  The Darknus Varam Magic Style is a magic system utilized solely by those who are capable of wielding the forbidden black magics referred to as, well, obviously, the Dark Arts. The Darknus Varam were actually derived from Uranous Hellintria, as the Librious Maegus Style had not been created just yet- Uranous Hellintria was modified using a Dark Arts practitioner's negative emotions which is the reverse of the normal 'magic= feelings' concept, giving off a feeling of despair to opponents that fight against a user of this magic system as the Darknus Varam Style releases the malefic nature of the magical energies out into the world; feeding off of the primal emotions of the caster such as revenge, hate, greed, and fear. In the process, it makes those it affects experience and exhibit these feelings while constantly making those feelings stronger. While most Darkrai Mages simply utilize the Librious Maegus, some are capable of utilizing the Darknus Varam Style- though it is more associated with ancient threats such as the Dark Overlord. In any case, the Magic Seal of the Darknus Varam Style is invariably a darkly-coloured octagon with numerous streams of dark energy seeping from the Magic Seal.

Magic Classification: Magic itself can be divided into two categories; "White Magic" and "Black Magic". White Magic focuses on defensive measures such as barriers and healing, along with non-offensive magics, whereas Black Magic is purely offensive in nature, ranging from elemental magics to anything that deals damage to an opponent directly. However, from here, there are four main classifications of Magic: Castonium MagicElemental MagicHoldium MagicSubclass Magic, and Ancient Magic. Within these five, there are many sub categories such as Uncommon MagicRare MagicLost Magic, Ancient Magic, Dark Arts, Living Magic, Forbidden Magic and Enchantment Gears.

  • Castonium Magic: A form of Magic that is expelled from the body as opposed to Magic done through the use of a weapon or outside source. In this way, many types of Castonium Magic have a focus on two main sections: support magic, such as magic barriers, healing, and precognition, and assault magic, designed to either fire too many attacks to dodge, or to make an extremely powerful attack to break through any magic barriers. Even in this grouping however, many of the Castonium types are designed for sealing, capture, and disarming rather than for outright destruction of the enemy; meaning that it is the most varied of the two initial types.
  • Uncommon Elemental Magic: One of the most basic forms of magic that there is, and it is a Castonium Magic that is exceedingly versatile; it is parent ability and magic for many other elemental-based abilities and powers including Water MagicFire MagicEarth Magic and Wind Magic; users of Elemental Magic are very common, and not only this, they are noted to be extremely versatile thanks to the numerous elements that they can tap into.
  • Rare Elemental Magic: Being considered as more the rare form magic used used specifically by those of uniqueness in their veins, these class of Mages are capable of manipulating various rare forms of elemental-based abilities and powers ranging from Ice MagicMagma MagicMetal MagicStorm Magic and many more that are deemed more rare than the rest.

  • Holdium Magic: A form of magic that requires a Mage to use an external source to produce the Magic, an item or jewelry composed of powerful magic. This is also often used for the purpose of summoning powerful entities through the use of an ancient object that can only be activated by a certain degree of Mages.
  • Enchanted Gears: A ancient form of Holdium Magic that was formerly used by the Forerunners of processing weapons and armor composed with supernatural enchantment for the purpose of maintaining power against the Dragons before the alliance was forged but were ineffective against the Dragons, soon the knowledge was passed down to various other Guilds whom have remained in secrecy from the Human/Covenant War until slowly had the knowledge itself become tainted for the corrupt use of the P.M.C Armada or the Dark Krosheets. 

  • Subclass Magic: A category of Magic which is somewhat less common than magic usually is, but based on how they are achieved, they are more powerful than common magic; essentially, Subclasses Magic is a more precise classification of magic. It had been created by Mages with extreme talent in their specific magic, meaning that most of the time, it is completely unique to a user. Subclasses Magic is magic that has taken on a unique characteristic because of the applications of the Mage; taking common magic and practicing with it, or altering the ethernano flow of the magic, until they are completely transformed into a new branch of magic that is vastly different than its originator, but it still retains the bare essentials of the magic. While it is somewhat easy for high-level Mages to create subclasses of common magics, it has been shown that in the case of Lost Magic, it is near impossible to manifest a subclasses; however, there are some rare exceptions. The method to creating a Subclass Lost Magic is currently unknown, but it seems to involve the Mage's personality, along with arduous training.

  • Ancient Magic: The form itself indicates long-term ancient forms of powerful magics often being used by those of great knowledge that has granted them full control over their destructive supernatural powers. The terms of magic often ranging from Memory-Make all the way to the Arc Magics to the the use of the Orion Magic.

  • Lost Magic: A category of Magic that have been obliterated from the history of the world due to their immense power and the sheer gravity of their side effects. However, users of such Magic still exist, though the Magic itself is believed to be extremely rare. It is a form of magic that has long been forgotten and is very rare.

  • Dark Arts: A Castonium-Type Magic fighting style that are forms of Magic that have the capacity to manipulate life. Not much is known about them, but it is said that a wizard using the Dark Arts can bring forth calamity. The Dark Arts create and feed off of primal emotions of the caster such as revenge, hate, greed, and fear. In the process, it makes those it affects experience and exhibit these feelings while constantly making those feelings stronger, eventually leading to the affected becoming an immortal. However, should one ever have the will to overcome the Dark Arts through conquering the darkness within their hearts are they able to have full command over the burden that those who consider this form of Magic as curses to be their greatest gifts.

  • Living Magic: Not much can be said about this particular form a magic that's granted with a conscious of itself, the darkling parasite in which resides within the Cyborg Mercenary however would stand out as an example of a Living Magic residing within him. It is assumed that an element of great power will always be on the search for a vessel capable of supporting its life essence, in return it will grant the hosts power unlike anything he or she has ever come to encounter. However, if the Living Magic is ever granted with much freedom...the host would undoubtedly lose its entire consciousness to the entity that festers within them. 

  • Forbidden Magic: Being considered as a category of dangerous magic that have been banished from the face of history to avoid the use of its power from ever being used in the wrong hands, the threat of these magic are so great that it was stated that one use of it is enough to be considered a more lethal outcome than the Flood themselves.

Passive Skills: As it has been discovered through decates worth of understanding the very physics and laws of the supernatural gift granted to the likes of mortals in all forms of shape, sizes and species. There are some Mages whom have mastered the art of magic through constant years of training their body and soul with the force around them, are capable of manipulating ethernano or just plain showing off unique ways to utilize magic.

  • Ethernano Manipulation: Once the user has mastered their own magic, they are capable of drawing in ambient ethernano from the atmosphere, and instead of absorbing it into their magical origin, they are able to manipulate the ethernano for offensive, defensive, and supportive purposes in any way that they wish; allowing to them harness their magic power more efficiently and utilize it in a variety of different ways; all of which incorporate the focusing of magic power into certain areas in order to achieve numerous and highly varied effects such as increased attack, defense, and speed, or feeding extra ethernano into spells to give them an enormous boost in power. Generally, a Mage has an easier time collecting this stray ethernano in environments with higher concentrations of it such as the area where a vicious battle between others has progressed. To a master of ethernano manipulation, there is no difference between simple ethernano and their own magical energy as a source of power. At the absolutely highest level, a master Mage's ethernano prowess functions as a defense against illusions due to their sheer mastery over it, making them all but immune to everything except the strongest of fabrications. Magic Power Manipulation is a method used by some Mage's to control their own magic power for a large variety of different purposes ranging from offensive and defensive, to physical or magical upgrades. It is generally considered to be a magic based style of martial arts, and not a legitimate style of magic, due to the fact that it controls and focus magic power itself, as opposed to an element or part of nature, and can affect only the magic power of the Mage in question.
  • Physiological Meliorism: A unique ability that a mage can obtain through advanced training in ethernano manipulation. This ability gives the user enhanced physical stats, without the use of any forms of healing magic, by altering specific physiological function to obtain the desired result.Through the use of this magic a user is able to alter the efficiency of particular cells to allow for greater efficiency of a certain physiological process such as metabolism, muscular output, and recovery processes. Particularly used on the endocrine system, nervous system, muscular system, and skeletal system; this ability is able to effect all anatomical systems to improve a mages performance and give them a substantial boost in battle. This is done through the manipulation of their ethernano, which has their magic to act as a catalyst or substitute substrate in various reactions in the body. This can greatly increase the output and efficiency of cell, as the body is able to use a form that can be replenished slowly through the means of ambient absorption; which is far less finite than the traditional biological process of metabolism.
  • Magical Embodiment: Somewhat of a sub-skill of Magical Aura, Magical Embodiment allows the user to shape their raw magical energy into an image which can be projected at an opponent or ally for a number of different effects. First the user must release their raw Magical Aura into the atmosphere around them. Then, by manipulating the aura around them they can project an image. The shape, size, and potency of the image directly reflect two things; the user's emotions and the vastness of their Ethernano reserves. Depending on how purely the user is projecting the emotion they're feeling, the image could be of near equal intensity to a master Mage's. If a user was filled with unbridled rage and resentment toward their opponent, their image would reflect those emotions and appear much more fierce than it normally would otherwise. But Magical Embodiment isn't just effected by negative emotions. If the user is feeling especially happy and at peace they can project an image that will have a calming effect on those around them as well. The other dependent factor of Magical Embodiment, the user's reserves of magical energy, has a somewhat different effect. The more energy the user possesses, the better they are at consciously manipulating their image for the desired effect, while people who rely purely on their emotions typically manipulate their image subconsciously. However, having vast reserves of Ethernano can get an image equivalent to someone with especially strong and pure emotions. People who rely on their magical reserves can usually maintain their image for longer periods of time.
  • Aura Catalyst: The Aura Catalyst is a unique Magic skill, which is a way of manipulating ethernano or just pure magical power without invoking spells or regular magic, that is known to be extremely rare; being manifested in only a select few individuals. When using the Aura Catalyst, the user is capable of extending the usage of their Magical Aura to an unprecedented high—with it, the user will be able to use their Magical Aura as a medium; by projecting it outwards, the user is able to gather and condense ethernano, before "feeding" it through the magical aura instead of their own magical power—this triggers the fusion of the aura and the ethernano as if the former were magical power all along, though due to coming from the user's own magic origin, the fusion between the user's magical aura and the ethernano results in a far stronger spell than it would be normally. In addition, due to using a much more vast focus to cast their spells, a user of Aura Catalyst is capable of releasing four spells at a time, compared to a regular Mage being able to only cast one; making a user of Aura Catalyst extremely versatile in their spell-casting methods. In addition, through extending their magical aura, the user is capable of using Aura Catalyst in order to extend their aura and cause it to take upon a tangible form that is able to attack like a phantom limb.
  • Shape Transformation: Shape Transformation is not a spell per-se, but rather, Shape Transformation is a skill that somebody whom possesses mastery in their magic is capable of utilizing—but this can extend to anyone with a good grasp on the concept of ethernano and how to harness its power easier. When utilizing Shape Transformation, the user is capable of grasping at the ethernano in the atmosphere, grabbing bundles or even thin, minuscule amounts—any predetermined amount will do, as long as it is workable. Once this ethernano has been taken ahold of, the user is capable of manipulating it into any form that they see fit; or rather, this seems to only work upon pre-formed spells. When utilizing Shape Transformation upon pre-formed spells, the user is capable of injecting small or large amounts of ethernano into the spell, no matter how near or far away the spell is, or even if it's already been launched, enabling the user to modify, alter, or downright re-shape the form and movement of the ethernano particles which compose the spell, enabling them to change the spell in any way which they see fit—it is through this method, that a Mage is capable of developing variants of spells, or just plain mixing it up with variety in the heat of battle.
  • Combination Spell: A Combination Spell is exactly as it says on the tin—it is a combination between two magics, not dissimilar to that of a Unison Raid; however, it is notably somewhat weaker than a Unison Raid thanks to the user being the only mage who unleashes the spell. A Combination Spell is forged when the user focuses their first spell upon one of their hands or one of their fingers, before doing the same with the second. When this is done, the user brings them together, either by clasping their hands together, or intertwining their fingers—this causes the eternano that composes the twin spells to interact in a volatile manner, exchanging numerous particles before instantly bringing both spells together, forging a fusion of both which the user then casts at the opponent like normal. While this does fuse the two spells in order to produce a far more powerful spell, the user is capable of mixing it up a fair bit—they can choose not to combine the spells, but instead, cause the spells to impact upon their target simultaneously, causing their effects to activate right after each other—this is done by molding the eternano particles to allow them to surge chaotically; causing the twin spells to launch through the atmosphere, randomly crashing into one another to cause a violent surging rise of magical energy numerous times before striking the opponent with amazing power. With the Combination Spell Magic Skill, the user is able to combine standard magical spells of any type, whether it be elemental or otherwise, with any spell which they have forged by themselves, enabling the user to perform enormously powerful attacks and allowing them to create almost endless combinations, keeping the opponent guessing each time.
  • Transfer Method: The Transfer Method is a special ability that involves the manipulation of ethernano—with it, the user is capable of condensing their ethernano which has been focused to cast a spell or strengthen a target, and transfer it to another target; which is any being or object that they desire, granting them a decent support role. Doing so strengthens and augments the target of the user's choice, granting them the aspects and power of the condensed ethernano; meaning that they can utilize the Transfer Method as a booster or a way to open up pathways to all new spells. The transfer is initiated by forming a thin line of ethernano between the user and the target, sending the condensed ethernano along the strands almost instantly as to reach their target immediately; however, it should be noted if the Transfer Method is utilized against a foe, the user can use the lines to swing their target around. Some powerful Mages, or certain other magical beings, by using the Transfer Method, are able to pass on Magics, often the most rare, to other Mages for them to utilize. Doing this leaves a mark in the form of a tattoo on the Mage's body that seems to fade away if they don't have access to the Magic that was given to them

Spellcasting: The main method from which Mage's bring out the power of their Magics. When initiating a spell, the Mage's focuses their magical energy, inducing the usual fusion of eternano in the vicinity and magical power produced by the body within the Magic Origin before the upsurge of energy produces a visible manifestation of eternano being collected by a mage when casting a spell- more details about that are below. The purpose of spellcasting is to narrow down the utilization of magic by shaping the release of the Mage's specific magic into a desired form while imbuing it with properties through the user's imagination, effectively giving them an "attack" which may or may not be unique to themselves to utilize in combat. From that point onward after developing a spell, it becomes a pre-defined magical formula that shapes the user's magic into a specific form. A Mage is capable of casting multiple spells at once and fusing them to get greater results, even if the magics from which they were derived are radically different.

  • Attack Spells: As the name would indicate, Attack Spells are spells which serve an offensive purpose, being utilized to deal damage to the opponent and the surroundings.
  • Defense Spells: Defense Spells are based around providing protection to both the caster and their allies; Defense Spells can defend the caster from an attack in all directions, but are relatively easy to break. They work by absorbing the power of an attack in order to reduce damage. 
  • Support Spells: The final spell classification; Support Spells revolve around focusing upon the user's allies, supporting them in any way that they can.
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UltraPredator01's avatar
An interesting source of information, but one I doubt I'll use.

Agent Illinois is like Captain America and Iron Man compared to Thor and Scarlet Witch, meaning he uses tech, skill, and tactical thinking instead, shrugging it off as a crutch when people become too self-reliant on it.