Talent
🟥 F Tier – Trash No to little talent whatsoever. Fails basic cantrips, magic often misfires or fizzles Ridiculed in any magic academy Magic actively dislike you
🟧 E Tier – Weak Barely magical Can perform minor tricks: light, clean, levitate pebbles. Relies on potions, scrolls, or artifacts.
🟨 D Tier – Mediocre Can learn basic spells. Needs lots of focus and rest after simple magic.
🟩 C Tier – Adequate Functional magic user. Can handle practical and mild spells. Reliable in magical tasks, but lacks true mastery.
🟦 B Tier – Gifted Clear magical talent Solid spell variety, good control, decent stamina Respected mage, capable of real battlefield or ritual work Likely trained in a formal academy
🟪 A Tier – Exceptional Elite-level magical ability Can cast high-tier spells solo, influence environments Dangerous in a duel, revered by magical societies May invent new spells or manipulate ley lines
🌟 S Tier – Genius. Arcane Phenomenon. Born of magic or chosen by the arcane Breaks the rules of magic entirely: no incantations, no components, no limits Can shift reality, raise cities, erase armies, or warp time Often mythologized, feared, or worshiped
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Magic Rarity
Common Magic. Found everywhere; basic magic used in daily life. Simple elemental spells (fire, water), utility (light, mend, float).Easily taught and widespread.
Uncommon Magic. Slightly harder to learn or access. Elemental variants (ice, lightning), minor illusions, magic traps. Requires training, not talent.
Special Magic. Often tied to personality, strong will, or minor bloodlines.Includes emotion magic, spirit sight, or rare nature-based talents.
Unique Magic. Found in only a handful of people or items at a time.Soul-linked spells, cursed gifts, ancient rituals, or one-of-a-kind abilities.Often unteachable or bound to destiny."This magic chooses its wielder — not the other way around."
Rare Magic. Requires incredible focus, talent, or a powerful lineage. Time magic, dream magic, pain magic. Feared, regulated, or banned in some realms.
Epic Magic. Nearly mythological; passed down or hidden away. Planar magic, resurrection, binding true names, elemental fusion. A mage with this changes worlds.
Legendary Magic. Once-in-a-generation talent or ancient relics.Chaos-wielding, godfire, world-shaping, living spellbooks.Changes the fate of galaxies.
Mythical Magic. The rarest and most powerful known magic — reality-warping, creation-level, often divine or forbidden. Primordial language, Void-walking, time rewriting, soul-forging.Might destroy its caster… or remake them.
???
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⚔️ Combat System: Every combat turn is a battle of choices, dice rolls, and magical strategy.
Combat is broken into 3: Attack(Rock), Dodge(Scissor), Defense(Paper)!
🔥Attack(Rock): You unleash your magical offense—whether directly or indirectly.
Roll 1dSpirit + [Spell/Magic Gear/damage modifiers] + 1d4/4
Successful hit, causes damage or magical effect
🌪️Dodge(Scissor): You attempt to evade or exploit a vulnerable in an opponent's move.
Roll 1dMind + [spells/speed buffs] + 1d4/4
Successful evasion, avoids or counter damage/effect
🛡️Defense(Paper): When you choose to take a hit head-on or counter, rely on your shields, enchantments, or resilience.
Roll 1dBody + [Summon/defense modifiers/Magic resistance] + 1d4/4
Successful block, reduces incoming damage or nullifies status effects
ADDITIONAL MECHANICS
Initiative Roll: Determines who goes first each round
Momentum Points: Build up with high rolls; spend to combo spells
Clash Events: When both rolls are equal, initiate a Clash (opposed rolls; highest wins)
Environmental Interactions: Use terrain, architecture, phenomenon, or summoned material
Signature Move: Once per duel, use a powerful, personalized finisher (with risk!)
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🛠️Crafting System
Step 1: Choose Project Type: Major or Minor Projects
Major Projects: 3 or more Crafting Session
Significant Armament: A defining weapon, tool, or focus.
Enchanted Armor: Armor or clothing enhanced with protection, passive abilities, or reactive enchantments.
Modular Kit: A toolkit that supports a particular discipline or lifestyle(alchemy, medic, thief).
Field Pack: A thematic adventuring loadout(explorer, cook, scribe, beast-tamer, scout)
Companion Creation: Make a construct, summon a creature, animate an item
Magic Infrastructure: Establish semi-permanent magical facilities that support crafting, defense, summoning, or travel. Like altars, workshops, defense pylons, teleport pads.
Pocket Base/Haven: Create a secure and personalized mobile base, dimensional haven, or hidden rest point. Places to train in, secure items, and lay low.
Spell Vehicles: Construct a magically powered mode of transportation—landbound, airborne, aquatic, or interplanar.
Living Codex: An evolving magical record—spellbook, journal, bestiary, dreamlog, or spirit(ai)-bound guide.
Custom Magic Item: A one-of-a-kind magical item for you or situation.
Minor Projects: 1 Crafting Session
Weapon Mod: Enhancements that modify a weapon's behavior, speed, or precision.
Utility Tool: Support gadgets or kits for specific tasks or roles.
Equipment Add-on: Passive gear attachments that improve durability, stealth, or defense.
Focus Item: Tools that enhance concentration, casting, or mental tasks.
Consumables: Single-use items with tactical or healing value.
Ward or Sigil: Minor protective glyphs or territory markings.
Charm/Token: Small magical objects offering luck, boosts, or minor effects.
Traps: Deployable defensive or offensive magical snares.
Bits and Bobs: Small miscellaneous items or things
Step 2: Gather Materials
Primary Base:
Structural frame(Yggdrasil branch, Phoenix Feather, Unicorn Horn)
Magical Core:
Focused energy source(Mana Crystal Shard, Elemental Core, Beast Dantian)
Spell Circuitry:
Defines magical function (Stability Glyph, Recoil Sigil)
Optional Bonus:
Flavor or utility (Beast Fang, Memory Paper, Void Glass)
Step 3: Select Your Crafting Method
Method
Description
Rune Etching
✒️
Engrave runes onto objects using ancient sigil-languages. Reliable, structured, and ideal for magical layering.
Enchanting
✨
Infuse pure mana into an item. Adds elemental traits, passive boons, or spell-like functions. Intuitive but prone to drift.
Ritual Crafting
🔮
Performed with components, circles, and intent. Time-consuming, but powerful. Often draws on spirits or cosmic forces.
This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere.
Technomancy
⚙️
Fuses magic with machinery. Modular, adaptive, and great for weapons, traps, and gadgets. May glitch in wild zones.
Forging
🔥
Classical blacksmithing. Focuses on working with alloyed materials. Best for weapon durability, raw damage output, and reinforcement.
Bloodbinding
🩸
Bind the item to your soul via lifeblood. Grows in power as the bond deepens. Strong but dangerous—if it breaks, so do you.
Worldcarving
🌍
Infuses items with local reality: ley lines, elemental fonts, seasonal cycles, etc. Unstable in other realms, but potent locally.
Glyphcraft
🌀
Draws temporary or floating sigils into air or onto surfaces. Can trigger spells, traps, or effects. Flexible but short-lived.
Songscribing
🎶
Uses rhythm, chant, or melody to weave magic into form. Often reactive, emotion-driven, or layered with personal intent.
Inkweaving
🖋️
Draws magic into scrolls, tattoos, or calligraphy. Excellent for short-term boons, spell scrolls, or body-bound casting aids.
Echo Imprinting
🪞
Captures the memory or essence of past spells, emotions, or events. Results in artifacts with "ghost" behavior or semi-awareness.
Dustworking
🧪
Uses alchemical powder, crystal grit, or residue from broken enchantments to imbue volatile effects. Cheap, risky, flashy.
Step 4: Crafting Roll
Failure:
Non-functioning or major instability, roll large flaw or curse
Partial Success:
Works but with limitations, reduced durability or quirks
Full Success:
Clean result, unlocks all planned bonuses
Overcraft:
Gain hidden passive or earn a crafting skill boost or rep
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Class Selections for Each Semester(Half-Year)!
Information Chart on Classes 1 Class(1 Stress & 3 Actions per week) Relaxing Level
An easy academic pace. Ideal for students recovering from injury, exploring independent study, or focusing on extracurriculars. Can get in lots of personal training, bonding time, side jobs, and grand adventures. 2 Classes(2 Stress & 6 Actions per week) Steady Level
An okay load. Allows you to progress steadily while leaving room for exploration and social growth. Allows consistent training, club activities, adventures, studying, and experimenting. 3 Classes(3 Stress & 9 Actions per week) Moderate Level
A manageable load for disciplined students. You'll start to feel pressure, but rewards grow in tandem. Modest side pursuits, occasional field missions and adventures, some downtime to chill and study.
4 Classes(4 Stress & 12 Actions per week) Rigorous Level
You got a lot to juggle. Time becomes scarce. Tough to do all that you want like training, side quests, bonding, studying, experimenting., etc. Its Late-night cram sessions. Risk of some risk of magical fatigue
5 Classes(5 Stress & 15 Actions per week) Overloaded Level
Borderline masochistic. You're burning candles and mana at both ends. Mistakes happen, tempers flare. Mostly classwork everyday, minimal social interaction, high potential for burnout.
6 Classes(6 Stress & 18 Actions per week) Nightmare Level
Are you trying to die? This is for academic martyrs or madmen. Faculty may question your sanity. It's survival mode, zero downtime, dream arguments with textbooks.
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Core Stats & Resource Pools
Your character's abilities are defined by three primary stats: Body, Mind, and Spirit. Each stat is tied to a key resource pool: Health, Stress, and Mana.
1. BODY
Primary Use: Physical actions, defense, melee, stamina. Roll: 1d8 (D-tier Talent). Resource: Health
Roll: 2d8
Health Recovery:
Rest: Recover 1dBody.
Potions: Magical or alchemical healing.
Magic: Healing spells or enchantments.
Medical Kits: Restores HP based on skill check.
Increase Body:
Training (Strength, endurance).
Implants or magical augmentations.
Accomplishing great feats.
2. MIND
Primary Use: Spell accuracy, perception, tactics, mental resistances. Roll: 1d6 (based on average of Talent & Magic). Resource: Stress
Roll: 2d6
Stress Recovery:
Downtime: Restores 1dMind.
Mental Focus Rituals: Requires magical tools.
Tea, stimulants, or relaxation methods: Restores small amounts.
Magical Aid: Calm, Clarity spells.
Increase Mind:
Academic pursuit.
Mental focus enchantments or relics.
Strategy, schemes, and plans
3. SPIRIT
Primary Use: Magic affinity, mana capacity, attunement. Roll: 1d4 (Common Magic). Resource: Mana
Roll: 2d4
Mana Recovery:
Meditation: Regain 1dSpirit.
Mana Potions: Restores a fixed amount.
Leyline Zones: Recharge over time.
Magic Circles / Spell Nodes: Fast regeneration if attuned.
Increase Spirit:
Magical growth (studying arcana, bonding with relics).
Consuming rare mana-reactive substances.
Completing magical trials or rituals.
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Full Relationship Meter (+10 to -10)
Here's a more detailed version with all values included:
Positive Range
+10 – Soulbound: A connection beyond words or worlds. You are woven together through fate, magic, or something deeper.
+9 – Blood Brother: You are family. Absolute emotional investment. They'd cross dimensions for you.
+8 – Sworn Friend: Would risk life and limb for you. Trust is unshakable, forged in trial or shared cause.
+7 – Confidant: Loyal companion. You know each other's strengths, flaws, and still stand close.
+6 – Close Bond: Strong friendship formed through time & meaningful experience.
+5 – Trusted Ally: They trust your judgment and welcome your company. You're dependable in their eyes.
+4 – Supportive: They look forward to seeing you. Encouraging, emotionally present, and warm.
+3 – Friendly: Good terms, light camaraderie. Shared laughs, inside jokes, or mutual appreciation.
+2 – Acquainted: They know your name and generally respect you. Potential to grow closer.
+1 – Aware: Recognizes you from prior interaction. Neutral, with room to sway.
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0 – Unknown: No relationship. No strong opinion or memory of you.
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Negative Range
–1 – Dismissive: They've heard of you, but don't care. Passive disregard.
–2 – Irritated: You annoy them. They avoid you when possible.
–3 – Disliked: Low-level disdain. Unwilling to offer help or kindness.
–4 – Grudgebearer: You've offended them or caused harm. They remember and seethe.
–5 – Hostile: Actively trying to harm or undermine you.
–6 – Antagonistic: Your presence alone agitates them. Conflict is inevitable.
–7 – Marked Enemy: You're a target. They will ruin your name, status, or future if given the chance.
–8 – Sworn Foe: Personal vendetta. You hurt them — or what they love. Their grudge defines part of them.
–9 – Arch-Nemesis: Your very being offends theirs. Others know your conflict by name. You are mirrors in hatred.
–10 – Anathema: They would sacrifice everything to see you undone. You are the blight in their existence. Cosmic-level hatred.
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Romance Levels
Special Acquaintances
Flirtatious Sparks
Mutual Interest
Very Friendly
Close Companions
Intimate Lovers
Romantic Partners
Deep Bond
HeartSworn
Soulmates
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Magic Research Levels
1. Minor Insight -
100 Progress. Slightly novel applications or tweaks to existing spells.
Example:
Discovering a new magical component substitute in potion brewing.
2. Notable Experiment -
500 Progress. A successful independent study that uncovers useful arcane patterns.
3. Major Breakthrough -
1,000 Progress. Creates great improvements to existing magical processes or techniques.
4. Arcane Innovation -
5,000 Progress. Reveals new magical principles or introduces a unique spellform.
5. Grand Revelation -
10,000 Progress. Leads to the creation of a new school of magic or widely adopted method.
6. World-Altering Discovery -
??? Progress. Changes how an entire field of magic is understood or practiced.
7. Forbidden Theory -
??? Progress. Breaks all limits, taps into taboo or dangerous forces.
8. Cosmic Revelation -
??? Progress. Rewrites natural law or metaphysics.
9. Ultimate TRUTH -
??? Progress. Changes everything.
10. ???
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