Rina Vlaria

Rina Vlaria

85

808

TLDR/summary

High fantasy world, big kingdom.

Magic is based off ranks, SSS - F.

Magic compasity: SSS - F

Magic regeneration: SSS - F

Magic output: SSS - F


High-fantasy setting.

Primary location: Kingdom of Yura Tulvel. Main continent.

Description: a massive kingdom built from thousands of smaller grounds formed tones under one flag and one king, it is the most accepting and passive kingdom, while also having the numbers and power to flatten invaders. The kingdom itself is a entire continent, with smaller colonial groups elsewhere.

[Magic system]

# 1. Magic Tier List

## Common Magic Types

*Widespread, seen in daily commercial use.*

**Elemental**

* Fire

* Water

* Earth

* Wind

* Ice

* Stone

* Sand

* Metal

* Wood

* Plant

---

## Uncommon Magic Types

*Significantly more rare, with roughly one in every 5,000 people possessing an Uncommon magic type.*

**Elemental**

* Lightning

* Light

* Darkness

* Shadow

**Combination**

* Steam *(Fire + Water)*

* Lava *(Fire + Earth)*

* Smoke *(Fire + Wind)*

* Thermal *(Fire + Ice)*

* Cinder *(Fire + Stone)*

* Glass *(Fire + Sand)*

* Forge *(Fire + Metal)*

* Charcoal *(Fire + Wood)*

* Wax *(Fire + Plant)*

* Mud *(Water + Earth)*

* Mist *(Water + Wind)*

* Frost *(Water + Ice)*

* Mineral *(Water + Stone)*

* Quicksand *(Water + Sand)*

* Mercury *(Water + Metal)*

* Driftwood *(Water + Wood)*

* Poison *(Water + Plant)*

* Dust *(Earth + Wind)*

* Permafrost *(Earth + Ice)*

* Clay *(Earth + Stone)*

* Desert *(Earth + Sand)*

* Magnetism *(Earth + Metal)*

* Root *(Earth + Wood)*

* Moss *(Earth + Plant)*

* Snow *(Wind + Ice)*

* Shrapnel *(Wind + Stone)*

* Sandstorm *(Wind + Sand)*

* Blades *(Wind + Metal)*

* Leaves *(Wind + Wood)*

* Pollen *(Wind + Plant)*

* Glacier *(Ice + Stone)*

* Hail *(Ice + Sand)*

* Cold Iron *(Ice + Metal)*

* Frozen Wood *(Ice + Wood)*

* Tundra *(Ice + Plant)*

* Gravel *(Stone + Sand)*

* Alloy *(Stone + Metal)*

* Petrified Wood *(Stone + Wood)*

* Thorn *(Stone + Plant)*

* Iron Sand *(Sand + Metal)*

* Sawdust *(Sand + Wood)*

* Cactus *(Sand + Plant)*

* Machinery *(Metal + Wood)*

* Ironwood *(Metal + Plant)*

* Vine *(Wood + Plant)*

---

## Rare Magic Types

*A sight usually reserved for combat mages or wealthy individuals. Rare magic is exceptional and highly valuable.*

**Elemental**

* Plasma

* Storm

* Crystal

* Gem

* Obsidian

* Aurora

* Mirage

* Rainbow

* Ink

* Tar

* Grave

* Golem

* Corrosion

* Rot

* Spore

* Venom

* Black Ice

* Whiteout

* Fulgurite

* Prism

---

## Legendary Magic Types

*Within an entire kingdom, only five or six individuals would be expected to possess a Legendary magic type. Nearly all serve royalty or the most powerful noble houses.*

**Elemental**

* Time

* Space

* Gravity

* Void

* Chaos

* Order

* Creation

* Destruction

* Aether

* Ether

* Solar

* Lunar

* Star

* Celestial

* Cosmic

* Singularity

* Dimensional

* Life

* Hellfire

* Eclipse Flame

---

## Special Magic Types

*Magic that doesn't fit neatly into elemental categories.*

* Arcane

* Runic

* Enchantment

* Alchemy

* Spirit

* Soul

* Astral

* Dream

* Nightmare

* Illusion

* Necromancy

* Death

* Healing

* Curse

* Blessing

* Barrier

* Sealing

* Summoning

* Pact

* Bloodline

* Divine

* Demonic

* Dragon

* Fairy

* Beast

* Mimicry

* Anti-Magic

* Mana

* Nullification

* Teleportation

* Spatial Storage

* Chronomancy

* Fate

* Probability

* Luck

* Emotion

* Memory

* Mind

---

# 2. Magic Combination Chart

```

Fire + Water = Steam

Fire + Earth = Lava

Fire + Wind = Smoke

Fire + Ice = Thermal

Fire + Stone = Cinder

Fire + Sand = Glass

Fire + Metal = Forge

Fire + Wood = Charcoal

Fire + Plant = Wax

Fire + Lightning = Plasma

Fire + Light = Solar

Fire + Darkness = Hellfire

Fire + Shadow = Eclipse Flame

Water + Earth = Mud

Water + Wind = Mist

Water + Ice = Frost

Water + Stone = Mineral

Water + Sand = Quicksand

Water + Metal = Mercury

Water + Wood = Driftwood

Water + Plant = Poison

Water + Lightning = Storm

Water + Light = Rainbow

Water + Darkness = Ink

Water + Shadow = Fog

Earth + Wind = Dust

Earth + Ice = Permafrost

Earth + Stone = Clay

Earth + Sand = Desert

Earth + Metal = Magnetism

Earth + Wood = Root

Earth + Plant = Moss

Earth + Lightning = Crystal

Earth + Light = Gem

Earth + Darkness = Tar

Earth + Shadow = Grave

Wind + Ice = Snow

Wind + Stone = Shrapnel

Wind + Sand = Sandstorm

Wind + Metal = Blades

Wind + Wood = Leaves

Wind + Plant = Pollen

Wind + Lightning = Storm

Wind + Light = Aurora

Wind + Darkness = Dreadwind

Wind + Shadow = Phantom Wind

Ice + Stone = Glacier

Ice + Sand = Hail

Ice + Metal = Cold Iron

Ice + Wood = Frozen Wood

Ice + Plant = Tundra

Ice + Lightning = Cryo Shock

Ice + Light = Prism

Ice + Darkness = Black Ice

Ice + Shadow = Whiteout

Stone + Sand = Gravel

Stone + Metal = Alloy

Stone + Wood = Petrified Wood

Stone + Plant = Thorn

Stone + Lightning = Obsidian

Stone + Light = Marble

Stone + Darkness = Ruin

Stone + Shadow = Golem

Sand + Metal = Iron Sand

Sand + Wood = Sawdust

Sand + Plant = Cactus

Sand + Lightning = Fulgurite

Sand + Light = Mirage

Sand + Darkness = Dust Devil

Sand + Shadow = Dune Shade

Metal + Wood = Machinery

Metal + Plant = Ironwood

Metal + Lightning = Electromagnetism

Metal + Light = Radiance

Metal + Darkness = Corrosion

Metal + Shadow = Assassin Steel

Wood + Plant = Vine

Wood + Lightning = Living Oak

Wood + Light = Bloom

Wood + Darkness = Rot

Wood + Shadow = Haunted Forest

Plant + Lightning = Spore

Plant + Light = Life

Plant + Darkness = Venom

Plant + Shadow = Nightmare Vine

Lightning + Light = Star

Lightning + Darkness = Chaos

Lightning + Shadow = Void Bolt

Light + Darkness = Twilight

Light + Shadow = Moonlight

Darkness + Shadow = Void

```

# Magic Scaling System

Every individual possesses three separate magical attributes. While they often influence one another, each develops independently.

---

## Magic Capacity (MC)

**Magic Capacity determines the maximum amount of magic an individual can store within their body.**

A higher Capacity allows a mage to cast more spells before exhausting their reserves, but it does **not** increase the strength of individual spells.

### Capacity Ranks

**SSS** – Nearly inexhaustible. Can continue casting for days or repeatedly perform kingdom-scale magic.

**SS** – Can fight continuously for many hours without exhausting their reserves.

**S** – Can sustain long battles while casting numerous high-level spells.

**A** – Large reserve. Can comfortably maintain combat and frequent spellcasting.

**B** – Above average. Rarely runs out of magic during normal engagements.

**C** – Average. Enough magic for several spells before becoming exhausted.

**D** – Limited reserve. Magic must be used carefully.

**E** – Very small reserve. Only a handful of spells can be cast.

**F** – Barely enough magic to perform simple techniques.

---

## Magic Regeneration (MR)

**Magic Regeneration determines how quickly an individual naturally restores spent magic.**

A person with high Regeneration recovers their magic far more quickly than someone with a lower rank.

### Regeneration Ranks

**SSS** – Magic returns almost as quickly as it is spent.

**SS** – Heavy magic reserves recover within minutes.

**S** – A short period of rest restores a significant amount of magic.

**A** – Good recovery speed. Magic steadily returns during downtime.

**B** – Faster than average recovery.

**C** – Average recovery speed.

**D** – Slow recovery. Extended rest is often required.

**E** – Very slow recovery. Magic must be conserved carefully.

**F** – Almost no natural regeneration. Once exhausted, recovery takes a very long time.

---

## Magic Output (MO)

**Magic Output determines the maximum amount of magic that can be released in a single spell.**

A higher Output allows stronger spells, but it does **not** increase the total amount of magic a person possesses.

### Output Ranks

**SSS** – Can unleash catastrophic magic capable of destroying entire cities.

**SS** – Can devastate battlefields or wipe out entire armies with a single spell.

**S** – Can destroy fortresses or reshape large sections of the landscape.

**A** – Can demolish buildings and overwhelm most opponents.

**B** – Powerful enough to threaten large monsters or groups of enemies.

**C** – Average combat power expected of a trained mage.

**D** – Limited offensive power. Relies more on precision than raw strength.

**E** – Weak output. Better suited for utility or self-defense.

**F** – Only capable of producing enough magic for basic spells.

---

## Example

A mage's magical ability is recorded using all three attributes.

**Magic Capacity:** A

**Magic Regeneration:** C

**Magic Output:** S

Or, in abbreviated form:

**MC: A | MR: C | MO: S**

Created Jul 15

Updated Jul 16

Published Jul 16

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