Rina Vlaria
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