《The Elements of Terra》The Universe Catalog
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Author’s note- Just another name for Story mechanics and other notable things, this will be updated frequently, so check it out after every new chapter if you can. And as a bonus, I added a beautiful picture! (edit) Now you can see the arrows too!
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The Universe Catalog
This will be a work in progress, anything you see here may be changed at any time throughout the story to adapt for more things I may or may not change.
The elements
Elements- Refers to the energy attached to their respective material/immaterial counterparts.
Water- Energy attached to liquid of any kind. Mostly congregates around water so the element is named after it.
Fire- Energy attached to any material that has extreme temperatures. Named after fire for its high concentration of fire energy.
Earth- Energy attached to solids of any kind. Congregates around mixtures of ground up rock/dirt.
Air- Energy attached to gasses of any kind. Congregates around mixtures of different gasses but mostly the air around us.
Light- Hidden energy that emits energy slowly until external stimulus such as light activates the element into a fully active state. Named after the stimulus it receives, and it emits energy infinitely.
Darkness- Hidden energy that is active at all times, either absorbing the energy emitted by light or absorbing excess elements. It never really sleeps, it is always devouring.
Electricity- Energy that congregates around changes in movement. Assists by redirecting the flow of energy into the desired position and makes a crack. Congregates mainly around lightning as that has the most powerful naturally seen energy.
Suppression of the elements
Water subdues Earth, and is subdued by Fire. Earth subdues Air, and is subdued by Water. Air subdues Fire, and is subdued by Earth. Fire subdues Water, and is subdued by Air. Light subdues Darkness, and is subdued by Electricity. Darkness subdues Electricity, and is subdued by Light. Electricity subdues Light, and is subdued by Darkness. Electricity subdues Water, Fire, and Earth but is subdued by Air. Light subdues Water, Earth, and Air, but is subdued by Fire. Darkness subdues Earth, AIr, and Fire but is subdued by Water. Earth has a minor superiority over all material elements and is sort of mutual with Water.
(If that’s too complicated for you, then it looks like this all together)
(I bet that’s still too hard. Oh well. Hope it helps...)
Advance elements
Advance elements- The form of the energy after applied to its purest form
Time(water)- It is an energy that is associated with everything. It slowly ages whatever is near it.
Blast(fire)- As the true form of the energy is related to the temperatures hot and cold, when they collide it forms an explosion.
Transmutation(earth)- Unlike most energies, earth energy resonates noticeably different with each different material. The purer the form the more strongly it resonates with it. The denser the element the purer the form.
Compression(air)- The purest form of air is ever changing wind. This is accomplished with the differences of density of the air. Therefore the greater the difference in density the purer the wind.
Clairvoyance(light)- Since light energy is everywhere and just requires stimulus to fully activate, it can see into every element other than its own and darkness. Even time.
Space(darkness)- The darkness energy is everywhere and it absorbs energy infinitely. Although that absorption has to be put out somewhere. A special type of this essence is an output area to the center of the world.
Charges(electricity)- Much like air’s compression except the thing moving is energy and it is instant. Special opposite energies are present in these positive and negative areas. Each positive has to resonate exactly with its negative counterpart.
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Effects of training with element on body
Each elemental core has to have the energies circulated through it and absorbed from the outside to gain power. However when this is done the essence has a profound effect on the body. Every element gives a standard increase to ability but each element has its specialties.
Water- Adds innate flexibility along with impact damage reduction. Gives above average regeneration, and a small resistance to emotional changes in general.
Fire- Adds innate burst power along with increasing muscle capability. Gives an above average resistance to temperature changes and makes you a bit more susceptible to emotional changes in general.
Earth- Adds innate body hardness, along with impact damage reduction to an extent. Gives above average muscle strength and stamina and a medium resistance to emotional changes in general.
Air- Adds innate body lightness that can be turned off or on as well as a medium increase in reaction speed. Person’s body is toughened and makes you more susceptible to emotional changes in general.
Light- Adds innate overall increase in body capabilities vs other practitioners as well as a huge regenerative capability. Person’s willpower is stronger than normal in the presence of light. These practitioners also get more handsome in their own image as training progresses.
Darkness- Adds innate overall increase in body capabilities vs other practitioners as well as a increasing transparency that can be turned off or on. Practitioners of this element enjoy an increase in willpower in the presence of darkness as well as a negation to all damage in general.
Electricity- Adds an innate body hardness and toughness along with greatly increased muscle acceleration and maximum output. Increases reaction speed greatly with an increase in willpower when accelerating. Increased recovery abilities at the cost of requiring huge amounts of energy.
Mage ranks and abilities
Rank 0- Able to manipulate element freely as long as you know how to do what you want to accomplish with the element. However, only has enough energy for one basic spell’s worth.
Rank 1 Adds 10 years to lifespan- Transforms body to the maximum limit of physical performance for a normal person. Able to use basic spells that incorporate the basic form of each element. Has a limit of casting 4 basic spells. However loses the ability to freely manipulate element upon reaching this stage. Also unlocks one of the most essential abilities of the cultivator, the magespace.
Rank 2- Greatly increases internal force capacity. Now able to handle 10 basic spells. Only has to say the name of the spell to cast.
Rank 3- Hugely increases internal force. Can handle 100 basic spells. Can voiceless cast.
Rank 4 Adds 25 years to lifespan- Basic spells are now irrelevant to this stage as the mage space evolves upon reaching this stage to unravel the energy of a basic spell instantly. Can cast 10 spells of the intermediate rank. Able to break the sound barrier purely by sprinting and snap a 2 meter thick tree using only the fist. Also gives the ability to use natural energy outside the body freely and causes the phenomenon known as aura.
Rank 5- Can cast 50 spells of the intermediate rank. Only has to say the name of the spell to cast.
Rank 6- Can cast 200 spells of the intermediate rank, as well as 1 spell of the advanced rank. Voiceless casting for intermediate spells is now possible.
Rank 7 Adds 50 years to lifespan- Intermediate spells are now useless to this step as the mage space completely cancels out any spells at the intermediate rank. Natural energy is now able to ‘anchor’ itself in reality allowing for flight. Can change strengths or effects to a limited extent of spells by changing the chant a bit. Can defeat 100 attackers of the 6th rank. Able to generate enough force to shatter a cubic foot of steel and move at 20 times the speed of the sound barrier. However the speed doesn’t improve much because it takes a lot more energy to improve speed past the sound barrier.
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Rank 8- Only has to say name of spell and use their willpower to change the effects of the spell. Can defeat 15 attackers of the 7th rank.
Rank 9 Adds 50 years to lifespan- Can voiceless cast any spell but is limited to the spell itself. Cannot change basic attributes of the spell and the effects. Can defeat 50 attackers of the 8th rank.
Rank 10 Adds 500 years to lifespan- Able to freely control the element of choice. A full out strike from a 10th rank can flatten an adamantium block and compress diamonds just by flexing. Speed increases dramatically and can sprint 100 times the speed of sound. After breaking through to 10th rank, they have the choice to either consolidate their power and gain a 50% boost against other 10th ranks or leave it unstable. Unstable practitioners can defeat 1000 practitioners of the 9th rank and stable can defeat 1500.
But in fact, unstable practitioners may gamble with their life to achieve saint rank. By the cost of their cultivation, they can propel their souls fast enough to get inside the soulgate. Then one must absorb the natural laws not into their core, but their soul. Upon reaching foundational stages in the soul the person reincarnates back into the world, with their memories intact.
However if they happen to absorb enough of any natural law that wasn’t pertaining to the element you cultivated, it will destroy the soul. There have been 58 people who have reached the unconsolidated 10th rank state and only 23 who have become saints and been reborn.
Saint rank Adds 1,000 years to lifespan- This level only has 17 cultivators as most don’t gamble with their life when there are no guarantees. All who reached saint level, can fly without the use of natural energy, train in the natural laws, and kill an almost infinite amount of 10th ranks. Their speed is close to the speed of light, and a lazy punch from one of them is able to flatten a mountain into a thin compressed metal sheet.
Their only limit is the stamina of their body which is already extended ridiculously. They can fight for 10 days and nights at their absolute limit without tiring in the slightest. Tenth ranks cannot even hope to harm the body of the saint even while they are sleeping even if they exhaust all of their power. The physical defense of their body is just too strong.
There is also only one other known saint ranked beast other than the dragons. This happened when a 10th rank evolved to saint rank while he had a soul fusing with a beast. The beast evolved slowly to saint rank after he reincarnated. However a person who is already saint rank cannot perform a fusing with non saint ranked beasts because the beast’s soul explodes. Beasts cannot usually reach saint rank as they don’t have sufficient intelligence to blow up their cultivation effectively or to realize exactly what the soul gate is.
Saint rank practitioners have access to infinite energy and their limit is the amount of power they can put out at once which is related to their achievement in the laws they study. The achievement in the natural laws is limited to the size and strength of the soul but be careful. Saints who study too much of the natural laws will be killed by a descent of natural laws or vanish after defeating the law.
The last recorded case is reported to repeatedly saying, “Understand the law! Understand the law, that's it!” Before disappearing as well. Saint ranks are able to terraform the planet with casual blasts of power, and all spells are nullified by their magespace instantly.
The Magespace
This is one of the most essential parts of a cultivator, and it has many uses. It unlocks for everyone at the first rank, and its size is represented by the strength of the cultivator. For example, 1st has a meter size. 2nd has 2, and 3rd has 3.
But when one advances to the 4th rank, it increases to 20 meters of size. 5th is 25 and 6th is 30. But again, advancing to another realm increases the size dramatically. 7th is 150 meters, 8th is 200 meters and 9th is 250 meters. Upon achieving the 10th rank the magespace extends to 1000 meters. However, there are some exceptions.
For example, people with higher talent experience a slight increase in the normal limit until they reach the limit of their talent. Intermediate talent provides a 20% increase in the normal size until the intermediate realm. Advanced talent provides a 50% increase until the advanced realm. Perfect talent provides a 100% percent increase until the perfect realm/10th rank.
Magespaces are extremely useful, and with them you can even perceive yourself and your environment. Commonly called the mind’s eye, inner sight can be used with merely a thought and can examine the inside body to unlimited detail. However, your mind’s eye cannot see past the surface of your skin, and only if something is regarded as part of your body will you be able to examine it with this sight.
For viewing the environment, the mage space is much more limited. However, it can easily detect general movement and with a period of careful, still observation you can observe the surface of other objects. One can also see around certain objects with their magespace, but the effectiveness of the second sight is limited to only detecting movement behind objects. But to penetrate within something requires bodily contact, and even then it is sorely limited. However, spells/martial skills can be viewed fully as long as one’s rank surpasses the other. At the same time, if they are at the same rank than it takes a moderate amount of time.
Yet another function of the magespace is, to dissolve anything created by another cultivator at the same rank or below your rank into pure energy that cannot be absorbed until a certain period of time. Any cultivator who is at a realm below you will have their spells dissolved by your magespace instantly.
Magespaces also have another function and that is to restrict and pressure anything closest to them that is below or equal to their rank. If the person is your rank, then the restrictive force will be 10%. If the person is one rank beneath you, then the restrictive force will be 20%, reducing everything they do to 80% of their full strength. If the person is two ranks beneath you, then the restrictive force will be 30%. However, if the person is a realm below you, their strength will be reduced by a full 50%. If the person is 2 realms below you, they will be like a normal human again. The restrictive force can be reduced on will, but the amount you reduce it by will affect your ability to resist other’s pressure.
Incompatible magespaces will continue to attempt to suppress or dissolve others spells. That is the main reason why there are not armies of cultivators, only small groups because under the combined dissolving effect, all spells or martial arts will be rendered useless by your own comrades.
However, some magespaces are compatible. It is said that every million people you meet, one person will have a magespace that is compatible to yours. People with compatible magespaces are able to combine their strengths and are bonded through the soul once they make skin to skin contact. This soul bonding shares raw emotions and thoughts, but they can block each other out at any time.
However, soul bonding can be a bad thing to some. People who are bonded to something not of their element will experience a constant pressure, negating the positive effects of the magespace fusion when they are together, and when they are apart, they will be weaker than normal.
Lastly, magespaces allow the existence of natural energy outside the body, and are tied explicitly to many spells.
Natural energy
Able to be controlled upon entering the 4th rank. The preciseness of your control depends on your cultivation and perception, and it is always used at full strength within the body. It moves as fast as you can whip out a punch, but outside the body natural energy weakens considerably. However, 1/100,000,000,000 people will awaken to only having natural energy. In that case, it can be used equally inside the body and outside, and it will not be restricted in use whatsoever. However, although people who awaken to only natural energy as their element can use it freely like those in the perfect realm from the start, they will never be able to use spells in their lifetime.
Its strongest density outside the body is three ranks below your current elemental energy, and when it is attacked outside the body, energy is taken away in a 3 to 1 ratio. That is saying if your energy is hit by a water ball, it would take the energy of 3 basic spells to block it.
Natural energy is not dissolvable by another’s magespace, and it stems from points in your aura. Upon reaching the advanced realm, it can anchor itself in reality allowing flight.
Aura
Aura is present in all beings, cultivators or not. However it is only usable by cultivators, and its appearance is decided by three things.
First is the strength of whatever emotion you are experiencing. This decides the power of your aura, and the distinctness of the aura you are putting out. Aura may be usually transparent, but when extreme emotions come out, it becomes more apparent. Although when looking at the eyes, aura will be visible as long as the person is feeling an emotion.
Second is the emotion you are feeling. The mix of these emotions decide the color of your aura. Red is passion, blue is calmness or indifference, green is happy, white is sympathetic or kind, black is hatred/anger, and gold is pride.
Third is your element affinity. Aura usually barely covers the skin and the way it looks reflects your element. But cultivators at the fourth rank or those who have not taken an awakening pill can move their aura at will within their magespace. Lightning randomly streaking around means you have an affinity to electricity, a rolling mist with golden flecks signifies light, a rolling mist with black flecks signifies darkness, a faint flame surrounding you means fire, floating rocks of various sizes is earth, random streaks of lines is air, and if you have a fluid constant aura, it means you have water.
Aura also has a very essential role for cultivators, and that is to define how much power they can put out at once. Your aura is also used when you fire out spells, it is just returned perfectly when your spell is finished. If you try to use another spell when you don’t have enough aura to support it, it will just be dissolved by their magespace instantly.
This is because aura also is the thing that causes the resistance to spells being dissolved to pure energy by magespaces. The higher your realm is, the better quality your aura, and the amount of aura is decided by your rank.
Lastly, aura serves as an emitting point for natural energy, and also the point where your natural energy can be absorbed back into the body.
Talent
Talent is decided by 2 factors, luck and the talent of the lowest parent. Talent guarantees a breakthrough into its respective realm if the person spends 80% their natural lifespan cultivating. Of course, their natural lifespan is decided by their fate when they are just normal humans. The average lifespan is about 100 years. So for one to reach the perfect realm with its talent, one must spend about 80 years.
But when the pills created by alchemists come into play, one could reach another realm that they could not originally reach, changing their innate talent to that realm.
For a parent with no talent
No realm- 1/1
Basic realm- 1/10
Intermediate realm- 1/1,000
Advanced realm- 1/1,000,000
Perfect realm- 1/100,000,000,000
For a parent with basic realm talent
No realm- 1/2
Basic realm- 1/2
Intermediate realm- 1/500
Advanced realm- 1/500,000
Perfect realm- 1/50,000,000,000
For a parent with intermediate realm talent
No realm- 0/1
Basic realm- 1/2
Intermediate realm- 1/2
Advanced realm- 1/250,000
Perfect realm- 1/25,000,000,000
For a parent with advanced realm talent
No realm- 0/1
Basic realm- 0/1
Intermediate realm- 1/2
Advanced realm- 1/2
Perfect realm- 1/12,500,000,000
For parents with perfect talent
No realm- 0/1
Basic realm- 0/1
Intermediate realm- 0/1
Advanced realm- 0/1
Perfect realm- 1/1
The body and natural energy
The body may release natural energy outside through aura, but when the energy moves within the body it needs an efficient method of moving the body physically. After all, natural energy is both physical and immaterial. Since it is necessary to move the energy within the body to negate damage, to accelerate movement, and to cultivate, it is inefficient to constantly convert the energy from material to immaterial just to perform these tasks. But there is a solution.
On the human body, there is a system of meridians and veins surrounding the arteries and blood veins. The meridians protect your arteries, and the veins protect your blood veins. Of course, all of this stems and connects with your core, or your ‘second heart’. And there is a special system of meridians protecting the core, brain, and heart. These meridians accumulate 10 times more energy than the others can, and they use this energy to absorb shock, and harden itself in case of physical or immaterial attacks. But the defence is only about as effective as the amount of energy you currently have.
There is also a system of meridians surrounding the bones, but their main function is not to protect the bone. It is to move it. Like muscles in your body that are not restricted by the way they move, meridians can be manipulated by the energy flow inside them causing the related bones to move in the same direction. This can allow for movements that were normally impossible at the cost of some natural energy.
Another important system is the meridians on the skin. Using these, you can interface your own energy with the environment resulting in very powerful results. Of course, without achieving the 4th rank it is impossible to send your energy through these meridians, but you can still cause energy fluctuations in the atmosphere. The main ones are the ones on the hands, feet, stomach, forehead, elbows, nape of the neck, and the tailbone. These areas are the main factor in martial skills, and they can even be used to accelerate absorption of energy from the atmosphere. However, it is not recommended as the energy will not completely refine all areas in the body quickly causing an imbalance.
The last and the arguably most important system of meridians is the connective system, or the one that is necessary for circulation. It allows for relatively quick and effective movement from system to system without having to recirculate through the core. This is also the area where circulation techniques and cultivation techniques affect the most, as this is the system that most techniques always have energy running through.
Basic spells
Chants for basic spells
Ball: Follow the path of my will, according to the essence, name of spell!
Gathering: Come to me liquids/heat/solids/gasses of any kind, gather in the space of my will, name of spell here!
Cloaking: Aid my movement, assist my will, bring power to my wish, name of spell!
Manipulation: Liquids/Heat/Solids/Gasses of the environment, essence of natural making, await my command, name of spell!
Creation: Energy that resides in my core, create the essence of your choosing, name of spell!
Activation: Energy that resides in my core, arise and energize your brethren, name of spell!
Unique chants for basic spells
Light
Restore: Energize the depressed, give help to those who want it, restore those whose reserves are empty, Restore!
Darkness
Devour: Absorb everything, eat endlessly, destroy all, Devour!
Electricity
Limit break: Electricity that lies dormant in _________, break your shackles, Limit break!
Description of the spells
Water
Water Ball- Creates a ball of water that is shot out in a single direction.
Water gathering- Manipulates essence into the air, gathering liquid from the environment.
Liquid cloaking- Cloak an item with water energy and make it more flexible for 1 second.
Water manipulation- Manipulate the essence into a spell from an area. Costs double the internal force of a basic spell.
Water Creation- Creates a liter of water in exchange for 1 basic spell.
Fire
Fireball- Creates a ball of energy that is shot out in a single direction.
Fire gathering- Gathers heat from environment into a single point.
Fire cloaking- Infuses energy into an item, lighting it aflame but does not harm the object. Lasts 1 second.
Fire creation- Use the elemental essence to create heat in one cubic meter, heats up 1 liter of water by 25 degrees fahrenheit.
Earth
Earthball- Creates a ball of energy that is shot out in a single direction.
Earth gathering- Gathers solids from environment onto a single point.
Earth cloaking- Infuses earth element into an item hardening it. Lasts 1 second.
Earth manipulation- Transfer the essence of the element onto a spell. Cost double the cost of a normal basic spell.
Earth creation- Creates a kg of normal soil
Air
Airball- Creates a ball of energy that is shot out in a single direction
Air gathering- Gathers gasses from environment onto a single point
Air cloaking- Infuses energy into an item making it lighter for 1 second
Air manipulation- Manipulates air essence from a point into a spell. Costs double the cost of a normal basic spell
Air creation- Creates one cubic meter of air at normal pressure
Light
Lightball- Creates a ball of energy to be shot out in a single direction.
Light gathering- Gathers light from environment onto a single point
Light cloaking- Infuses light into an item, makes it blow blindingly for a second.
Light manipulation- Manipulates light essence from a point into a spell. Costs double the cost of a basic spell.
Light activation- Activates the light essence for 1 minute inside the magespace.
Restore- Bathes an item in light energy. It relieves stress, accelerates regeneration rate, and restores vitality. If there are any sort of disfigurations on the body, it moves it towards an optimal state at the cost of the energy used in the spell. Excess energy is used to improve bodily constitution to an extent. Can replace a meal.
Darkness
Darkball- Creates a ball of energy to be shot out in a single direction.
Darkness gathering- Gathers darkness from environment onto a single point.
Darkness cloaking- Shrouds an item in darkness, and obscures it from sight for 2 seconds.
Darkness manipulation- Manipulates darkness essence from a point into a spell. Cost double the cost of a basic spell.
Darkness activation- Activates the darkness essence for 1 minute inside the magespace.
Devour- Multiplies the inherent absorption speed of darkness inside your magespace. Consumes anything not aligned to darkness.
Electricity
Electric ball- Creates a ball of energy to be shot out in a single direction.
Electric gathering- Gathers electricity from the environment onto a single point.
Electric cloaking- Infuses electricity into an item that numbs/paralyzes on impact. Also somewhat hardens the item the electricity was cloaked on.
Electric manipulation- Condenses electricity from a point into a spell. Costs double the cost of a normal spell.
Electric activation- Activates the electricity essence inside the magespace, multiplying any movement within the space by 1.5 times. Lasts 5 seconds until recast, and does not affect nonmaterial things.
Limit break- Completely removes the limiter on any part of the body for 1 second.
Intermediate spells
Chants for intermediate spells
Shield: Protect against those who attack me, harden thyself for the task at hand, Name of spell!
Field: Bring power to my wish element that resides in my area, enhance my will, Name of spell!
Unique chants for intermediate spells
Water
Waves: Flow my brethren, break the will of my enemy, wash away his movement, Waves!
Water pool: Entrap my enemy, disturb his footing, obstruct his will, Water pool!
Restore: Revive the hurt, get rid of his discomfort, rejuvenate his soul, Restore!
Fire
Flame point: Gather my brethren, transfer your will to others, and use it to flow through anything in your path, Flame point!
Drain: Stand firm for my cause, and convert the others to my will, Drain!
Limit break: Fire that lies dormant in the _________, remove the worst of my shackles, Limit break!
Earth
Shockwave: Transmit the energy that has failed to destroy my enemies will, Shockwave!
Earthspike: Spike towards my cause, penetrate the damper of my will, Earthspike!
Gravity: Earth that resides in the space before us, impose your tyrannical might on my foes, Gravity!
Battle armor: Energy that lies dormant in the body, become an indomitable mountain to those who hurt me, Battle armor!
Air
Windblade: Be the edge of my will, harden yourself before my enemy, Windblade!
Windscout: Show the things hidden to me, so that it may submit to me, Windscout!
Lighten: Liken my will unto the wind and the object within, Lighten!
Wind barrier: Divert and slow anything that comes in the way of my will, Wind barrier!
Wind wings: My will yearns to take flight, embody it like a creature of the air, Wind wings!
Light
Lightbeam: Add to those who are for me, detract from those against me, Lightbeam!
Lightcradle: Give the energy in store to me, so I can continue in the path of my making, Lightcradle!
Heal: Restore the body to the state before the ailment, Heal!
Purify: Remove the impurities of the body, the poison of the veins, Purify!
Darkness
Voidspace: Rob the senses of my enemy, beat him while he’s down, send his will into a void, Voidspace!
Area drain: Steal what makes my enemy powerful and make it my own, Area drain!
Transparency: Darkness residing in ______, activate and hide from the enemy's sight, Transparency!
Existence eraser: Devour anything and everything in my path, Existence eraser!
Shadow clone: I was once one but now I am two, my will is multiplied, Shadow clone!
Electricity
Electricity reader: Allow me the sight of my brethren, Electricity reader!
True movement: Redirect the movement of my will, amplify it and draw it closer to you, True movement!
Movement barrier: Redirect the will of my enemy, prevent his attacks from hitting so that I might survive, Movement barrier!
Full power strike: Strike with power, well above my own, and draw them to me, so they may not escape, Full power strike!
Limit expansion: Improve the bases, supplement the _________ of my will, Limit expansion!
Description of the spells
Water
Waves- Creates a massive wave of water that hits a wide area. Upon contact, the water sticks to the object if a mage space is present.
Water Shield- Creates a shield made out of water. If physical contact is made with the shield, the water absorbs the impact and sends a whiplash of water containing and concentrating the force of the strike.
Water field- Gathers water essence from the environment and manipulates it into 3 intermediate spells.
Water pool- A pool of water spreads from the area under the cultivator, sending tentacles of water to slow and restrict movement. Also has an effect of slowly dissolving whatever it touches, be it immaterial or physical.
Restore- Sends energy into the bloodstream to slowly rejuvenate the body and soul. 5 times more effective on a water user. If it used on a non-water user, it diffuses their energy making recovering twice as hard. If it is used with water essence, it can only be used once per day or else it will kill the person the spell is applied on. However, this essence method will be just as effective on water users and non water users and using it only once will have no detrimental effects.
Fire
Flame point- Condense enough essence into a point the size of a fingertip to make a white flame shoot out at the speed of sound in a single direction. Can be detonated when the person wishes.
Drain- Converts created essence and energy into heat and takes heat from natural objects. Brings it into your fire energy, and makes it hotter.
Flame shield- Creates a shield of heat that reacts to anything trying to pass through by condensing into a flame point and expanding immediately, destroying whatever was within.
Flame field- Gathers heat from the environment and manipulates it into 3 intermediate spells.
Limit break- Excite flame energy in a part of the body to remove half of the limit.
Earth
Shockwave- Sends earth energy through any defense. The wave explodes when the caster wants it to and although it can pass through air, it is weakened.
Earthspike- Sends a ball of energy into the air that is infused into the ground. When the caster wills it, the ground materializes into the form of a spike that juts out at the nearest living being.
Earth field- Gathers earth from the environment and manipulates it into 3 intermediate spells.
Gravitational space- Infuses the surrounding space with essence, causing everything in it to be heavier by 10 times, not including the caster. Lasts 30 seconds, and can be turned on or off. Can apply to the caster if he/she so wishes.
Earth shield- Creates a wall of earth energy, that is extremely hard, and has a vacuum layer between that stops shockwaves.
Battle armor- Creates an earth armor of sorts, that automatically repairs itself, and is flexible around the joints. Covers the whole body except for the eyes which are covered by a stretchy, tough, and transparent membrane. Lasts until the energy used for the spell is gone. Then the armor stops auto repairing.
Air
Windblade- Shoots out wind in a whiplash fashion. Hardens upon the preset distance that was set upon by the caster. Goes in one direction.
Windscout- Shoots energy under your command in all directions. Passes around any essence other than wind. light, darkness, and lightning. Gives you a picture of the surrounding radius of your magespace, and a view that encompasses everything within it.
Lighten- Infuses air energy into something reducing its weight to 1/10th of its original value. Can be freely activated or deactivated within 30 seconds, when it will then lose its effect.
Wind barrier- Negates 1200 mph of wind pressure. Also diverts any attacks against the caster way from the core. Lasts 30 seconds.
Wind wings- Connects wind currents to the nervous system and muscles of your back. Speed at which the cultivator can fly is related to the strength of the muscles at the back of the cultivator if it is used with essence. If it is only used with energy, wings are invisible but the speed is always the same. Lasts 30 seconds before a recast is needed.
Light
Light beam- Shoots a beam of pure energy from the finger. If it hits a cultivator, it adds to their energy or dissipates it under your control. Dissipated energy is violent and chaotic, and if enough energy is dissipated in the cultivator, it will blow them up. However if it is in small amounts, the energy may be assimilated as the cultivators own for overcharging the amount of energy you have temporarily.
Light cradle- Changes the emitting points of natural energy to you for one minute. Increases recovery speed by 10 times normal. Unabsorbed energy emits in all directions, and clads your body in light.
Heal- As long as the person isn’t currently dead, uses light force to heal the wounds and expel foreign energy from the wound. Amount of healing is determined by the strength of the person being healed, as well as the amount of foreign energy in the wounds.
Purify- Expels the impurities of the body including poison or parasites. If the poison has an immaterial component, purifies at a 1:3 ratio for the energy used in the spell. Also expels foreign energy at a 1:2 ratio so wounds can be healed. If used often on the body, the natural lifespan can be extended up to 120 years.
Light field- Activates light essence in the area and melds it into 3 intermediate spells.
Light barrier- Creates a barrier of pure energy that will block the equivalent of 2 intermediate spells. However, it will not affect the material components of an attack.
Darkness
Void space- Clads your next strike in darkness, if it hits the person’s unattributed energy or body, robs the all the senses of the person for 5 seconds.
Area Drain- The spell activates within your magespace. Lasts 30 seconds and lets you absorb the surrounding essence for your use. Spells fired into your magespace disappear twice as fast and are absorbed. Energy that you take is dependent on how rich in energy your surroundings are.
Transparency- Makes something invisible to all senses except touch. The time an object is invisible is 10 seconds for a 1 meters radius. Anything further and the time is reduced at a ratio of 1 second per meter radius.
Dark field- Activates the darkness element in the area and manipulates it into 3 intermediate spells.
Existence eraser- Creates a small ball of darkness that pierces through anything and everything. Absorbs any essence until the power of a intermediate spell cannot contain the energy that the ball contains and it disperses, creating a huge void.
Shadow clone- Covers you and another position of your choosing with a human shaped dark element. This clone follows your thoughts and its attacks can affect the material. Also acts as a shield that can be material or absorb. It cannot be determined from the real you and its fitness is the same as yours. The clone is invincible to immaterial attacks, but is able to be dispersed by material attacks.
Electricity
Electricity reader- Can sense electricity and movement of energy, and it lasts 60 seconds.
True movement- Transfers the movement energy of anything as long as it is in contact with your own body and moves it in the user's desired direction. Activated 3 times per cast, and creates a loud “Crackk!” when movement is transferred. Enhances each transfer by 150% and can work with anything including immaterial spells.
Movement barrier- Redirects movement of anything that comes in contact with the barrier in the opposite direction. The barrier has two layers, physical and immaterial, and each layer has two redirects. So in total you have 2 physical redirects and 2 immaterial redirects.
Lightning field- Multiplies movement to 200%. Applies to physical and immaterial. Also reduces the enemy movement 75%. Costs an intermediate spell every 20 seconds. However, does not manipulate lightning essence into spells.
Full power strike- Applies to one attack. Condenses the power of lightning onto this attack, multiplying movement speed to 600%. Before contact, the person is drawn in by the blow, almost making it undodgeable, and upon contact, the blow explodes the person back. However, the sonic boom smashes back at the person hit. Extra movement energy is added to this wind so the person is smashed right back at the same speed as the fist resulting in a blow that is 1200% more powerful than normal. The electricity then explodes outward from that second fist knocking the person back at high speeds. Costs 4 intermediate spells.
Limit expansIon- Expands the limit of something, directly increasing its material base at the cost of energy. increases the base to double that of normal, and lasts 2 minutes. However, if there is excessive immaterial strain placed on the thing, the time will be shortened. After the minutes, the thing breaks into pieces according to the strain it received relative to its normal base.
Advanced spells
Chants for Advanced spells
Domain: Become the element of my space element, clarify your domain, element Domain!
Pure element spell: Only the purest form of element, respond to my call, Name of spell.
Water
Water Domain- Water exerts its dominance over all other elements in the magespace. All elements in the space will be infused with the water element. Any spells without a physical form will be reduced in strength by 50%.
Time ripple- Uses water to ripple the time of everything around you, slows everything down by ten times. Has an effect on everything within your magespace, after that, the effect fades. Can only be countered by a ripple from another water user. If the move is used on someone at a higher rank, the effects are reduced by 50% at each successive rank.
Fire
Fire Domain- Fire exerts its dominance over all other elements in the magespace. All elements in the space will be infused with the fire element. Any spells without a physical form will be reduced in strength by 50%.
Explosion- Rapidly alternates between hot and cold by absorbing all heat from a space and then adding all the heat back, creating an explosion. The hotter the space is to begin with, the greater of an effect the spell will have. Costs ¼ of the cost of a normal advanced spell, but can alternate the temperature with each cast. Explodes on will.
Earth
Earth Domain- exerts its dominance over all other elements in the magespace. All elements in the space will be infused with the earth element. Any spells without a physical form will be reduced in strength by 50%.
Transmutation- Changes the material of the object to a different material as long as one has the required density of energy. Also needs to have a sample of the material that you are changing one material to. The time taken depends on the two materials and the amount of energy spent.
Air
Air Domain- Air exerts its dominance over all other elements in the magespace. All elements in the space will be infused with the air element. Any spells without a physical form will be reduced in strength by 50%.
Compression- Compresses air or decompresses it into an area of 200 meters. Can go to the density of the air density of space, or the density of cake.
Light
Light Domain- Light exerts its dominance over all other elements in the magespace. All elements in the space will be infused with the Light element. Any spells with a physical form will be reduced in strength by 50%.
Truesight- Instead of going through your eyes, light sends its energy directly to your brain. It lets you see what light sees, and with it you can tell truth from lies based on aura, you can see a second into the future of anybody with the same rank as your rank, and you can see into the immaterial world. Lasts 5 seconds per cast.
Darkness
Darkness Domain- Darkness exerts its dominance over all other elements in the magespace. All elements in the space will be infused with the darkness element. Any spells with a physical form will be reduced in strength by 50%.
Space- As darkness is space, you can use darkness to control space. With space, you can open up a hole in space that lasts half a second, twist space to change distances between places for a second, or uses darkness to stabilize a space.
Electricity
Electricity Domain- Electricity exerts its dominance over all other elements in the magespace. All elements in the space will be infused with the electricity element. Any spells with a physical form will be reduced in strength by 50%.
Lightning- Manifests lightning as powerful as those from the heavens. Lightning cannot be dodged after it is fired, and it cannot miss. Lightning in its weakest form can instantly vaporize a intermediate realm practitioner and also can paralyse an advanced realm practitioner. The scariest thing about this spell, is that it can be overlaid for a greater effect, unlike any other spell. One lightning costs 2 advanced spells.
Items
Spatial rings- Spatial rings are gateways to carved out ‘sockets’ in darkness. The holder’s energy is like a key to open the gateway, and anything with their energy can be put inside the ring. If the ring was just made and does not have a ‘mold’ for the user’s energy yet, the user must envelop the ring with their natural energy for about a day to imprint their energy on the ring, thus making a ‘keyhole’.
The wooden sword- A mysterious sword found at the grave of an Argaroc, a powerful clan that was wiped out by an unknown entity. The craftsmanship on the blade is impeccable, and it has a hole in the center of the hilt. The mechanism to activate the sword into a battle-state is unknown to the main character, but currently it has only been activated twice in the story. Once through being struck by lightning, and another through being present in the MC’s awakening. But normally it is a dull wooden sword, that is under a homemade disguise consisting of mainly mud.
The pendant- A pendant, passed on through the swiftblade family for generations on end. It contains numerous functions, but the only one the MC is aware of is its function to locate the heritage of their family.
The tablet- A tablet, one of the heritage relics in Daniel’s family. Was given to him for the cultivation technique on it, and it contains 7 stages. They are below. (Quoted from story, I don’t feel like tailoring it to this page right now. Maybe later.) “The cultivation technique was called, “Revolutions of the Universal Foundation,” and to put it simply, it involved 7 stages.
(Because these explanations are really lengthy and go deeply into mechanics of my story, I don’t feel that many would like to read it. But hey, for you go getters go ahead and read both! However for the others, I’ll notify you where the summary starts in bold.)
The first stage needed you to compress the aura sphere within your core, and rotate it as fast as you can. The faster the rotational speed, the faster the energy is drawn closer to you. When the natural energy drawn in fully takes your shape as it tries to get closer to your body, you have to rotate the core of the sphere in the opposite way, and send the outside aura flying outwards, leaving behind a rotational ‘seed’ that is spinning a bit faster than the previous. This ‘seed’ will draw the aura released back in, bringing in the natural energy with it. This is the natural energy gathering stage.
The second stage was to then incorporate the natural energy into the outer layer of the aura sphere, and spin the aura around using the momentum of the ‘seed’. The rotational speed will then slowly separate the natural energy into its counterparts, material energy and immaterial energy. The immaterial energy will move into your seed, and the material energy will spin around the edges of the aura sphere. This is the divide stage.
The third stage was to take the possession of the energy you gained, or conquer it. You use your aura as mini chains that attach to segments of natural energy. Then using your aura chains, you squeeze the natural energy to imprint it with your ‘signature’. Once the individual imprinting is done, you create openings from your seed to the edge of the aura sphere. Using these ‘tunnels’ you can send immaterial energy outwards to the edge of the sphere without disrupting the rotations of your aura. Next you recombine the energy and send it back through the tunnels to your seed. This combined energy will be re printed with your ‘signature’, making the energy thoroughly follow your command. This is the conquer stage.
The fourth stage was to reinforce your ‘tunnels’ with the imprinted natural energy by layering the natural energy between the aura of the tunnels. Let the rotations of your aura to further compress and consolidate these tunnels, until material and immaterial energy can be sent throughout the tunnels without the slightest ripple. Once this was completed, you needed to merge your 2 types of natural energy into one again at the edge, and wait until the unimprinted natural energy fully takes your shape. Then reverse the rotations of your seed to send your aura outside your body and the imprinted natural energy throughout your body. The imprinted energy will refine your body from the inside, and the unimprinted natural energy will refine most in the areas that your imprinted energy hit the least from the outside. This is the reinforcement stage.
After completing these stages, one would repeat the steps while omitting the constructing parts of aura that weren’t needed to be done again for the technique. The more times you could repeat the technique without messing up, the faster your power progressed. But there were 3 special stages that were used when the situation calls for it. Those were the fifth, sixth, and seventh stage respectively.
The fifth stage was a impurity removement technique. It was used when you adsorbed natural energy from somewhere other than the environment, namely dans and herbs. In those, there would always be traces of impurities. So to get rid of the impurities, you would first draw your natural energy into your aura sphere. Then you would rotate the energy as fast as you could to separate the energies, and therefore the impurities. Since impurities cannot be printed, you can then fuse the energy together without the impurities using the tunnels. Then take a trace of natural energy and bond it to the impurities. After that, one must draw the clean energy back into the seed, and then leave the impurities at the edge of the sphere. Lastly, you reverse the aura seed, blowing the energy to the extremities of your body. But this time you do not keep spinning the aura seed, but instead control your aura to make the energy exit through one of the seven orifices. Severe the connection to your aura, and leave the energy to dissipate in the world. Aura regenerates at a slow pace, so it will not be permanent. This is the refinement stage.
The sixth stage was a stage used to assist in breakthroughs. It works by spinning threads of aura and energy throughout the body, and circulating it and cultivating at the same time. The threads move from the head, to the arms and legs, in the center, and back to the core. This will slowly awaken the body's potential without hurting it. Then bind the aura to the energy in your body, and rush it back to your core while now using your aura according to steps 1-4. If done when the user has accumulated enough foundation, they will break through to the next level. This is the activation stage.
The seventh and last technique was one for raising battle potential. Unlike the other techniques, this one did not work using a complete sphere. Instead, it used the tunnels as anchors in the edge and sent the outer layer of the aura sphere outwards onto the edges of the core, while having material energy on one side, and immaterial on the other. Then one would form a natural energy line separating the core into two halfs. These edges would rotate in opposite directions, while the seed focuses on separating the two. When the user needed a power boost, one would temporarily retract the natural energy line causing the two to send out a pulse wave of energy throughout the user, boosting him/her by up to a full 50% for a moment. The boost percentage depends on the time the aura and energy takes to rotate at full speed again. This is the burst stage.
(Summary starts here!)
I laid down from my sitting position, and tried to summarize what I just learned
After establishing the foundations for the technique, the first stage gathers energy in your body. The second stage and third stage divides and conquers the energy you just gathered, and the fourth stage reinforces your body and special tunnels for energy within your aura. Then you would move directly from the fourth stage to the second stage, and continue the process faster and faster until you can’t maintain the technique.
Once one failed to perform one of the stages appropriately as the energy gathered faster and faster, the energy will stop rotation, and one must restart the process from the first stage to continue cultivation.
There were also 3 special techniques that were tailored to suit special needs. These were the refinement stage, the activation stage, and the burst stage.
The refinement stage was to be used directly after impure energy entered the body, and it forced that energy out at the cost of a bit of cultivation and aura. Both are recoverable by time.
The activation stage sent energy throughout your body to awaken and gather latent energy / foundation. This energy would then be sent to your core riding on the wave of extra energy entering your body. If the energy requirements are met, one would directly be able to raise their cultivation, but if they weren’t, ones foundation will be scattered. This scattered foundation will have to be reaccumulated, although the recovery speed would be much faster than accumulating it from scratch.
The burst stage sent out instantaneous waves of energy throughout your body, boosting your base power by a full 50% for a moment. Although this energy needed time to recover after a single burst, it did not harm foundations unlike most battle power raising techniques. Therefore it was probably one of the most practical techniques of the 3 special stages.
According to the tablet, any of the 3 special stages could be used in conjunction with each other, or they could be used with the foundational stages.
This was my father’s cultivation technique, Revolutions of the Universal Foundation.”
Characters
Daniel Swiftblade (The MC)- Our main character. Currently, he is a determined hard working youth who has slight emotional wounds due to his family situation. He was grown and raised in a bandit clan, and as such he acquired skills and mindsets unique to a thief from a young age. Has an abundant conviction, and a large amount of will power in certain areas. However, curiosity often gets the better of him, and when it comes to training, this can be a double edged sword.
Jack Swiftblade (Dad)- The main character’s dad. Currently, he is one of the 3 leaders of a bandit clan, masquerading as a drunk. But when it comes to Daniel, he will break all these convictions and punish anyone or anything who truly harms his child. Uses his advanced skill in stealth combined with his peak cultivation to act as Daniel’s hidden backer.
Luke ???- The classical childhood bully that cannot accept Daniel due to prejudices regarding Jack Swiftblade.
Logan ???- A simple follower of Luke’s that isn’t fully corrupted, but teeters on the line of being friends or enemies with Daniel. Normally, he will follow the orders of Luke due to their parents relation, but he will usually throw away all preconceived opinion when they aren’t there.
Creon ???- The bandit trainer that exhausted all his potential to reach the first rank. His only real desire is to have a good and rich life, and for that he is willing to do anything to suck up to those with power. He normally won’t do anything to offend anyone powerful, but he has an extremely hard time controlling his temper. As a result of this, he had his hand cut off and his status reduced. Due to the loss of a hand, he hates Daniel to the bone, but won’t do anything extreme until he knows he can avoid the consequences.
Jedav Barthen- Son to the leader of the Plundering earth clan, Jedav Barthen is a powerful and talented cultivator of the first rank. He is a man of 21 years, and he also has many years of combat experience, making his eyes forever cold as ice. His impression of Daniel is unknown, but it may be bad due to his sister.
Diana Barthen- Daughter to the leader of the Plundering earth clan, Diana Barthen is a spoiled little princess of the leader’s old age. As the youngest in the Barthen family, Diana is within the range of seven years old, and therefore a member of Daniel’s training group. She hates Daniel currently, and blames him for her humiliation.
??? Argaroc (Middle aged instructor)- The weakest cultivator of the Plundering earth clan. He likes to mutter things under his breath, and has a high mastery over the earthshattering fist. Even to the Clan, this man is shrouded in a cloak of mystery. As to Daniel, he seems to have special unknown interests. That is, to befriend an orphan named Keith in Nula village. More will be revealed after this task is completed.
Keith- An orphan of the Lion-blood Orphanage. Not much is known about him, yet, other than he is protected by some very strong people.
Old man Steve- A perpetually drunken old man, whose specialty lies in ‘overhearing’ information. His motives are unknown, and he has a connection to Keith. But being a ‘friend’ of Daniel, he will point out information quickly to get the MC to move along. But more often than not, he will leave out crucial information that may or may not cause serious problems.
Caldera Moonblossom (Old Woman)- A spiteful old lady, who works at the orphanage. She is a cultivator at the first level of the basic realm, and is related to Daniel, on the mom’s side. She hates the MC like the rest of the Moonblossom family, but her hatred is even more excessive than most due to her sister being one of the people inside the tent.
Important organizations and places
The Starfallen Continent
Being a gigantic place of many wonders, The Starfallen Continent is home to the only known human settlement in the whole world. Although beasts are the most numerous in this area, they do not have any intelligence. As such, Nature is the true ruler of this continent, and its law is the law of the jungle. Kill or be killed, this is the basic standard that all live by.
The 8 paths of soul- The mainstream religion of the area. Not much of this religion is yet known to the main character because of the recluse nature of a bandit clan. However, some major points such as where you go after death are currently known by Daniel.
Plundering earth clan- A bandit clan that likes to rob unsuspecting merchants from the city. It is a relatively strong clan in the area, and they trade with mercenary groups for weapons and resources. It contains 3 different experts at the peak of the basic realm, and they also function as a clan where people live their lives.
Lucia city- The city where most of the merchants come from unexpecting to be robbed. Home to the mercenary organization, a church of the 8, and the merchant’s guild.
Nula village- One of the major villages in the vicinity of the plundering earth clan. They are not very rich, and home to very few of the middle class. Most are in the poverty level, and thus, they are not bothered by the plundering earth clan, although they do have disputes from time to time.
Skysplitting Sword Clan- One of the top ‘universal’ clans in the Starfallen continent. Their main weapon is the sword, and it is said that upon cultivating their sword techniques to the peak, one can split the heavens. It is controlled and led by the sword saint, Roran Swiftblade.
Bloodrop Spearpoint Clan- One of the top ‘universal’ clans in the Starfallen continent. Their main weapon is the spear, and it is said that upon cultivating their spear techniques to the peak, one can massacre thousands with only a drop of blood on their spear. It is controlled and led by the spear saint, Jason Manel.
Draconic Fist Clan- One of the top ‘universal’ clans in the Starfallen continent. Their main weapon is their fist, and it is said that upon cultivating their fist techniques to the peak, one can destroy mountains with a single fist, reigning supreme like a dragon. It is controlled and led by the martial saint, Drake Farther.
The Argaroc Family- Not much is known about their family currently, other than the middle aged man was sired from them. They have an inseparable connection to the sword on Daniel’s back. The reason why the middle aged instructor does not seem to completely share this connection is also unknown.
__________________________________________________________________
Changelog-
Elaborated on the Lightning and Restore spells, added different effects
Added a log for characters introduced in the story
Added a log for important organizations and places in the story
Added a log for the body and natural energy, and how they interact
Elaborated on the log for important organizations and places in the story(2)
Changed formatting, shortened text blocks (2)
Elaborated on the log for characters introduced in the story (2)
Elaborated on the log for Mage ranks and abilities (2)
Added a log for suppression of the elements with a picture in the story
Added a log for items in the story
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