《The Undying Magician》Glossary

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Nathan Fox

Description: 18 years old. Immortal due to a magical accident. Has short brown, wavy hair, blue eyes, a skinny but muscular build, and the permanent appearance of about a seventeen year old boy.

Affinity: Fire

Weapons: Arcadian metal sword and a sniper rifle.

Classes:

Semester 1:

Magic Circuitry first

Fundamentals of Fire second

Mana Manipulation third

Lunch fourth

Magical Warfare fifth

Meditation sixth

Tactics and Battle Strategy seventh

Aidan Hawkins

Description: 18 years old. Energetic and friendly. In a relationship with Sophia. Best friends with Nathan.

Affinity: Wind with a specialization towards Lightning.

Weapons: One long dagger and one short sword.

Cyria Argent

Description: 18 years old. Daughter of the Healer General. Has long black hair and blue eyes.

Affinity: Water

Weapons: Uses a pistol and a sword.

Amelia Marshall

Description: 18 years old. Daughter to the Dark magic councilwoman. Has dark eyes, black hair worn in a single braid, and has sharp features on her face. Best friends with Nathan and like a sister to him.

Affinity: Dark with a specialization towards Shadow.

Weapons: Unknown.

Sophia Inverno

Description: 18 years old. Has brown hair and green eyes, with a bit of an obsession towards anything magical. Is a member of a branch family of the Winters family.

Affinity: Poison.

Weapons: Pistol and a long metal staff.

Rebecca Hunter

Description: 18 years old. Part of the Hunter family. Has golden eyes and hair.

Affinity: Gravity special affinity.

Weapons: Bow and Knife.

Jason Fox

Description: Nathan's father.

Affinity: Wind magic with a specialization for Lightning.

Weapons: Unknown

Julia Fox

Description: Nathan's mother.

Affinity: Not a magician.

Weapons: Unknown.

Vilgeirr Thorn

Description: Nathan's Meditation course instructor. Captain in the military.

Affinity: Unknown.

Weapons: Unknown.

Leonidas de Ashford

Description: Nathan's Fundamentals of Fire instructor, his Magical Warfare instructor, and his Magic Circuitry instructor. Major in the military and a Class C magician. Member of the Ashford family.

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Affinity: Fire.

Weapons: Sniper rifle and sword.

Dawn Suess

Description: Nathan's Mana Manipulation instructor. Doesn't like Nathan due to him defeating her son in a duel. Captain in the military and Class D magician.

Affinity: Water with a specialization towards Flesh.

Weapons: Unknown.

Anabel Walker

Description: The Swordplay class instructor and the one who is teaching Nathan about swordplay. Also the Internship Supervisor. Major in the military and Class C magician who is getting close to Class B.

Affinity: Enhancement.

Weapons: Swords.

Non-Magician Military Ranks:

Private

Corporal

Sergeant

Warrant Officer

Magician Military Ranks:

Second Lieutenant – Initial rank for talent level 1-2 academy graduates.

First Lieutenant – Initial rank for talent level 3-4 academy graduates.

Captain – Initial rank for talent level 5 academy graduates.

Major

Colonel

General – 4 Generals in the army

Council members above all of them.

Before the next part is stated, to clear things up, just because they meet the minimum class of magician required to be a certain rank in the military does NOT automatically make them that rank. It is nothing more than one of the minimum requirements.

Class E Magician – Apprentice magicians – Symbol is a circle.

To be classified as a Class E Magician, one has to take a single lesson about magic from a sanctioned academy, be able to cast a Tier I spell, and have at least 10 arcs of mana.

Class D Magician – The most common class of magician – Symbol is a circle with a star in the center, with one of the five points filled in.

To be classified as a Class D Magician, one must be able to cast a Tier III spell and have at least 30 arcs of mana.

Class C Magician – The minimum class to be a major in the military – Symbol is a circle with a star, with two of the five points filled in.

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To be classified as a Class C Magician, one must be able to cast a Tier IV spell, be able to sense the formation of spell circles, and have at least 60 arcs of mana.

Class B Magician – The minimum class to be a general in the military – Symbol is a circle with a star, with three of the five points filled in.

To be classified as a Class B Magician, one must be able to cast a Tier VI spell and have at least 300 arcs of mana.

Class A Magician – The minimum class to be on the council – Symbol is a circle with a star, with four of the five points filled in.

To be classified as a Class A Magician, one must be able to cast a Tier VIII spell and have at least 900 arcs of mana.

Class S Magician – Considered national treasures but aren't directly under the control of the nation – Symbol is a circle with a completely filled-in star.

To be classified as a Class S Magician, one must be able to cast a Tier X spell, be able to free-cast, and have at least 3000 arcs of mana.

The only people who have ever become Class S magicians have been Talent level 5s with only a couple of Talent level 4s due to the lower level talents dying from old age or other reasons before reaching that point.

Tier I

Capacity: Maximum of 2 arcs of mana per spell.

Summary: Can create small exterior spells, such as a weak barrier, or a fireball.

Tier II

Capacity: Maximum of 5 arcs of mana per spell.

Summary: Can create stronger exterior spells, such as a large fireball, or a sound-proof barrier.

Tier III

Capacity: Maximum of 10 arcs of mana per spell.

Summary: Can create weak interior spells that directly affect someone’s body, such as targeted healing spells, or curses.

Tier IV

Capacity: Maximum of 25 arcs of mana per spell.

Summary: Can create spells on the scale of an entire battlefield.

Tier V

Capacity: Maximum of 50 arcs of mana per spell.

Summary: Can create stronger interior spells, such as shapeshifting.

Tier VI

Capacity: Maximum of 100 arcs of mana per spell.

Summary: Can create spells that affect the mind, such as mind crush or telepathy.

Tier VII

Capacity: Maximum of 175 arcs of mana per spell.

Summary: Can create stronger spells that can warp the mind.

Tier VIII

Capacity: Maximum of 300 arcs of mana per spell.

Summary: Can create spells on the scale of an entire city.

Tier IX

Capacity: Maximum of 500 arcs of mana per spell.

Summary: Can create spells that permanently change someone’s body.

Tier X

Capacity: Maximum of 1000 arcs of mana per spell.

Summary: Can create strategic scale spells that might even damage reality.

Important families in the Republic:

Marshall – Specialize in Dark magic

Ashford – Specialize in Fire magic

Luna – Specialize in Light magic

Winters – Specialize in Water magic

Wolf – Specialize in Enhancement magic

Griffin – Specialize in Wind magic

Umbra – Specialize in Poison magic

Silvius – Specialize in Nature magic

Hunter – Specialize in Special magic

Magical Affinities:

Fire: Controls heat, flames, lava, etc…

Water: Controls cold, water, ice, etc…

Wind: Controls wind, lightning, air/vapors, etc…

Nature: Controls the ground, nature, trees, healing etc…

Dark: Controls darkness, curses, undead/unholy magic, etc…

Light: Controls light, holy magic, healing, etc…

Poison: Controls poisons and other afflictions.

Enhancement: Enhances the body of the user in various different ways.

Special: Unique magics and uncommonly seen magics that are rare and can be very dangerous or can do almost nothing.

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