The Cycle of Magic
Magic works through a loop: Internal Mana → Ambient Mana → Ignition of Ambient Magi-Cells → Spellcasting. All spells require drawing geometric casting circles in the air with ignited magi-cells as glowing ink.
Novices push internal mana outward to ignite cells in open air, making them slower and vulnerable to weather. Experts pull ambient mana and magi-cells inward, complete the ignition loop inside the body, and then project the finished spell.
A user’s Mana Pool is calculated as:
[[Total Internal Particles - Max Output Capacity= total mana pool]]
If the pool reaches zero, the user is bricked and cannot use Magic or Skills until they recover, though they can still move while recharging.
Crests and Keys
A Crest is a red, glowing, circular tattoo placed anywhere on the body that serves as the magical engine. A person can have multiple independent Crests, but they can never merge or hybridise.
There are four Crest types:
Projectile — long-range combat
Melee — physical reinforcement
Magic — traditional spellcasting
Casting — blacksmiths and enchanters
Inside each Crest are Keys, red kite-shaped seals that limit output. The more Keys a person has, the weaker their power. Keys can be trained down over time, but the final Key can never be removed.
Skills
Skills are powered entirely by ambient magi-cells, bypassing mana completely. They are reality-warping conceptual laws carved into the Crest.
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Skills form a strict hierarchy:
Common
High
Distinct
Greater
A Skill can only be countered by another Skill of equal or higher rank; Magic cannot directly oppose it. Skills develop from experience and desire.
Races and World Structure
There are three major race sectors:
Humanoids — intelligent non-demon races
Demonoids — dark-mana beings with a 9-tier hierarchy
Feraloids — instinct-driven monsters with Magistone Cores instead of Crests
Very powerful Feraloids can eventually develop human-level intelligence.
Primordials
There are 8 Primordials, each tied to a fundamental reality shift:
Alpha (Albus) — created monsters and dungeons
Beta (Togen) — created Skills
Gamma (Gaia) — created seasons
Delta (Roh) — enabled physical evolution in non-demons
Theta (Evah) — created the second moon
Omega (Ivy) — created Magic
Lota (Raziel) — expanded dungeon code into a global RPG system
Zeta (Xander) — allowed powerful Skills to manifest as living bodies
The Seven Stars
To oppose the Primordials, the Seven Stars function as absolute cosmic laws made manifest:
Sirius — enforces mana math and forbids negative Mana Pools
Canopus — governs casting-circle precision
Rigil (Centauri) — enforces the Crest-Key balance
Arcturus — enforces Skill hierarchy
Vega — governs atmospheric resistance and novice casting
Capella — prevents Crest fusion or hybridisation
Rigel — separates Feraloid instinct from human-level intelligence
Each Star also has a Greater Skill that expresses its law at the highest level.