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Shadow Magic is the ability to create Mythic that absorbs all light it comes into contact with. Humans with the Magic and Rank combination Shadow Dragon are known to be the rarest type of person in the world. It's so rare that it's even rarer than a Shadow Leviathan.

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The user(s) surrounds their body in their Magic Power. This creates an aura around their body that's based on the user(s) Magic Type(s). This aura can protect against nasty falls, though the Aurical Sphere will break if the fall happens to do enough damage. An Aurical Sphere boosts all the user(s) stats, though it boosts some more than others depending on the user(s) Magic Type(s).

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Glacier Magic is the ability to create large chunks of dry ice. These chunks of dry ice are extremely hard to avoid due to their size, and can be used to create a smokescreen. While Glacier Magic deals heavy damage, it's much better used for spacing and trapping the opponent.

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This is the MagiMasters Spell keeping Area, to use to make sure spells are organized and nothing is laggy.

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Alchemy is an old ancient magic, used by a few amount of people in Unionis. It is not used for violence.

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Alchemy is used for creation and that alone. To use alchemy, one must cut themselves from worldly desires. To create, you must have souls. Anything that died recently, their soul will linger and you can capture it with a bottle.

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You could kill yourself if you forgot that you didn't have any lingering souls. It will take your soul if you don't have any lingering souls.
It may be an ancient magic but creating artificial humans is illegal.

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Fire Magic is the ability to form fire out of Fire Elemental Mythic. Most anything that has Fire Magic will be naturally warm, which when groups of organisms with Fire Magic are large enough, it can cause flora to burn away.

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Water Magic is the ability to form water out of Water Elemental Mythic. Most anything with Water Magic can increase the humidity of the air by standing there. If this occurs in a very warm environment, this could be very deadly to humans.

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Grass Magic is the ability to quickly grow flora using Grass Elemental Mythic. When something has Grass Magic, they usually are able to survive with less Oxygen, which allows them to breathe out more O2 than CO2. When a group of organisms are in an environment together for long enough, they can create Overgrowth biomes. On top of this, Grass creatures can produce small amounts of energy in the sunlight, though they lose more energy when they're not in the sun.

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When attacked by this Magic, the target will be covered in water. While it may seem harmless at first, it can be extremely dangerous. When attacked by Ice Magic in this state, the target will always be frozen. While attacked by Lightning Magic in this state, the target will take extra damage. Finally, if the target is attacked by Fire Magic, the damage taken will be weakened.

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Souls of the Ancients
This stone has a high concentration of ancient particles used in past alchemy. Upon use of this artifact, the user can create more complex items and life but it still needs the usage of lingering souls of alive beings. There may be a consequence if one used this to create complex beings like humans.

Stability

This stone allows the user to create simple items with the particles in the air without the usage of lingering souls. The Birthstone was also able to manipulate certain elements of an item to create new things or make it better but that ability is long gone now but can be brought back by certain events…

The Curse of the Stone

This stone consumes the user’s souls bit by bit for the abilities to take place… However, someone was able to avoid this passive ability.

Beginning of Time
The stone may or may not show the user the history of this world. The user may have access to ancient knowledge from this ability. An Alchemist must have the knowledge of the past to understand the meaning of life which all alchemists try to find.

Past owners: Irion. Used the Birthstone to create XERN0-1 (how he was able to awaken its mind from the death state) The consequence was that XERN0-1 didn't have a soul which was tied with emotions. Without a soul, XERN0-1 was never a true human.

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Wind Magic is the ability to control winds using Wind Elemental Mythic. Most anything with Wind Magic is resilient to strong, natural winds. This means that natural tornadoes won't do as much to them, however, Magic Tornadoes will still hurt all the same.

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Upon birth, all human-like species are given a Rank, which determines how much Magic Potential one has. The higher someone's Magic Potential is, the stronger they can get and the better tools they can buy. Attempting to rank up is considered a felony and a breach of federal law according to the Council of Enchantment.

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The history of Alchemy, something long forgotten. Remembered by few, here is the tale of the Solar Alchems, the creator of Alchemy.
Somewhere unidentified many hundreds of millenniums ago, there was a tribe of shamans who worshiped gods of creation and death. Wishing upon altars to have the gift of creating food and materials to shelter their kins due to their lack of resources in the area. The gods pitied them and gave them the ability to do so, but in turn, they had to sacrifice someone to create a sum of food or materials to the gods.
That tradition in Alchemy still happens today, you need lingering souls to create.

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Alchemy is one of the hardest things to master.
You must understand 3 concepts
- Manipulation of chemical elements and matter
- Concept of Creation itself
- Concept of Meditation
All 3 are crucial to learn before starting alchemy. If you attempt alchemy before learning these, you will kill yourself.
You also must be watched over and taught by a professional alchemist, if you don't, it will backfire and you will kill yourself.
It takes 13 years to officially master alchemy.

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When person becomes strong enough, a Magic Emblem will appear on their skin. The size varies from 1/4 of an inch to 1 and 1/2 an inch from top to bottom. The emblem resembles that persons combat style/Magic. These break a barrier in MP, allowing you to grow stronger. When they first begin appearing (around 2023), changing them/altering them was legal, and it still is. However, trying to make an emblem before you're worthy is against the law and is considered a felony and a breach of federal law according to the Council of Enchantment. Plus, you run the risk of death if your emblem made before you're worthy.

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When attacked by this Magic, there is a chance the target will be burned. Fire Elemental Mythic is actually very flammable, and due to the heat it can reach before combusting, hitting something while in a spell is all it needs to set on fire, which that same fire quickly spreads.

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Lightning Magic is the ability to control electricity with Lightning Elemental Mythic. This Magic is usually pretty fast, being able to deal heavy damage in a short amount of time. Most anything with Lightning Magic can't be paralyzed as easily, but paralyzation will last longer if they do get paralyzed due to their electric flow being thrown out of order.

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Ice Magic is the ability to create ice or cool the temperature of water vapor in the air almost instantaneously. Creatures with Ice Magic have been long thought to have been the opposites of ones with Fire Magic, as if Ice creatures are found in large groups, they can freeze areas of land, which is similar to Fire creatures burning it away.

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Rock Magic is the ability to move and create large rocks without much muscle power with the use of Rock Elemental Mythic. The rocks produced from Rock Magic have essential nutrients, so Grass creatures tend to live in harmony with Rock creatures, usually in a mutualistic relationship. The Rock creatures get protection while the Grass creatures get food.

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Light Magic is the ability to create photon-like Mythic atoms out of Light Elemental Mythic. Light creatures are rather rare (human-like aren't). It's rather random if they're hostile or passive. The light given off by the Light Elemental Mythic is extremely similar to sunlight, so Light creatures are preferred for farming.

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When hit by Ice Magic, the target has a chance to be frozen solid, preventing them from moving until they thaw out. This is a guaranteed freeze if the target was hit by Water Magic immediately prior to being hit by Ice Magic. Ice Magic freezes things because it's cold enough to freeze living creatures solid, but it's not strong enough to permanently freeze them.

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When hit hard enough by Lightning Magic, the target will be paralyzed, which prevents all movement for a short amount of time. Nothing can cancel this, so the target has to wait until unparalyzed. This happens because the Lightning Elemental Mythic has a dangerously high electrical charge.

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When hit by a strong Light Magic spell, you will be blinded, unable to see for a short amount of time. You can still move, but you won't be able to see anything. It only happens due to the high amount of light the Magic gives off.

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When hit by a strong Shadow Magic spell, you will lose perception of reality, giving into the caster's illusions. This causes the target to be disorientated and see things that aren't there. However, these illusions are harmless as long as you don't get deceived by them.

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Weaknesses: Water, Wind, Lightning, and Rock Magic
Strengths: Grass, Ice, Light, and Shadow Magic

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Weaknesses: Grass, Lightning, Shadow, and Ice Magic
Strengths: Fire, Light, and Rock Magic

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Weaknesses: Fire, Ice, Rock, Shadow, and Lightning Magic
Strengths: Water, and Light Magic

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Weaknesses: Wind, and Ice Magic
Strengths: Fire, Wind, Lightning, and Rock Magic

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Weaknesses: Rock and Wind
Strengths: Water, Grass, Ice, and Fire Magic

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Weaknesses: Water and Wind Magic
Strengths: Fire, Grass, Shadow, and Lightning Magic

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Weaknesses: Fire, Lightning, and Light Magic
Strengths: Water, Grass Wind, Lightning

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Weaknesses: Shadow, Fire, Water, and Grass Magic
Strengths: Shadow, Lightning, and Rock Magic

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Weaknesses: Light, Fire, and Rock Magic
Strengths: Light, Grass, and Water Magic

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The Illusion Ability is the Ability of Shadow, Abyss, and Void Magic that allows the user to create illusions powerful enough to mess with the target's mind or create universal illusions. The powers of this ability increase the higher the tier of Magic.
Illusion - Basic usage of the ability. Usually used to temporarily alter the caster's size.
Mind Crush - Can do insane damage if given enough time to cast. It doesn't take a lot of MP, but if interrupted, the spell will backfire and deal 1/4 damage of what the spell would've done. Damage dealt with this spell is based upon the caster's MP strength.
Seeing Double - The caster will create clones of themselves. These clones act similarly, if not almost identical to the caster. These clones deal significantly less damage than the caster and each clone cast will deduct a small amount of damage than the caster, costing the user their ability to deal more damage.

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The Infrared Ability is the Ability of Light Magic that enables the user to produce varying light waves, spanning from infrared light to gamma rays. The stronger the type of  light wave, the more MP the spell costs.
Accelerator - This is used to swap the intensity of the caster's base Light Magic, not the ability. By default, the caster will be using visible light
Infrared Light - All spells cast within this category will be the slowest as well as be the weakest. In turn, less MP is used. Physical spells that accelerate the user to speeds not normally possible will be slowed greatly.
UV Light - All spells cast within this category will be stronger than the average Light Magic. In turn, more MP is used. Due to the fact that faster light waves are being used, it enables the caster to use spells of a higher tier or even spells that would otherwise require a large amount of training. These untrained spells will typically drain most of the caster's MP, regardless of maximum MP.
Gamma Light - The strongest, yet the most dangerous type of Light Magic. It is impossible to use without at least achieving Tier 3 of Light Magic. When used, the caster will cast spells that are so fast that they cannot be seen. Unfortunately, the caster will always receive negative effects after casting one or two of these spells, like fatigue.

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Astral Magic is the rare ability to produce small stars made of Mythic. Only Humans can use this Magic. These stars burn out quickly, as they are not using the materials required to last. Astral Magic can be a rare innate Magic Type, but most will have to train for it, usually for at least 9 years.
Reaching mastery takes at least 15. On top of this, the Leviathan rank is required to learn this. It is not possible with any other rank due to how learning Astral Magic will take longer than their lifespan.
Anybody who has achieved mastery of Astral Magic is permitted to run for [WIP] of the Council of Enchantment.
Despite this Magic's strength, it costs a lot of MP to use so the people who can use this Magic typically don't use it often to conserve their MP.

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Due to the power of the stars that this Magic can produce, Astral Magic can inflict two different status effects, though whichever one that's inflicted is left up to chance. The first one causes the target to get caught up in a solar wind created by the small stars and is inflicted with the Solar Flare effect. This status effect causes the target to be severely burned, dealing higher amounts of damage than regular burning.
The second one causes the target to be weakened by the pressure of the star, lowering all attack power and speed. Defense is raised due to the position the target takes.

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Astral Magic has no weakness against normal Magic types like Light Magic and such.
Weaknesses: Ethereal Magic
Strengths: Cosmic and Rune Magic

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The Plasmid Ability is the Ability of Grass Magic that enables the user to mutate the "DNA" (Mythic) within their plants, allowing them to create plants that they can't normally make without utilizing the ability.
Replication - The "cells" within the plant begin replicating frequently, causing the plant to grow in size at the cost of more MP. This can only be used on Grass Magic plants that were cast before using this ability.
[WIP] - The "DNA" within the plant is temporarily mutated to siphon energy from the target, which costs MP, but rewards successful hits with heals for the caster.
[WIP] - The "DNA" within the plant is altered to change what type of plant it is, making the plant change from its original form to a completely different plant. This allows the caster to make plants normally impossible to create with just Grass Magic. However, the further the plant strays from its original "genes", the more MP that is used up.

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Cosmic Magic is the rare ability to produce spatial masses like comets, meteorites, and even storms you could find in space. Only Aerius can use this Magic. These masses are smaller than one would expect. They're normally around the size of a desk. Like Astral Magic, Cosmic Magic can be a rare innate Magic type, but most have to train for it, usually for at least 9 years.
Reaching mastery takes at least 15. On top of this, the Leviathan rank is required to learn this. It is not possible with any other rank due to how learning Cosmic Magic will take longer than their lifespan.
Anybody who has achieved mastery of Cosmic Magic is permitted to run for [WIP] of the Council of Enchantment.
Despite this Magic's strength, it costs a lot of MP to use so the people can use this Magic typically don't use it often to conserve their MP.

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Cosmic Magic has no weakness against normal Magic Types like Water Magic and such.
Weaknesses: Astral Magic
Strengths: Ethereal and Rune Magic

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Ethereal Magic is one of the strongest Magic Types out there. Only elves can use this Magic. It can utilize special Magic flowers that have two states: Bloomed and Withered. The Bloomed flowers typically have less attack power but more supportive power. On the contrary, Withered flowers have more attack power but less supportive power.
Due to how dangerous this Magic type can be to the user and anybody who is close by, it takes about 12 and a half years to learn. Achieving mastery requires at least 18.
Having the Leviathan rank is a requirement to learn Ethereal Magic. Otherwise, it takes the person in question too long to learn, even if the person is just a Dragon rank.
Mastery of this Magic enables the user to run for [WIP] of the Council of Enchantment.
Despite this Magic's strength, it costs a large amount of MP to use, so users of this Magic typically don't use it often. Ethereal Magic has a move that can turn one person within range (chosen by the caster) to ash. Only one use of this move has been recorded. This is due to the fact that using this move always causes the caster to fall terminally ill and unable to use Magic for a long time, sometimes for the rest of their life if they're near death.

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Rune Magic is the rare ability to be able to place runes on certain objects like bows, axes, etc. It is impossible to enhance living things with Rune Magic. Only Wyverns can use this Magic. The runes have varying effects based on what is enchanted, how it is enchanted, the strength of the enchantment, and how much concentration of Magic there is on the object in question. If the concentration is too high, the rune will be shattered, unable to enchant the object.
Runes are more useful on ancient artifacts or weapons. These tools will increase the power of the rune, regardless of being helpful or harmful. The more modern an object is, the less effective the rune is
Learning Rune Magic doesn't seem hard, but all of the runes must be memorized, so truly learning the Magic would take about 10 years. Achieving Mastery would take 17. Along with this, having the Leviathan rank is required to learn Rune Magic. Even at the Dragon rank, it takes too long to do, so the person would be gone from old age.
Having Mastery of this Magic enables the user to run for [WIP] of the Council of Enchantment.
Despite Rune Magic's strength, it costs a large amount of MP to maintain the runes, so users of this Magic usually don't use it often.

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Abyss Magic is the second tier of Shadow Magic. It is able to absorb light surrounding it, not just what it touches. A human with the Magic and Rank combination Abyss Dragon is even rarer than people with the Shadow Dragon Magic/Rank combination, but since most people would already have to have known Shadow Magic prior, it's not acknowledged by people.

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Void Magic is the third and final tier of Shadow Magic. It is able to absorb light from a massive field around it, which can make a large area very dark, near pitch black. At this point, the Illusion Ability would usually be near perfected. This means the user can create the largest amount of Illusion Clones, more than somebody with Shadow Magic.

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When hit by specific Abyss Magic spells, you will be subject to a stronger, more dangerous Illusioned effect, which will create illusions strong enough to deal damage to you. These illusions will inflict the normal Illusioned effect if you get hit by too many.

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When hit by specific Void Magic spells, you are afflicted with a status effect that causes you to see harmful illusions and harmless illusions. It is nearly impossible to tell the difference between the two if the user's Illusion ability is strong enough. However, it is really rare for the target to get this status effect due to how powerful it is.

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The Warriors of _______, otherwise known as the origin of Aurical Spheres, used Aurical Spheres to help in the war against Vilius, trying to stop him from wreaking havoc across Unionis.
These weren't nearly as developed as they are today, but they still protected against lethal falls and slightly empowered the user. These soldiers are often overlooked by kids learning about the history of Unionis but they were a vital part in the fight.

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Fluorescent Magic is the second tier of Light Magic. It can glow brighter than Light Magic can, while also maintaining a small electrical charge. This allows a slight advantage over Lightning users, as Fluorescent Magic can absorb weak Lightning spells. It also allows Fluorescent Magic to stun whoever is hit by it for a brief amount of time, giving the user a more lenient timeframe to set up a combo. While Abyss Magic usually can absorb most light it touches, it cannot absorb Fluorescent Magic, yet can cancel it out the way Light cancels Shadow and vice versa.

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Starlight Magic is the final tier of Light Magic. The glow that Starlight Magic gives off is highly similar to that of Astral Magic stars, but it's not the same. While the ability to maintain an electrical charge is gone, spells now have an extremely high temperature. These temperatures don't exceed Firestorm Magic, but they give extra power to these spells. Starlight Magic is used extremely well with the Gamma spells of the Infrared Ability, though few people have used Light Magic with the Gamma spells.

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The varying amounts of spatial bodies can create different status effects depending on which one is used. Getting hit by a comet severely slows the target, messes with their vision, and even makes them sick due to the space dust that hit them. Getting hit by meteorites sometimes causes it to call in more, as well as inflicting a burning status effect. The summoned meteorites can't inflict this status effect twice. Getting hit by a planetary mass causes the target to suddenly be dragged around as if gravity had turned inward on itself. They'll be thrashed about until the status effect is over, in which the target usually be disoriented from this.

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Ethereal has four status effects depending on which type of flower is being used. If a Bloomed flower is being used on an ally, it will cause the ally to be slowly healed by the petals. if one is used on an enemy, there is a chance that the flower will attack the enemy with its petals slowly.
If a Withered Flower were used on an ally, it will surround their Magic or weapon, granting higher attacking power, but this runs out quickly due to the lack of optimization in supportive effects. If a Withered Flower were used on an enemy, there is a chance that its petals will split apart before turning razor-sharp and barrage the enemy. Shortly after the barrage, the petals explode into pollen, stunning the foe.

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The number of status effects that can come from Rune Magic is seemingly infinite. The most basic and most used one is when the enemy is constrained and loses all attacking power for a brief moment of time before suddenly receiving a spike in strength for about ten seconds.

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First Tier -  Alchemy.
The first and beginner's tier in Alchemy.
Second Tier - Clairvoyant.
The second tier of Alchemy.  This is usually the stopping point at which alchemists feel satisfied with their alchemy powers. Their wandering soul usage varies but it's less than the basic Alchemy tier
Final Tier - Thaumaturgy.
The final tier of Alchemy. The user has successfully mastered Alchemy completely which is very hard to do. A person with the Thaumaturgy tier is very strong and shouldn't be underestimated. Only a few people have this tier. They rarely need to use wandering souls.

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- Autumn Nakao (HEC)

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Tempest Magic is the fourth and final tier of Wind Magic. By now, massive Magic tornadoes can be created upon casting a spell. These tornadoes can suck up and reflect most spells that come at it, the only ones exempt from this are the Magic's disadvantages.
If used correctly, Tempest Magic can use the opposing Magic to its advantage, being able to trap the spell inside of the vortex, which changes the attacking Magic Type of the tornado. An example would be trapping an Ice spell, creating a tornado that can freeze enemies and deal Ice Magic damage.

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When a Magic Type is strong against another Magic Type, it will usually overpower the other Magic type in a spell clash. In special cases like Shadow and Light Magic, the two negate one another. In Wind Magic's case, it is weak against itself, meaning it will negate each other.

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- Dean Calvin (Microwave)

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Fulmination Magic is the second and final tier of Lightning Magic. It's hotter than Firestorm Magic, making it much more dangerous. Any lightning coming from this Magic burns hotter than any stars created by Astral Magic. The lightning is also more intense and unpredictable, so the users typically have to adjust to be able to use this to the maximum efficiency.

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Zephyr Magic is the second tier of Wind Magic. The wind produced from this Magic is slightly more aggressive than normal Wind Magic. Zephyr Magic can reflect weak projectiles, so a lot of offensive spells can do more damage if they reflect another spell. Reflected projectiles do less damage, due to already hitting the Zephyr spell.

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Gale Magic is the third tier of Wind Magic. The wind from this magic takes the shape of dust devils, which can still be used to reflect other projectiles. Custom Spells are easier to make with Gale Magic.

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Overgrowth Magic is the second tier of Grass Magic. When using Overgrowth Magic, the user has the ability to use larger plants, though these plants stick around for a lot longer after they're cast, allowing the user to switch from attacking with one plant to another, as long as the plant is still around. These plants are also much more resilient to damage, allowing the caster to create barriers made of flowers and roots.

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Floral Magic is the third and final tier of Grass Magic. Floral Magic is the most closely related to Ethereal Magic, despite them being for different races. Flowers from plants will detach and attempt to slash the enemy. These deal noticeably less damage than Ethereal Magic, but like Overgrowth Magic, the flowers can be used as barriers to block enemy spells.

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Blaze Magic is the second tier of Fire Magic. The usage of Blaze Magic is similar to Fire Magic except it has more AOE attacks than its Tier One counterpart. It is also more susceptible to setting things on fire, due to the fire being hotter.

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Inferno Magic is the third tier of Fire Magic. At this point, the flames are more uncontrollable and have a wider AOE. Inferno Magic is very dangerous when used wrong, as the Burned status effect it gives off is much stronger than its Blaze and Fire counterparts. Spells cast by Inferno Magic are slower than Blaze and Fire Magic due to being so dangerous.

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Firestorm Magic is the fourth and final tier of Fire Magic. Firestorm Magic is the wildest and most unpredictable of all of Fire Magic's tiers. It gained its name from how similarly it can act to Fulmination Magic, the second and final tier of Lightning Magic. It's also super aggressive. Also, at this point, Firestorm Magic can create flaming tornadoes that incinerate most Magic that comes into contact with them. If they were to be extinguished, the flaming tornado would be reduced to a normal tornado and subsequently, the user will lose control of the tornado. Firestorm Magic is good for being used Offensively and defensively.

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Tide Magic is the second tier of Water Magic. The water produced from attacks of this Magic push the enemy farther than its Tier 1 counterpart, making this easy to use as a spacing Magic. The high knockback can also be used on the user, being able to send themselves flying if they use it properly. Any AOE spell will usually deal less damage to compensate for the knockback.

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Summoning is a form of magic created not long after alchemy was made, and was made to be a sort of mimic, still very hard to master, but is less dangerous to use.

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Excsol Magic is the rare ability to be able to place enhancements on living things. Only Excelsi can use this Magic. These enhancements can empower certain traits of the living thing, like making it physically stronger. It can also temporarily give other living things the ability to use other Magic.
An Excelsi who knows Excsol Magic can't alter their own Magic Type, as they would need to destroy and recreate their Magical genes, which would fail and result in the Excelsi being unable to use Magic.
When Excsol Magic is used on an Excelsi (when not in attempts to change Magic temporarily [impossible]), the Excelsi can alter their PHYSICAL genes to suit their needs. For example, an Excelsi could give themselves the scales of a Wyvern, allowing them to force Magic underneath the scales and release it in burst of Magic.
Due to how arduous it is to learn Excsol Magic, it can take up to 11 years to learn. Mastering it would take 17 and a half years.
Having the Leviathan rank is required to learn Excsol Magic, because the person will be too old, even as a Dragon rank.
Mastery of this Magic enables the user to run for [WIP] of the Council of Enchantment.
Despite this Magic's strength, it costs a large amount of MP to use. This Magic could be considered as a significantly stronger version of an Aurical Sphere.

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Similarly to Rune Magic, Excsol Magic could technically have infinite status effects, many of these being positive. However, a great many can also be used to cripple your foes.

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- Aubery Wahba (HAT)

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Hero Magic is the extremely rare ability to summon Prisms to refract or reflect spells. It is completely impossible to learn this Magic, you must be born with it to be able to learn it. When a spell is refracted, it is replicated across all sides except for the one it passes through (you must shoot INTO the Prism to refract Magic). These refracted spells cannot inflict status effects and grow in size the further they get from the Prism.
Prisms can be placed within a certain radius to the caster, which helps its ability of reflection (shoot AT the Prism to reflect Magic). Prisms can reflect most, if not all projectiles. This provides complicated setups for the caster to use.
Hero Magic is the Magic type that was used to defeat Vilius thousands of years ago. Almost everybody in the continent Unionis has the gene for Hero Magic, but only 5 people have it activated every once in a while, each person being one of the 5 different races.

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The archetypes of 'Hero' Magic are the special perks every race gets from the magic.

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While using Hero Magic, humans gain Magic enhancement, allowing them to use unknown Magics (ones they don't know) and enhancing their birth and learned Magics.

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Elves gain physical enhancements like increased agility while they use Hero Magic. Their senses are also increased; letting them have more advantages in battle.

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Aerius gain the power of flight while they use Hero Magic. They can also use the perks of their subspecies. For example, gaining the ability to deflect spells.

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A Wyvern's physical strength is enhanced greatly. They also gain stronger scales, allowing them to protect themselves better.

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Magic Generated Exoskeleton armour is created, looks aesthetically pleasing and is effective in defensive purposes. Each species of Excelsi gets benefits of different kinds.

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Top = Rarest

Leviathan

Dragon

Archida

Sprite

Diviner

Warlock

Hound

Sylph

Mage

Slime

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All humanoid Magic has varying amounts of Magic Tiers, which change the strengths of a Magic and increase its power. When a Magic moves up a tier, all spells from the previous one are still usable, and they don't increase in cost, which makes it fair.

Astral, Cosmic, Ethereal, Rune, and Excsol Magic all have one tier due to their large amount of strength.

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Icicle Magic is the ability to create sharp icicles with ease. These icicles can be used in tandem with ice chunks from Ice Magic. Special shapes can be used for the icicles, allowing the caster to make 'daggers' that can be used to deal melee and Magic damage. It is nearly completely guaranteed to freeze an enemy solid with Icicle Magic, but Blaze Magic users are immune to this effect, and they have the same chance of being frozen as if they got hit by Ice Magic.

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Boulder Magic is the ability to create boulders and move the earth itself. It is possible to rip up large portions of the ground and move them around. Moving this parts of the ground take up a lot of MP, but they can deal a lot of damage and take a ton of damage. The boulders from Boulder Magic also take a large amount of hits before it breaks.

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Monolith Magic is used to create rock spires. These spires can be brittle or extremely durable, but it all depends on the surface it comes from. This means you can create spires out of Electrium if you're in a spire biome (heheh funni). The only exception is if you create spires that protrude from your body. These spires are made of the common stone and vanish immediately after extending to their maximum distance.

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A new status effect can be inflicted when you get hit by Glacier Magic. Getting hit causes the target to start taking heavy Ice Magic damage for a short time. This status effect is dubbed "Frostbite." It is not possible to be frostbitten and frozen at the same time. The chance of being frozen is reduced to the same chance as normal Ice Magic because of frostbite.

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Mountain Magic is the ability to essentially reshape the earth itself temporarily. The abilities of Boulder and Monolith Magic are still available. You can temporarily change the shape of the earth to your advantage, like moving the dirt beneath you to make a wall to shield you from an attack. Be wary that using this will lower the durability of the ground, so it could be more likely for one to have their foot sink in the ground; losing their balance. This Magic Type has been on the frontlines in wars due to its versatile offensive and defensive capabilities.

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The Fossil Ability is the Ability of Rock Magic and it allows the user to create and control fossils. The larger the fossil, the more MP it will cost to control. If the fossil was not created by this ability, it will automatically return to its original state and position.
Fossilization - The caster creates fossils of existing creatures. The MP cost of these fossils vary depending on the size and complexity. This means the skull of a dragon will cost less MP than a full dragon skeleton.
Necromancy - The user takes control of a pre-existing fossil that was not created by the Fossil Ability. These fossils have a massive power increase at the cost of slightly more MP, but due to the fact that naturally occuring fossils can be sometimes hard to find, it balances the advantages.
Excavation - This is a passive perk that the Ability has. The user is able to sense natural (Not formed from MP) fossils in a small vicinity around them. This is commonly used for dig sites to find the general area of a fossil.

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The Hydrostatic Ability is the Ability of Water Magic. In spite of its name, it doesn't have anything to do with electricity. It enables the caster to increase or decrease pressure of fluids as long as it contains a little water. This means if an object is a solid (table), it cannot be affected by this ability.
Pressurize - The caster increases the amount of water within one of their spells, increasing the pressure and causing it to deal more damage.
[WIP]  - The caster creates a pressurized wall of water from the molecules of water in the air, creating a near-indestructible barrier. Takes insane MP to maintain.
Manipulation - The user manipulates enemy spells that contain water and can send them back at them. This works well in tandem with the offensive nature of Water Magic.

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Torrent Magic is the third and final tier of Water Magic. The caster now has the ability to unleash an onslaught of water, like a monsoon. The attacks of Torrent Magic can be dangerously powerful, and they're extremely fast as well. Nearly every spell is now a multi-hit because the spells can hit a target multiple times before disappearing, but their first hit is the strongest. This Magic type has been used in tandem with Mountain Magic in wars to create nearly impassable barriers, as the Mountain Magic protects the Torrent Magic.