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AliNovel > The Undying Magician: A Dystopian High Fantasy Series > Glossary

Glossary

    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.


    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.


    If you find this story on Amazon, be aware that it has been stolen. Please report the infringement.


    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.


    <hr>


    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.


    <hr>


    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.


    <hr>


    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.


    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.


    <hr>


    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.


    <hr>


    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


    <hr>


    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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