Magic

Often referred to as The Art of Magic, The Arcane Arts, The Mystical Arts or simply "Magic".

The Mage Lifestyle
Magic is the most time consuming skill to learn and master in galactic history. Becoming a Magister in one element and a master of conjuration takes over two decades of practice. Becoming an immensely powerful Magister takes years on top of that. Achieving that title of Magnus or Supreme takes decades. Practitioners of magic always find themselves decades older physically than they are emotionally and in life experience.

The Rule of Origin
Magic gets weaker, the farther away it is from its point of origin, meaning that close range spells are stronger, and long range spells are weaker.

Mage Registration Act
By law all mages are required to be registered with United Galaxy's database (including the name and residence of each mage's Identity), or face penalties that changes depending on how powerful the mage in question is. The purpose of this law is to prohibit mages from using their powers for criminality.

The Gift
The first thing that a potential mage must come to possess in order to perform magic. Will be explained later to prevent mimics. The following sections is the order in which mages are taught or learn their craft after attaining the Gift.

Barrier
A person unleashes magical energy from the magical nodes inside of their bodies. This magic spreads to cover their entire bodies. This magic protects them against all forms of magic.

Temper
A move that places some of caster's magical energy into their fist or feet for improved punches and kicks. It allows the caster to use Aura Punch, or Aura Kick.

Enhance
A move that place a  moderate amount of the caster's magical energy into their fist or feet for improved punches and kicks. It allows the caster to use Enhanced Punches and Kicks.

Charge
A move that places a large amount of a caster's magical energy into their fist or feet for improved punches and kicks. It allows the caster to use Charged Punches and Kicks.

Mage Related Honorifics
This section will be expanded upon at a later date to avoid spoilers and mimics.

Mancer
It is suffix mean controller of a element. For example: Pyromancer means fire mage. Pyro is another word for fire.

Novice
A mage who's unlocked the Gift.

Initiate
A mage who has learned BMT, the Basic Magic Techniques.

Apprentice
A mage who's chosen an element to specialize in and has learned the techniques of Zap, Elemental Tempering and Energy Gun.

Disciple
A mage who's chosen an element to specialize in and has learned the techniques of Zap, Elemental Tempering Energy Gun, and Blast.

Master
A mage who's chosen an element to specialize in and has learned the techniques of Zap, Elemental Tempering Energy Gun,  Blast and Barrage.

High Mage
A mage who's chosen an element to specialize in and has learned the techniques of Zap, Elemental Tempering Energy Gun,  Blast, Barrage and Infusions

Archmage
A mage who's chosen an element to specialize in and has learned the techniques of Zap, Elemental Tempering Energy Gun,  Blast, Barrage, Infusion, and Energy Ball. Energy Bomb

Magister
A mage who's chosen an element to specialize in and has learned the techniques of Zap, Elemental Tempering Energy Gun,  Blast, Barrage, Infusion, Energy Ball, and Energy Bomb.

Magnus/Supreme
Title held by the strongest known mage in the galaxy. Supreme is the feminine title, held by the strongest female mage in the galaxy. Magnus is sometimes pronounced as "Magus."

Destruction Magic
Magic that is used to destroy objects or people. Can be casted by two or more magi at the same time.

Concussive Energy
Energy that is concussive, and thus much harder to kill with.

Destructive Energy
Energy that is destructive, and can harm and kill with ease.

Unnatured Energy Release
Otherwise known as Magical Energy

It is pure magical energy that hasn't been natured with a element yet, causing it to be weaker. When projected, It looks and acts like flames and even burns like flames if in it's destructie mode, but is the color of blue.

Elementalism
Otherwise known as the Elemental Arts.

It is the study of projecting elemental energy to damage or destroy.

Fire Release
Otherwise known as Fire Magic, Pyromancy, Pyrokinesis. It is the study of projecting fire energy. Unnatured of Magical Energy Release is required.

Secondary Fire Release:Sacred Fire
The second form of Fire Release, it is gained after much effort and time and effort during meditation. It's much more powerful than Lightning's primary release.

Tertiary Fire Release:Amaterasu Flames
The third form of Fire Release, it is gained after an extreme amount of time and effort during meditation. It's immensely more powerful than either of its predecessor releases.

Lightning Release
Otherwise known as Lightning Magic, or Electrokinesis 

It is the study of projecting lightning energy. Mastery of Unnatured Energy Release is required.

Secondary Lightning Release:Sacred Lightning
The second form of Lightning Release, it is gained after much effort and time and effort during meditation. It's much more powerful than Lightning's primary release.

Tertiary Lightning Release:Dark Lightning
The third form of Lightning Release, it is gained after an extreme amount of time and effort during meditation. It's immensely more powerful than either of its predecessor releases.

Frost Release
Otherwise known as Frost Magic, Cyromancy, Cyrokinesis. It is the study of projecting frost energy. Mastery of Unnatured Energy Release is required.

Secondary Frost Release-Sacred Frost
The second form of Frost Release, it is gained after much  time and effort during meditation. It's much more powerful than Lightning's primary release.

Tertiary Frost Release:Primordial Frost
The third form of Frost Release, it is gained after an extreme amount time and effort during meditation. It's immensely more powerful than either of its predecessor releases.

Zap
The caster can release unnatured or elemental  in tiny short bursts out of their hands or feet to cause pain or discomfort, but little actual damage, since they are usually too low-powered to be destructive.

Enhanced Touch
The caster can release unnatured or elemental  in tiny short bursts out of their hands or feet to cause pain or discomfort, but little actual damage, since they are usually too low-powered to be destructive.

Blazing Touch
The caster can release fire in tiny short bursts out of their hands or feet to cause pain or discomfort, but little actual damage, since they are usually too low-powered to be destructive.

Shocking Touch
The caster can release electricity in tiny short bursts out of their hands or feet to cause pain or discomfort, but little actual damage, since they are usually too low-powered to be destructive. Chilling Touch The caster can release frost in tiny short bursts out of their hands or feet to cause pain or discomfort, but little actual damage, since they are usually too low-powered to be destructive.

Elemental Tempering
The technique of infusing one’s melee attacks with elemental magic by wrapping the user's hand or foot with elemental energy.

Blaze Punch
The caster throws a punch with a fist wrapped in fire energy.

Blaze Kick
The caster throws a kick with his foot wrapped in fire energy.

Blaze Punch
The caster throws a punch with a fist wrapped in fire energy.

Blaze Kick
The caster throws a kick with his foot wrapped in fire energy.

Lightning Punch
The caster throws a punch with a fist wrapped in lightning energy.

Lightning Kick
The caster throws a kick with his foot wrapped in lightning energy.

Frost Punch
The caster throws a punch with a fist wrapped in frost energy.

Frost Kick
The caster throws a kick with his foot wrapped in frost energy.

Energy Gun
The caster shoots a small orb of semi-spherical energy made out of unnatured or elemental energy at a target from their fingertips in a gun like gesture.

Blast
The caster shoots a small orb of semi-spherical energy made out of unnatured or elemental energy at a target.

Blast
The caster shoots a small orb of semi-spherical energy made out of unnatured or elemental energy at a target.

Firebolt
The caster shoots a small orb of semi-spherical energy made out of fire energy at a target.

Lightning Bolt
The caster shoots a small orb of semi-spherical energy made out of lightning energy at a target.

Ice Bolt
The caster shoots a small orb of semi-spherical energy made out of ice energy at a target.

Energy Infusion
The ability to combine slashing attack with unnatured magical energy.

Fire Infusion
The ability to combine slashing attacks with fire energy. The energy heats the blade causing burning/melting damage on objects or people. Can be used to burn people, set them on fire, or cook their insides. Can be used to set objects on fire.

Electric Infusion
The ability to combine slashing attacks with lightning energy. The energy electrifies the blade causing shocking damage.

Secondary Abilities
Jolt Inducement The ability to self-innervate or induce tremors and jolts. Can be used to paralysis someone with electricity. Can be used to electrocute someone to death.

Frost Infusion
The ability to combine slashing attacks with frost energy. The energy cools the blade causing chilling damage on objects or people. Can be used to burn people, set them on fire, or cook their insides. Can be used to set objects on fire

Secondary Abilities
Frostbite  The user can freeze up any part of an entity's body where one can turn the tissues and flesh into solid ice making the victim shatter into pieces due to freeze drying, or cause a swelling making it hard to move for the victim.

Cryokinetic Constructs
The ability to create things out of frost energy such as swords, shields, knives and etc.

Elemental Orb
The caster conjures an orb of elemental energy that they either shove into someone with their hands, or morph it into an Energy Ball and toss it at a target.This technique requires the caster to be a conjur.

Elemental Orb
The caster conjures an orb of elemental energy that they either shove into someone with their hands, or morph it into an Energy Ball and toss it at a target.This technique requires the caster to be a conjur.

Hikiri– Fire Blade
The caster conjures an orb of elemental energy that they either shove into someone with their hands, or morph it into an Energy Ball and toss it at a target.This technique requires the caster to be a conjur.

Raikiri-Lightning Blade
The caster conjures an orb of elemental energy that they either shove into someone with their hands, or morph it into an Energy Ball and toss it at a target. This technique visually appears as if the caster is carrying a lightning bolt. This technique requires the caster to be a conjur.

Suikiri-Lightning Blade
The caster conjures an orb of elemental energy that they either shove into someone with their hands, or morph it into an Energy Ball and toss it at a target. This technique requires the caster to be a conjur.

Energy Ball
Energy Balls are orbs of magical energy that can be controlled and directed to any location that the caster chooses.

Energy Ball-Kitama
A a unnatured ball of energy.

Fireball-Hitama
A fire natured energy ball that resembles a fireball.

Lightning Ball-Raitama
A lightning natured energy ball that resembles a ball of lightning energy.

Frost Ball-Suitama
A frost natured energy ball that resembles a blue fireball.

Energy Bomb
Energy Balls are orbs of magical energy that can be controlled and directed to any location that the caster chooses.

Energy Ball- Kitama
A a unnatured ball of energy.

Fireball-Hibakudan
A fire natured energy ball that resembles a fireball.

Lightning Ball-Raibakudan
A lightning natured energy ball that resembles a ball of lightning energy.

Frost Ball-Suibakudan
A frost natured energy ball that resembles a ball of lightning energy.

Flame Aura
The user wraps themselves in elemental energy that burns nearby objects and people.

Lightning Aura
The user wraps themselves in elemental energy that  shocks and paralyze nearby objects and people.

Frost Aura
The user wraps themselves in elemental energy that freezes nearby objects and people.

Conjuration
Conjuration is the ability for mages to create objects out of magical energy. This magical ability is not true creation, mages must pay a continuous magical upkeep for whatever they conjure relative to the complexity of the item. For example, the magical upkeep for a simple katana is less than the magical upkeep of a ornate katana, and a building cost more than a sword. The unbreakable rule is that smaller  and simpler items are cheaper and bigger and more detailed items are more expensive. Mages who can conjure are referred to as "conjurs." The following conjuration techniques are discussed in order taught classically by tutors since its discovery and are discussed in order of easiest to hardest to accomplish.

Warding, Force-Field Generation, Flyrogenesis
The caster conjures a barrier in the form of a large shield in front of their body to ward off magical damage.

Energy Sphere
Conjures a energy barrier shaped like a sphere around the caster.

Energy Dome
The caster conjures a energy barrier in the shape of a dome around themselves and whoever else they wish to enclose.

Clothing Creation
The ability to create cloth/clothing out of magical energy.

Weapon Creation
The ability to create weapons out of magical energy. Check conjured weapons here for weapons that are often summoned by conjurs.

Armor Creation
The ability to create armor out of magical energy.

Floor Creation
The ability to create a floor out of magical energy.

Wall Creation
The ability to create a wall out of magical energy.

Building Creation
The ability to create buildings out of magical energy using what is referred to as models.(This will be discussed in detail later.