Types of Power

Humans and divinity races express strength through Magic (spell schools) and Aura (martial energy). Rank math: Stat & Rank.


Overview

Power typeResourceTypical Human class
MagicMana (pure Human) or Divinity (promoted)Mage, Priest
AuraQi (called Aura in common speech)Warrior, Thief

Magic and Aura are separate — they can be layered at high mastery (Combining Aura with Magic or Divinity).


Magic

Pure Human (Divinity = 0)

After divinity promotion (Divinity ≥ 1)

Affinity

Channeling

Most Mages and Priests channel Mana for a few seconds before each cast. Sorcerer / Spellweaver paths reduce delay on eligible ranks.

Class paths: Mage · Priest.

School track

Taught in schoolsClassesPower type
Aura (Qi)Warrior, ThiefBody cloak, footwork, weapon aura, projection
MagicMage, PriestMana schools (pure Human); divinity magic after promotion

Cross-training outside school is possible but not the default.


Aura (Qi)

Qi is environmental and bodily energy; common speech calls it Aura.

Who trains Aura

GroupPractice
HumansPrimary practitioners — especially Warrior and Thief (school curriculum). Promoted Humans (Human Angel, etc.) keep Aura after gaining Divinity.
Non-HumansCan train Aura — compatible with Divinity — but almost never do (see Why non-Humans skip Aura).

Martial sect leaders may cross-train outside default Warrior curriculum (e.g. Water mana + low Aura on a Warrior base).

Aura techniques

Techniques require higher ranks on the Aura mastery ladder — e.g. reliable body cloak needs Competent+ internal circulation in practice.

  1. Body cloak — coat the body with Aura for defense or offense (most typical use).
  2. Footwork — channel Aura through the feet for speed and mobility (distinct from body cloak).
  3. Weapon shaping — shape Aura into a weapon (e.g. sword aura); requires stronger practitioners.
  4. Projection — release Aura as an energy beam; requires very high understanding.

Aura mastery ranks (full path)

Single ladder for cross-training (Mage/Priest with outside teacher) and Warrior/Thief serious practitioners. School curriculum teaches techniques — rank labels below are mastery earned through practice, not a separate school grade.

PhaseRankCore ability
PerceptionInitialPassive feel — pressure/heat from strong fighters; cannot absorb or use
BeginnerActively sense aura with intent; distinguish strong vs weak nearby
NoviceRead / absorb — detect emotions, fatigue, intent; draw ambient or external aura
InternalizationIntermediateAbsorb ambient aura; begin cycling through body; slight physical enhancement
CompetentFull internal circulation; reinforce limbs; aura faintly visible
AdvancedProject aura short range — enhanced strikes, basic shields; suppress own signature
ProjectionAccomplishedExtend aura to interact with others' fields — disrupt, clash, suppress
ExpertImpose aura on area/group — pressure, long-range aura attacks
MasterDominate others' aura — drain, redirect, suppress, weaponize

Master enables sustained Aura concealment and fight-defining combat layering.

Rank bands vs technique families

One path for everyone who trains Aura — Warrior, Thief, or cross-trained Mage/Priest. Class does not change which ranks unlock which families; class changes what practitioners usually layer Aura into.

Rank bandWhat opens
Initial–NoviceSense, absorb, read — little or no reliable use in a fight
Competent–AdvancedReliable body cloak and footwork; weapon shaping and projection only in short, simple form (reinforced strike, a step too fast, an edge that barely shows)
Accomplished–ExpertPartial kit — can use some of each family with intent: Aura as a weapon, mid-range releases and clashes, disrupt/suppress on others' fields. Still costly to spam; high-end combinations wait for Master
MasterFull kit — all four families at serious expression (sustained concealment, area pressure, near-invisible or overt release per class flavor)

Class-typical use

Practitioners reinforce what they already do — flavor, not a hard rule.

Class / roleTypical Aura layer
ThiefStealth, footwork, precision finish, concealment — quiet and economical
WarriorFrontline body cloak, weapon reach, visible pressure on the line
Mage (if trained)Mana cast stays primary — Aura coats the spell (e.g. fireball hits much harder); still rare in high-stakes combat for most
Priest (if trained)Mana cast stays primary — Aura speeds or deepens Recovery (knit closes faster, hold steadies longer)

Present milestones:

Aura visibility and color

How much Aura shows depends on how densely it is layered — not on “Aura always glows blue.”

UseLayer densityWhat most people seeWhat trained / sensitive observers see
Cover / mask (body cloak, Aura concealment)Sparse — spread thinInvisible — no obvious glowFaint or nothing unless rank is high
Weapon shaping, dense shieldsDense — layered until shape holdsUsually no glow to untrained mortalsBlue Aura form clearly visible to Beginner+ aura-sight
Divinity tint on dense outputOn compressed weapons / heavy coatsUntrained may catch hue flickerBase blue + bloodline hues (e.g. yellow, dark purplish-red)

Blue = default visible color of compressed Aura (martial Qi — not spell Mana). Valaciel's daily concealment stays thin so he does not walk around glowing.

Killing intent (bloodthreat projection)

When Master-tier Aura control slips under extreme grief or rage, a practitioner can leak overwhelming sensory + psychological projection of lethal intent — not a spell or named school technique.

TopicDetail
WhatFeels like being targeted for death — pressure, dread, muscle lock; distinct from steady Aura concealment
Range~1 km radius when it leaks unchecked; Master control can narrow to one target
Who feels itHeuristic by level gap — ~5+ levels below → freeze; weaker → lock-up, gasping; same-level observers can still feel quality beyond their tier
NotAutomatic public Divinity read

Patron early access. Chapter 21 (Keeper tier).

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Combining Aura with Magic or Divinity

Layering Aura over Magic or Divinity amplifies the result (harder hits, faster heals, stronger wraps). The primary action stays the class's main power — Mana spell, Recovery cast, divinity strike — Aura is the reinforcement, not a replacement.

ExampleEffect
Mana magic + AuraAura-coated fireball hits much harder than a plain fireball
Recovery + AuraHeal closes faster or holds deeper when Aura threads through the same cast
Divinity + AuraAn Archangel's spear wrapped in Divinity only is weaker than Divinity and Aura together

Effective layering needs sufficient Aura rankAccomplished+ for meaningful combat coat; Master for fight-defining combination at top tier.

How often it appears in combat

CombinationTypical use
Mana magic + AuraRare in real high-stakes combat; only SS+ Humans use it effectively
Divinity + AuraEven rarer among divinity races (they rarely train Aura); stronger than divinity-only when someone does combine them

Rank and mastery gate effective combined use, not class alone.


Why non-Humans skip Aura

Non-Humans can learn Aura. They usually do not:

This is a cultural and practical choice, not a hard world rule.


Resource coexistence

ResourceCoexists withDoes not coexist with
ManaAuraDivinity
DivinityAuraMana
AuraMana, Divinity
StateManaDivinityAura
Pure HumanYes0Optional
Promoted Human0YesRetained if trained
Pure divinity race0YesRarely trained

Pre-rewind human era

Objective sub-era: mortals had no Mana framework, no public Aura training, no rank/class awareness — see Bloodline — Pre-rewind. Present Awakened school tracks and power rules differ.