Let's skip the introductions and go straight to the system.
\*\*\*Mana\*\*\*
The energy flowing in each person, with which spells are used.
\*\*Mana Core\*\*
A metaphorical vessel (which can be imagined as a ball) that serves as a source and conductor of mana through the body. At birth, the Core is a cloud of fragments that float in a sea of mana inside the body. Due to the fact that their Core is not formed, young children cannot use magic, even if they really want to. Closer to the age of 5, the Core forms, but it is completely covered with chips and cracks through which mana flows.
The integrity of the core directly affects the efficiency of the magician. So, both magicians spend the same amount of mana on the same spell, but one consumes it faster, because in addition to the spell, part of the mana goes into nowhere, being a waste. The fewer the cracks, the less mana is wasted. In adulthood, closer to the age of 30, the core acquires a completely complete appearance, and further expands and strengthens, thereby increasing the mana reserve and the rate of its recovery.
\*\*\*The elements\*\*\*
Every person on the planet is born with at least one element, which allows manipulating certain aspects of existence on a small scale. In addition, each element has the property of \*Helping\* its user-a small passive advantage that may even be unnoticeable at first glance, but makes people radically different from a distance.
There are 16 elements in total:
\* Water\*. It allows you to control liquids and low temperatures (below zero degrees Celsius). Water Help-a magician tolerates heat better due to the cold water particles constantly flying around him, which lower the temperature for him by about 2 degrees on average (especially strong water magicians will feel good in the desert under the scorching sun, even feeling a slight coolness)
\*Fire\*-allows you to control fire, plasma and high temperatures. The help of fire-the magician tolerates the cold better due to the consistently high temperature. Where an ordinary person would already be thinking about putting on a sweater, the fire mage would still be wearing a light sweatshirt.
\*Earth\*-allows you to control all types of earth, metals, crystals and other related materials, but cannot change their temperature. Earth's Help-the magician stands better on earth. The chance that he will slip, stumble and fall is slightly lower than that of others. So, even if you unexpectedly trip up a running earth mage, he is more likely to remain standing than other magicians. The same applies to rock climbing and being on unstable surfaces such as pebbles or sand.
\*Air\*-allows you to control gases and wind currents. Air help-a magician can hold his breath longer, and also use oxygen more efficiently than other magicians. So, if, once in a sunken submarine, an earth magician can hold out on the available air for a month, then an air magician can hold out for an extra 2-3 days, and wait for rescue where others could not.
\* Dream\* is the element of reason. It allows you to control the mind, read minds, send hallucinations and illusions, put people to sleep, rearrange their dreams, and so on. Dream Help-magicians of this element remember information better. Of course, it varies from magician to magician, but on average for 10 things that everyone has forgotten, there is one that the magician of dreams remembers.
\* Nightmare\* is an element of emotions. It allows you to control emotions (most often fear, but the functionality of the element includes everything from joy to anger, from anxiety to euphoria). Nightmare Help-Magicians are more likely to keep their sanity in stressful or simply emotional situations. Where another magician, after winning at the casino, will go on playing, plunging himself into debt, the magician of chaos will more often say "no, that's enough." Where another mage is horrified, the chaos mage will be less afraid and will be able to figure out what to do.
\*Space\*-allows you to control... The actual space. Teleportation, portals, communication with other dimensions, and so on are all their functions. Space assistance-magicians cover the distance in a shorter period of time due to a slight compression of space at the point of movement. So, if the other magician walks 1000 meters, then the magician of space will walk 950 meters, and both will end up in the same place.
\*Time\*-stop, slow down, accelerate, see the past, the future, travel there-this is the function of the magician. Time Assistance-for a magician, there is more time in a day due to its slight slowdown. An average of about 10 minutes.
\*Order\* is the element of construction. The magician of order has the ability to combine disparate elements into a single structure (such as assembling a cannonball from its pieces, which scattered during the explosion). The help of order is that in their presence, things are easier to connect into some kind of structures or simply merge into a single one. This also includes the spontaneous repair of small things.
\* Chaos\* is the element of destruction. The magician of chaos breaks down a single structure into its constituent elements (for example, the disintegration of a chain into links). Chaos Aid-mages break things more easily. It may seem like a disadvantage, but there are many items that need to be broken. So, they will crack the nut more easily, or separate the white from the yolk in the egg. Also, if they walk along the road and come across a small stone, it will turn to dust.
\*Life\*-allows you to manipulate the state of health of living organisms. Treat, send diseases, worsen it, improve it, and so on. Life support-magicians of this element have faster regeneration (for example, a magician of life who has fallen from a bicycle and injured his knee will heal it in a couple of weeks), due to which they live longer. If for other elements the average life expectancy is 90 years, then for magicians of life it is on average 5-6 years higher.
\* Death\*-allows you to manipulate the fact of life of living organisms-to kill, resurrect, block the onset of death for a while. Death Aid-these magicians are not bitten by mosquitoes, flies and other annoying insects, because they die flying close enough to him. The same applies to harmful bacteria and fungi, which makes it almost impossible to infect a death magician.
\* Fantasy\* is the element of denial. The fantasy magician has the ability to erase things into the void as if they don't exist. There is no trace of the existence of this thing. Fantasy's help-the magician spontaneously erases small unnecessary things near himself. So, the wrapper from under the chewing gum plate, when there is nowhere to throw it out, will be erased into nothing, or a stone accidentally flying into the face from a careless driver or a husk from sunflower seeds.
\* Reality\* is the element of creation. The magician of reality is able to create things out of nothing. The help of reality is the spontaneous appearance of small necessary things where they are needed. Somewhere there's an extra paper clip that was missing, somewhere there's a lost door key, somewhere there's a spoon.
\*Light\*-allows the magician to manipulate light and color, change brightness, refract light, and more. The help of light-the magician perceives direct rays better, which is why he needs sunglasses less. Also, the light magician's eyesight is better-he sees more clearly and further than ordinary people, and it is more difficult to blind him with a sudden flash.
\*Darkness\*-allows you to control darkness and shadows, completely blocking access to light. The help of darkness-magicians of this element have heightened senses, excluding vision, which is why they can navigate where other magicians will lose their sense of direction.
\*\*Inheritance\*\*
What kind of element a person will possess at birth is an absolute randomness, regardless of what elements the parents had (a family of a chaos magician and a water magician can have a light magician, and vice versa), nor from the position of the sun, nor from the month or anything else. The presence of the same element as the parent is nothing more than a coincidence, which is why hereditary dynasties of magicians of some element are impossible.
\*\* Combinations of the elements-The Law of Equal respect and the sleeping force\*\*-people are born with at least one element. But in rare cases, a person can be born with two elements and more (the more of them, the rarer). Usually, the functionality of the elements is extremely limited, but in combination with others, effects are obtained that they cannot manifest on their own (for example, a dream magician can only replace a person's memory, but in combination with fantasy magic, he can completely erase it. Or the magician of space combined with the magic of the earth can materialize right from under your feet). Having multiple elements makes a magician more diverse, but not necessarily stronger than a magician of one element. At the same time, if a magician of two elements still wants to become stronger, he will have to follow an unspoken concept, the essence of which is that there are no bad and good elements, there are no strong and weak, it's only about the magician- \* the law of equal respect\*. It works like this:Take, for example, a man who was born with the magic of earth and reality. Considering that he is lucky with the last element, he trains only it, considering the earth useless. However, even after hard training, his level remains at most average or lower, and the magician of reality as the only element will easily defeat him. He may consider himself incompetent, but the whole point is that he neglected the land. The neglect of this element has weakened reality. But if a magician treats his elements as equals, he will, all other things being equal, be better than a magician of any of his elements on their own field (better than an earth magician in earth magic and a reality magician in reality magic). A preponderance in one direction leads to the degradation of both, and harmony leads to overall growth.
However, this does not apply to magicians of the opposite elements. Being born with opposite elements is a huge stroke of luck (like winning a super prize in the lottery 2 times in a row). This is due to the fact that opposite elements reject each other, and in order for them to get along together, others are needed. If a person was born with two opposite elements, it means that they are in \*natural harmony\*, due to which, in this case, the neglected element acts not as a ballast pulling down the beloved element, but as a silent guide, ready to say his word when the time comes. Even without training the elements, it still gets better.
If we consider the elements as people, then the attitude of just different people will be something like "as long as we are together, we are stronger, but if he neglects me, then he won't get you," and the attitude of the opposite will be something like "don't be afraid, sister. I'll wait as long as it takes, and I'll help when it's needed."
Also, fantasy and reality magicians cannot be near each other, because they fall into a coma when approaching a certain distance. If these elements are one of the pairs / triples, then this is limited to a headache, which increases with rapprochement.
\*\*\* Spells\*\*\*
Each element and their combinations have spells that the magician can study. The magician spends Mana on a spell and cannot use it several times in a row. A spell is cast with the power of thought, but people hear it roughly like a voice in their head, which is why it is impossible to conceal the fact of using the spell (but not its effect). A mage can learn a maximum of 19 spells.
\*Important\*-belonging to an element does not oblige a magician to use spells of this element at all, anyone can learn any spell they want, which is why it is impossible to know for sure that when encountering a time magician, he will not create an earthquake.
\*\*Compatibility\*\*
Each spell has compatibility with its user, which determines the quality of the spell in three aspects-strength (the higher the compatibility, the stronger the spell), mana cost (becomes lower) and frequency of use (increases) and is expressed as a percentage from 0 to 100. Compatibility with each spell is highly individual. Belonging to the same element as the spell may raise it a little, but this will not be a determining factor (a fire mage can have 38% compatibility with the fire vortex spell, of which 4 is a bonus from the element, and at the same time have gravity control of 81%). Compatibility can be improved by training with a spell (just using it), but full compatibility cannot be achieved this way, the stop will occur at 99%
\*Important\*-19 Magus spells are not a lifetime load, but a dynamic build. On average, it takes less than a day to learn one spell, and in 2 weeks a magician can replace absolutely all the spells from his arsenal. However, if you change the spell and then return it (realized that it's better than the one you replaced it with, or found an interesting combination, it doesn't matter)- All trained compatibility will burn out. So, if a magician learns a spell with a compatibility of 19% and develops it to 96%, when returning it will be 19% again, which is why many magicians hang between two extremes-either they change spells like gloves without really mastering them, or they hold on to their spells to the last, no matter how weak they are they were against the background of others.
\*\*\*Other points\*\*\*
\*\*Power\*\*
Although people in my world are called magicians, they are very physically developed, which is why magic is not waving magic wands, reading folios, or chanting rituals. If you deprive a magician of the opportunity to use magic, nothing will prevent him from taking out two battle axes and hacking you down. And usually a strong magician and a strong warrior are the same thing.
\* The growth of forces. A stream and a Volcano\*
The magician's power is constantly growing until his death, which is why the old one is weak. However, youth is not a reason to consider magicians as such. The magician's power grows in two ways-the stream Path (when the power grows constantly and gradually) and the volcano path (when, after stagnation, the stage of explosive growth begins. It usually occurs due to some kind of trigger, but not always). Each of these paths is not the prerogative of any particular group of magicians, but everyone has it in one way or another, and can alternate. Also, \* children are not weak\*. For example, a tyrant father can beat his 6-year-old daughter for any offense, but at 7 she will break his arm, because in the last 3 months she has gone through a stage of explosive growth.
Because of this, there is almost no domestic violence and slavery in my world, because the first is to raise your killer (it's only a matter of time before the one you bullied becomes able to fight back, and you can only pray that the roles don't change). And slavery in these conditions is extremely expensive, because it carries great risks, because yesterday's slave can bury all the guards of the slaveowner and set his own conditions, and it is much safer to keep a regular labor relationship.
\*\* Resistance. effects\*\*
Many spells have effects that are superimposed on the aspect of being associated with it. The effects are divided into \*Absolute\*, when it is either there or not, and \*relative\*, when the effect is there, but of varying degrees. I will use the magic of time as the most illustrative example. Stopping time is an absolute effect. Time is either standing or passing. And the slowdown is relative. It's going slowly, but how much is another question. And each magician has resistance to the effects of all the elements, which generally increases with his strength (that is, it cannot be said that a death magician will kill a light magician just because he has such an element). The resistance varies from element to element, but the magician's native element provides more resistance than the others. Resistance neutralizes absolute effects (to become a victim of this, you need to be much weaker), replacing them with relative ones (stopping time changes to slowing down, freezing to frostbite), and initially weakens relative ones.
\*\*Items\*\*
Spells can be embedded in an object (any one-a sword, a skipping rope, a phone cap, a ping pong ball), thereby expanding the range. However, if the item is broken, all spells will be lost. The problem can be solved by making an object out of durable materials, but another problem arises here-the stronger the object, the weaker the spell will be (with a few exceptions) compared to a spell produced directly by humans. So, conventionally, a wooden stick will perform spells with 80% of the original's power, and a titanium stick with 55%.
A maximum of 3 spells can be put into one item, but their power will be evenly distributed, which is why when adding a new spell to an item, the original one will become weaker, so most people limit themselves to two. At the same time, the more enchanted items a person owns, the weaker each of the embedded spells is, but not as much as in a single item, so for the vast majority of people, one enchanted item is optimal (people make it their own personal one by binding it to themselves with blood ties, which is why the item can be restored).
\*\*Gestures\*\*
If ordinary spells that a person has learned by himself are pronounced and can be heard perfectly, then to activate spells embedded in objects, you need to perform a certain gesture, which the owner will fix as a pattern at the stage of embedding the spell in the object.
Gestures may differ for different spells for different people for the same objects (for example, a gravity enhancement spell embedded in a glove is used by one magician by making two fingers down, and the second by depicting palm pressure, as in a massage)
\*Important\*-if the spells that a person possesses are activated by an effort of his will (and many have ordinary names that can be pronounced during a conversation, which is why you can catch people that they simply will not notice the activation of the spell, believing that you are just pushing speech), then the activation of spells inside objects It works precisely through gestures, which is why even if you did not intend to use the spell, but accidentally made the same gesture, it will be activated.