Aura Tiers
Novice, Adept, Advanced, Intermediate, Elite, Master, Grandmaster, Legendary,
Mythical
Explanation
Aura is a power everyone posses. It can be trained and honed to increase its power. Aura can be used to strengthen one's body and at a higher level be manifested outside of one's body to create aura weapons and other constructs.
Aura is the fundamental life force or "inner energy" every living being naturally produces. It flows through conduits in the body, and its control separates warriors from ordinary people.
Core Components of Aura:
Aura Capacity: How much aura a person can store and produce at any given time. Naturally increases with age and training.
Aura Control: One's ability to direct and manipulate aura with precision. Essential for advanced techniques.
Aura Pulse Strength: Refers to the raw power behind a user's aura bursts or continuous streams.
Conduits: Natural energy pathways in the body. With training, users can reinforce or expand these conduits to increase flow rate and reduce resistance.
Some characters, like Ray, possess hidden or incomplete lineages, which grant unregistered traits or powers that don't activate until a certain condition is met (e.g., age, soul sync %, or emotional awakening).
Lineage Features:
Soul Sync %: The degree of connection between a person's soul and their dormant bloodline. At 100%, full manifestation occurs.
Trait Slots: Special abilities or instincts passed through the blood. Initially locked, they unlock through quests, experiences, or system intervention.
Manifestation Events: Traumatic, emotional, or spiritual events can cause dormant traits to awaken, often leading to Trait Mutation or even a blessing forming from a trait.
Ray currently has No Magic Affinity, meaning he cannot use elemental magic (as taught in schools or in cities with mages). However, this system exists in the world.
How It Works:
Every person is born with one or more elemental affinities: fire, water, wind, earth, light, shadow, etc.
Magic is invoked through mental formulas, spoken runes, or rituals.
Affinity determines mana type and spell casting efficiency.
Magic requires mana, not aura, though the two can overlap with training.
Magic Users:
Scholars / Casters: Often educated in cities, rely on tomes and training.
Battle Mages: Mix magic with physical combat.
Healers: Use water/light affinity for regeneration magic.
Ray cannot use magic unless something changes his affinity—via trait mutation, divine blessing, or a pact with a magic entity.