This guide serves as a comprehensive compendium of knowledge for ISEKAI NO DEVIANT: A Tale of Light and Darkness, covering all aspects of the world's power system, metaphysics, and lore. The information contained herein will be progressively revealed and updated as the story unfolds, providing a growing reference to the mysteries, forces, and history that shape the world of the novel.
-General information:
*Mana and Magic
Mana is a form of spiritual energy that serves as the foundation of all magic. When properly harnessed and channelled in accordance with the required principles, it can be shaped into magical phenomena and used to cast spells. The quantity of mana an individual possesses is largely determined by bloodline and hereditary factors. In rare cases, however, exceptional individuals may be born with unusually high or low mana reserves independent of their lineage, much like innate talent.
*Spells
There are two primary categories of spells: Afforae and Expellis.
*Afforae
Afforae are general-purpose spells accessible to any mage, regardless of origin. They can be applied in a wide range of contexts, including combat, daily life, construction, healing, and creation. With sufficient skill and understanding, mages may also develop new spells that fall within this category. Their range, potency, and precision depend heavily on the caster's mastery.
Below is a catalog of Afforae that have appeared so far in the story, along with their known users.
-Elementaris: A subdivision of Afforae encompassing the four classical elements: Aries (Fire), Virgo (Earth), Gemini (Wind), and Pisces (Water). Every mage possesses an innate affinity toward one element, which strengthens Afforae aligned with it while diminishing efficiency in others.
Casters: All mages.
-Breath of Aurai: A wind-based construct used for aerial travel.
Caster: Benedict Fanthome.
-Transitus Universalis: A high-tier spatial spell that opens a dimensional portal to other worlds or realities. Under normal conditions, its activation requires the combined effort of at least ten mages. In exceptional cases, a sufficiently powerful mage may cast it alone, though at the cost of their life.
Caster: Benedict Fanthome.
Azaroff: Also known as the Flames of Awakening and Revelation, this spell can heal injuries and unlock latent potential within an individual. Although classified as an Afforae, it is regarded as divine knowledge, known only to gods.
Caster: Eros, the Goddess of Love.
-Cloak: A vaporous armor-like construct that enhances both physical resilience and combat capability.
Caster: Leir Nevron.
-Orion: A large-scale telekinetic spell capable of levitating objects of any size within its range.
Casters: Leir Nevron, Godric Heimfinger and Aiden Maelgnir.
-Simplet: A lesser form of the telekinetic spell Orion. It allows the caster to manipulate and lift small objects with limited force and range. Unlike Orion, Simplet is restricted in scale and cannot be used for large or high-mass targets.
Casters: Aiden Maelgnir, Godric Heimfinger and Victoria Ave Strassfey.
-Translocation: A variation of the divine displacement art attributed to the god Hermes. It allows instantaneous movement across any distance through sheer intent. Mortals who use this spell must pay a price, typically a blood sacrifice and the loss of a body part.
Caster: Leir Nevron.
-Sharpener: A concentrated flow of refined mana that enhances a blade beyond its natural limits, increasing its sharpness and lethality.
Caster: Lestrude.
-Eil: A perceptive spell that reveals all things hidden or invisible to the naked eye.
Caster: Patriarch Isidro Golshifteh.
-Armish: A sigil-based curse inscribed onto a subject, binding them as an eternal servant. Any attempt to defy the caster triggers severe consequences.
Caster: Patriarch Isidro Golshifteh.
-Estorath: The art of restoring broken matter and phenomena. Its effect resembles a partial reversal of time. Successful casting requires precise understanding of the target's original state.
Casters: Titigweti Aristovelli, Victoria Ave Strassfey and Eltrish Campbell.
-Globulus: A defensive barrier spell capable of varying in size and shape depending on the caster's intent.
Casters: Titigweti Aristovelli, Patriarch Isidro Golshifteh and Eltrish Campbell.
-Amalgor: A summoning spell used to manifest golems.
Caster: Eltrish Campbell.
-Reich: A widely used offensive Afforae that unleashes a violent shockwave in a chosen direction upon activation.
Casters: Titigweti Aristovelli and Victoria Ave Strassfey.
-Magnolo: One of the four supreme Afforae. It enables the fusion of elemental forces, even those naturally opposed to one another.
Caster: Titigweti Aristovelli.
-Ophisis: Ophisis is a transformation spell that allows the caster to replicate the appearance and biological structure of any living thing.
Its accuracy and completeness depend entirely on the caster's depth of understanding of the chosen model, as well as their available mana reserves and level of skill. The more precise the caster's knowledge, the closer the transformation approaches perfection; insufficient understanding results in distortions or incomplete replication.
Casters: Ur, Ter and Marr.
-Liflame: A small, sustained flame used primarily as a source of light in darkness.
Caster: Aiden Maelgnir.
-Reviose Immatori: A perimeter-based detection spell that dissolves after activation. If any entity crosses its boundary, the caster is immediately alerted.
Caster: Godric Heimfinger.
-Reviose: A simple awakening spell that instantly rouses a sleeping individual.
Caster: King Myorr.
-Emior: A spell that projects thoughts and memories.
Caster: Godric Heimfinger and Titigweti Aristovelli.
-Filomend: The art of binding and shaping objects together into a desired form.
Caster: King Myorr.
*Expellis
Expellis are advanced, individualized spell systems that manifest when a mage reaches a significant level of mastery over their own essence. This awakening represents a rare evolution in magical capability, occurring in approximately one in a hundred individuals. Each Expellis is unique to its wielder and cannot be replicated or cast by others.
At present, no character has officially revealed their Expellis. However, certain individuals have exhibited abilities suggestive of this class. Their entries will be updated once confirmed.
*Ranking of Mages
Mages are classified through an evaluation conducted using a specialized magical crystal known as The Yool. Each rank is represented by a distinct color manifested by the crystal.
The Yool assesses multiple parameters, including raw magical power, mana reserves, physical aptitude, skill, and accumulated knowledge, in order to determine an accurate classification.
The following ranking system has not yet been formally introduced within the narrative but is recorded here for reference, as it plays a significant role in the structure of the magical world.
-Initiate (Grey): A beginner who has just awakened their magical abilities.
-Adept (Green): A capable mage with stable control over their magic. They can reliably cast basic and moderately advanced Afforae.
-High Mage (Blue): An elite practitioner with advanced mastery of magic. High Mages can perform large-scale and high-output Afforae, and are distinguished by their extensive experience and versatility.
-Arch Mage (Purple): One of the highest traditional mage titles. Arch Mages are recognized for having awakened an Expellis. At this level, Afforae hold no remaining secrets. This rank represents the minimum threshold required to wield a divine relic.
-Transcendent (Silver): Mages who have surpassed conventional magical limitations. Their existence is considered near-mythical. At this stage, spellcasting no longer requires gestures, incantations, or external focus.
-Ascendant (Gold): Beings who have transcended mortality and reached a near-divine state. This rank marks the entry point into "Arcana", the true realm of magic, also known as the realm of all possibilities.
-Radiant (Ethereal white): A state beyond magehood itself. Individuals at this level are no longer considered mortal mages but sovereign, god-like entities.
-Unknown (Black): A classification assigned to individuals who cannot be evaluated by The Yool for reasons yet unknown. Opinions differ regarding their nature—some regard them as useless anomalies, while others consider them omens of instability or unpredictability.
Nb: Very few mages ever reach the rank of Ascendant or beyond.
*Divine Relics
Divine Relics are weapons and artifacts that once belonged to the gods who perished during the Doom of the Gods. Each relic contains a fragment of the essence of its former divine owner.
Mages capable of subduing a relic gain a powerful companion that significantly enhances their abilities, setting them apart from ordinary practitioners.
Once a relic has been subdued, it seals itself within the user's body, manifesting as ancient markings upon a specific part of their form. The wielder may then summon and wield the relic at will.
*Wands
There are two categories of wands: True Wands and Artificial Wands.
-True Wands are relics said to have been forged by the most advanced civilization the cosmos has ever known. Unlike ordinary tools, they are believed to possess a form of consciousness or will, behaving in ways akin to living entities.
Their power is described as transcending conventional magical limits and even the fundamental logic of spellcasting. At present, only two True Wands are known to exist: Drendorah and Titroff.
-Artificial Wands are crafted by a singular figure known as the Wandmaker. These wands are widely usable, allowing individuals of any rank to channel magic through them.
Among these creations, a select few stand apart: the Wandmaker's Twelve Masterpieces. These are considered works of unparalleled craftsmanship, recognized even by the Magic Council and the great noble houses as artifacts of extraordinary value and power.
That's all for the moment. Don't forget to visit The Magic Guide as more chapters are released.
