Skyfire Magus Glossary

The official glossary of Webnovel Skyfire Magus. It will be expanded upon as the story progresses. Glossary currently encompasses things as they are as of CH. 117 (meaning they are spoiler-ish in certain areas).


 

SKYFIRE MAGUS

GLOSSARY OF TERMS

MAGIC REALMS

Foundation Realm

Magus Realm

Grand Realm

Divine Realm

REALM RANKS

Foundation Realm:

Unranked

Novice

Initiate

Adept

Master

Magus Realm

Archmage

Dao Mage

Dao Archmage

Master Archmage

Pius Archmage

Dominus Archmage

Heavenly Magus

Celestial Magus

Grand Realm

Child

Lord

King

Emperor

God

Creator

Divine Realm

N/A


Grand Realm ranks are prefixed by the primary Origin Law (i.e. Empyrean Child, Lunar King, etc.). Most of the prefixes are just latin-translated words (Light = Lumen, Fire = Empyrean, Darkness = Nox etc.).


BEASTS

Basic Evolutions go up to 13 (7th being human speech and with 13th having the ability to completely transform into a human)

All Beasts are qualified under their own species and sub-species (species being Lizard, and sub-species being Winged Lizard for example)

Four main distinctions of beasts:

Ordinary

Mortal

Supreme

Divine


GODS

All of the Gods that can be fought are False Gods, and their births occur at random. They are tied to a single Origin Law and can never learn beyond the knowledge they’re born with. Similarly to Grand Realm, they are also prefixed by their element (i.e. Sanguine God = Blood God).

They are not ranked, but their size generally determines the amount of knowledge they posses. They can be as small as fox-sized and as large as continent-sized. They usually inhabit empty realms and tend to avoid fighting unless provoked


REALMS

In essence just planets, Realms are the currently known, separated places within the World (Universe). No one knows the exact number of them, or even the general distance between the two, as to move in-between the realms teleportation is necessary rather than to travel from one to another.


ORIGIN LAWS

A branching tree in essence, Origin Laws correspond to various elements, both natural and phenomena-like. It’s unclear just how many Origin Laws there are, as even something like Sight has an Origin Law. They’re, at roots, just a mass of complete understanding of a single thing (i.e. Wind), and have no influence in and of themselves beyond their basic nature.

The root representations of Origin Laws are so-called Primordial Gods. They’re simply masses of Knowledge that have no effect on the World around them, and they live within the special dimensions of the World that cannot be accessed by ordinary means.

The means to understanding manifest differently from person to person, and even two people following the same Origin Law tend to have slightly different understandings and interpretations about certain aspects of it especially within the Laws as ambiguous as Darkness or Void.

Origin Laws aren’t classified by rank, but there’s a general consensus that some Laws are better than others in the overall department, but all offer something unique that no other Law can replicate.

Vast majority of Mages can practice one or two Origin Laws at most if taught since birth, and practicing more requires both innate Gifts and immense opportunities. One cannot even grasp the Law from observation as someone – or something – needs to implant a seed of a specific Law (like Dragon did to Lynne) in order for that person to even have a chance of understanding it.


LYNNE’S ABILITIES

LAWS

Law of Flames

Law of Infinity

Law of Darkness

Law of Space

Law of Void


While primarily relying on the Empyrean Scything techniques, he only uses Fiery Sweeps and the innate Gifts from Laws otherwise.

EMPYREAN SCYTHING

Stance 1: Reaping

Linger – Skyfire Reaping

Hope – Hellfire Decimation

Life – Origin Atrophy

Death – Paradise Fall

Agony – Heavens Fall

Calamity – Infernal Rhapsody

Silence

Torment

Suffering

Light – Eternal Dawn

Darkness – Eternal Twilight

Chaos – Eternal Entropy

Stance 2: Seething

Despair – Soul Siphon

Joy – Soul Rendering

Tranquility

Astral

Divinity – Scything

Soul

Heart

Mind

Essence

GIFTS

Infinity – grants a short period of time of Infinite Mana usage; depending on both time and overuse of Mana, can lead to mild or massive backlash

Mana Manipulation – easier to cast spells, generally no buffer time in-between each cast

Comprehension – easier understanding of the Laws

Elemental Affinity – better attunement to all Natural Laws (i.e. Fire, Earth, etc.)

Blaze – each attack, regardless of Element, carries a small amount of fire energy

Pyre – stores vast amounts of Mana in a special ‘storage’; can be cast twice. First cast wraps Lynne in flames of his choice, while second releases the energy in a massive, area of effect attack

Firmament – increases defenses against fire while blood is mixed slightly with fiery energy

Shadows – ability to control shadows at will

Spacial Form – molds into space itself, enabling him to traverse great instance almost immediately

Infinite Faces (1 Evolution) – can mimic facial features, general body structure and aura

Mana Burn – burn Mana in surroundings and use it to fuel the Spell Art

WEAPONS

Divine Soulstone Chakrams

Emperor’s Scythe

ALCHEMY

BEGINNER ALCHEMIST

NOVICE

JUNIOR

ADEPT

GRAND ALCHEMIST REALM

MASTER

GRANDMASTER

DAO

GODLY ALCHEMIST REALM

CELESTIAL

IMPERIAL

DIVINE

Ranks of Pills go up to 13(15). Each pill can be further enhanced 3 times.

ENCHANTING

Will be updated soon.

EMPEROR FLAME’S SECT WORLDS

GARDEN OF FLAMES (I)

ESSENCE OF FLAMES (II)

SOUL OF FLAMES (III)

WILL OF FLAMES (IV)

DESTINY OF FLAMES (V)

DIVINE INFERNO (VI)

EMPYREAN INFERNO (VII)