ATWT Rewrite

Chapter 10: Magic



The book read: 

Everyone has a mana core, a special spot inside their body where mana is stored. This core can only hold so much mana before it needs time to recharge. Some people are born with stronger mana cores, while others must train to expand their capacity.

Types of Magic

Magic comes in many forms. Here are the most common types of magic you'll encounter.

Elemental Magic

Elemental magic involves controlling fire, water/ice, air, and earth. This is the most common type of magic.

Fire: Mages can summon fireballs, start fires, or create walls of flame.

Water: Mages can summon rain, form water shields, or freeze water into ice.

Air: Air mages can summon wind, create gusts to knock enemies over, or even fly.

Earth: Earth mages can manipulate rocks, create barriers, or move the ground to cause cracks and chasms.

Illusion Magic

Illusion magic allows mages to manipulate what others see, hear, or feel. Skilled illusionists can make themselves invisible, create fake objects, or alter the appearance of whole areas. This magic is often used for stealth or tricks.

Healing Magic

Healing magic is used to restore the body. Cure injuries, or even save lives. It can stitch up a wound, mend broken bones, or heal someone near death. Although it requires a lot of mana.

Time and Void Magic

Time Magic allows the caster to manipulate time itself. It can slow it down, speed it up, or even rewind it briefly. Time magic is dangerous, as tampering with time can have serious consequences.

Void Magic is illegal and outlawed due to its dangerous nature.

How to Cast Magic

To cast a spell, you need to form a command that tells the mana what to do. A basic spell might look like: "Create_Fireball."

Here's how to form a spell:

Prefix: These are optional, such as "Chain," "Quick" or "Silent_Cast," that determine how the spell interacts. 

Command: This is the action, such as "Summon," "Create," or "Transmute."

Target: This is the object, such as "Fireball," "Ice," or "Health."

Parameters: These define the details of the spell. You can adjust the size, area, duration, or other effects to make it stronger or more specific.

Targets are mandatory, while commands can be interchanged with prefixes. 

Sometimes, prefixes take the place of commands. For example:

Silent_Cast_Fireball: Here, "Silent_Cast" replaces the usual "Create" command.

Rules for Spell Structure:

Prefix (optional)

Command (mandatory if no prefix is present)

Target (mandatory)

Parameters (optional)

You cannot place a command before a prefix, nor can you place a parameter before a target

You cannot have two of the same words in a spell unless you're transmuting. For example, "silent_spell_silent_cast_fireball" is not possible.

However, Transmute_Gold_Coin_to_Platinum_Coin is possible.


Tip: You can use left, right, A and D keyboard keys to browse between chapters.