Magic exists in various forms in the New World and is utilized by different species and countries as well as being the primary form of advancement.
Magic Usage[]
Magic is used by all races in the New World and is performed by utilizing a form of energy known as Mana. Other sources of Mana may be provided from Magic Gems and Magic Tools, providing indigenous peoples with the tools and elements necessary to build civilization in ways different from Earth.
According to diplomat Magi from the Agartha Kingdom, all countries in the New World utilize magic as the main means of advancement and development of civilizations and magic is so ubiquitous that all people in the New World believe that all civilization cannot advance without the help of magic, even a mechanical country like Mu still relies on some form of magic. This fact makes some countries astonish at the Japanese since they possess superior technology to all countries in the New World by utilizing only the power of science and mechanical technology.
Because of the inferiority of magic in general compared to conventional science and technology, Japan currently has no intention to utilize magic, despite conducting research on it.
Magic Gems[]
Magic Gems are minerals that emit magical energy that are mined and utilized by several countries in the New World to cast spells and power magical technology. They usually exist in solid form (like ore), although they may be liquid or gaseous in some special cases. According to the Light Novel Vol. 06, the Malmuth Mountains is a magic gem mine formed from the fossilized remains of dead creatures with magical powers.
Although different types of magic gems will produce different effects, fine-tuning is still indispensable to create the desired effect. Up to now, there are two known types of gems:
- Tear of the Wind God: a magic gem carved with a magic circuit specializing in changing the surrounding air pressure. It used to generate massive gust of wind to speed up sailing the ships in the Parpaldia Empire and Leifor and to power their magic jets in the Holy Mirishial Empire.
- Ice Sand: A magic gems that is solid at room temperature and has a very brittle property. Therefore, it is often used in a sandy state - as its name suggests. It is volatile with heat from 40 to 200 degrees C, but on the contrary, it exhibits strong heat resistance at higher temperatures. Also, when burned with other substances, it sticks to the substance and melts to protect the substance. The fusion progresses when magic power is passed through and can gain strong fire resistance. Used as a heat-resistant material for magic jet engines.
- Moonlight: a special, rare magic ore that only turns liquid on moonlit nights. Used as a component for stainless steel alloys in the Esperanto Kingdom.
Like oil on Earth, Magic Gems are also considered a valuable resource, used in almost all fields that require magic. For example, solid ore gems is often used as a "battery" to store and extract energy within it when needed, while the liquid form is used as "fuel" for magic machines, like Light Discharge, Air-Compression Engine. They can also sometimes be used as weapons, as explosive magic gems are crushed and used as gunpowder, or, in rare cases, keep solid and used as warheads. Magic gems, however, are useless with non-magical mechanical nations, such as Japan, Mu or Gra Valkas Empire.
Raw magic gems are highly combustible if there are magic activities around (such as casting spells), so the use of magic in mines is prohibited and the mining must be done manually or others non-magical machines and tools.
Magical Technology[]
Magical Technology is extremely prominent in the New World as every single country in the New World utilizes it in some forms with the exception of Gra Valkas and Japan as these two countries are the only countries to utilize totally pure science and technology for progress. Unlike mechanical technology that can operate solely by conventional means of pushing the buttons or pulling levels, magical technology requires additional magical chanting from the mages to operate, making it much slower and less efficient than mechanical tech.
While magic in general can create effects that science cannot explain or replicate (in other words, supernatural), magic effects themselves when interacting with their surroundings will still be affected by common physical factors, which will affect the strength of the effect. In other words, scientific knowledge will influence the power of magic. Unfortunately, countries in the New World often lack this knowledge, leading to their spells / technologies being weakening or being unable to fully utilize their capabilities.
As a result, magical technology and power in general seems to be somewhat inferior to most mechanical technology as mechanized war machines and gizmos often outperform any magical machinery and abilities. The only nation that is shown to have magical technology that rivals Japan's mechanical technology is the Ravernal Empire.
The Magicaraich Community creates a concept of magic-guided engineering, which is blend between magic and mechanical technology.
Mages[]
Mages are individuals who can perform magical spells for various applications ranging from civilian to military applications. In most magic-based countries, mages often fulfill the role of scientist, engineers, technicians and combatants. Unlike magical races like Elves, Winged People, Light Winged People, Dragonfolk, or Oni, not all humans are mages due to human genetics, which makes them unable to have a 100% mage population.
Amongst mages, there was a hierarchy, with the learning "Student Mage" as the lowest, the order was "Apprentice Mage", "Magic Caster", "Magician", "Archmagician", "Wizard" and "Archwizard" (there’s also the so-called "Magic Fencer", a special class derived from Magic Caster, who has the ability to chant magic -usually explosive or heat magic - and apply it to his sword, but they are rare). The criteria to be promoted to higher rank will be the amount of mana or the rank of magic they could use: for example, a Wizard is a master able to take up important positions in the country; meanwhile, there are only 3 people in this country that can be called Archwizard. This hierarchy is revealed in Vol 1 as the standard hierarchy in the Qua-Toyne Principality (possibly all nations outside the civilized region), but it is unclear whether civilized countries or superpowers apply it.
In warfare, mages normally play a key role as shock infantry who will throw offensive spells at the enemies ranging from fireballs and magical lasers, to devastating light magic that can incinerate planes. They also serve as technicians in the operation of magical technology by observing and managing the spell casting and charging process of magical energy. However, depending on the level of development of magical tech and the reliance on it in different magical countries, countries that rely heavily on magical tech like Holy Mirishial Empire often limit mages in the role of technicians and engineers to operate magical war machines while on the other hands, countries like Agartha Kingdom, Emor Kingdom or Central Kingdom utilize mages as front-line soldiers exclusively as they focus more on the power of the mage themselves. Countries with low magical tech outside civilized area like Louria, utilizing mages as shock infantry as much as mage-focused countries in the civilized area due to their lack of advanced magical tech to create magical war machines.
Magical non-human races utilize mages at their full capacity in warfare in which their entire army composes of mages. Since they possess far more magic than human, they rely little to none magical technology, making their mages almost never be seen in technician or engineer roles in operating magical tech.
For countries utilizing mechanical tech in the case of Mu or possessing advanced mechanical technology like Gra Valkas or Japan, mages are primarily impractical in their society, except for a few occasion when mages serve as healer to heal wound faster than conventional means like in the case of Japan. Based on the observation of members of the JSDF, in mechanical and modern warfare, mages are quite weak (although there are some exceptions like Faltas) as they cannot keep up with the intensity of modern combat even mages that belong to magic-inclined races due to the slow and often lengthy spell casting process. The best example is that Malastriss, the Oni who serves as Aide to Nosgorath unit can incinerate a man instantly with his Hellfire spell but can get killed very quickly from multiple gunshots or the Nosgorath unit which cannot keep up with the intensity of machine gun barrage to initiate attack. A JSDF official even state that a basic JSDF soldier can take on five powerful mages in a short amount of time.
List of Magical Spells[]
- Healing Spell: First used by a Qua-Toyne Principality envoy to heal an injured woman from a car accident. However, the healing spell is shown to have limit as it cannot heal grievous wounds like third degree burns or fatal injuries.
- Fireball: Some mages of Louria Kingdom can cast and throw fireballs at the enemy with strength equal to fireballs launched by Wyverns. The speed of the fireballs is 150 km/h, which is equal to a speed of a baseball thrown by professional pitcher. The spell can be performed continuously but it takes 30 seconds for a mage to recharge their mana after each casting.
- Tear of the Wind God: A spell used by the Navy of countries like Louria and Parpaldia Empire to generate massive gust of wind to speed up sailing warships.
- Hellfire: A spell used by the demon aide of Nosgorath, Malastriss to create a powerful black flame that can incinerate targets in ashes. The spell can be adjusted with specific intensity, which at low intensity is still lethal to living beings but it does not turn the victims into ashes. Furthermore, durable armors and defensive magic can resist low intensity Hellfire.
- Black Flame Phoenix: A more powerful version of hellfire used by Nosgorath in which he conjures a black-flamed swallow that attacks and incinerates a group of Topa knights into cinder. It is revealed that the incantation needed to be spoken in full to cast the spell since Nosgorath is unable to cast the spell after being distracted by the Type 91 shoulder-mounted rocket fired at him while chanting the spell.
- Dragon Thunder Storm: A spell that summons an electrical vortex used by the royal combat mage of Topa to destroy the Golem summoned by Nosgorath.
- Golem Summoning Spell: A spell used to summon a giant Golem utilized by Nosgorath.
- Defensive Magic Shield: A spell to form an golden-colored energy wall used as shield to block attacks or weapons by Nosgorath.
- Divination: A magic ritual used by the dragon people to see into the future.
- Anti-Fleet Light Magic: A powerful spell conjured by dozens of Agatha Kingdom Navy high mages amplified by magic gems stored in magic ships that generating a powerful semi-guided laser beam that can incinerate primitive ships and aircraft easily. Despite its power, the spell requires magic ships to be put in a hexagram formation to concentrate the spell and it takes 368 second to recharge in each casting due to how taxing the spell is. The Cryseilis Holy Kingdom developed a more refined version of this spell, which they called Cruscalibur. By using Magic Airships, they can produce the spell quicker and can fire faster. Also the Cruscalibur can be link to a Conductive Magnetic Radar.
- Space time shield: An complex spell that twists the space-time to deflect projectile. It is shown to strong enough to deflect projectiles as strong as tank shells.
- Ixion laser: A powerful spell that unleashed a powerful magical beam that can travel at Mach 7 to devastate a target. The spell is first seen used by Admiral Faltas to fight against Nosgorath unit Lyonos. The JSDF describes the spell similar to wave motion cannon from Space Battleship Yamato or Frizz Cracker magic spell from Dragon Quest. The spell is extremely taxing as Faltas nearly died from performing the spell.
- Duplication magic - a lost magic spell used by the elves to produce copies of objects. In order to perform the spell, the user needs raw materials to make a replica of the said object. This spell was used by the elves to help the Emissaries of the Sun God by providing them gasoline, spare parts, etc.
- Youth Preserving Magic - a magical technique that can enable old people to maintain their youth as teenagers or young adult. It is developed by Mage Candee in Holy Mirishial Empire.
- Gravity manipulation - a form of magic utilized by the Red Dragons to generate a gravity field to neutralize attacks by creating immense gravitational pressure within the surroundings of the dragons, thus making projectiles fall down before hitting the target due to the dramatically increased weight or making close-ranged attackers being pressed under pressure, rendering them unable to perform any melee attacks. Furthermore, this type of magic can also generate repulson force to deflect all form of attacks. The gravity field does not offer absolute defenses since it is depend on the focus of the Red Dragons as the gravity field only works when the Red Dragons can focus on a particular attacks in one direction. Therefore, multiple different types of attacks in different direction will overwhelm the gravity field. Moreover, since air particles are unaffected by gravity, the gravity field offers zero protection against chemical attacks. Finally, the gravity field will be dispersed when the Red Dragons run out of mana.
- Diffuse Flare - A medium-range fleet-class extreme fire magic that can be used by airships of the Cryseilis Holy Kingdom. A magic for space suppression fire used in anticipation of a saturation attack by a large number of wyvern knights. The magic circle used for the Cruscalibur can be used as is. It radiates as if it were reaping space, so it can even hit missiles at supersonic speeds. However, it could not bring down anti-aircraft missiles, which are designed to withstand the frictional heat generated by the speed of sound. The Diffuse Flare is intended only for wyverns and wooden ships, so it is doubtful that it would be effective against fighter aircraft such as the Antares.
- Ryusei - This is an extremely large series of light bullets magic equipped by the airships of the Cryseilis Holy Kingdom. A magic that releases light bullets with a launch speed of Mach 1, which are fired 100 times per second from the center of the magic circle. Simply put, it is a magic CIWS. It is not known if it is fleet-class or not, but since it is used in a magic circle and not in a magic cannon, it is probably fleet-class. The Cryseilian airships has a triple anti-air defense formation that combines the Cruscalibur, diffuse flare, and this Ryusei, which they call an ironclad defense. If we simply look at its continuous-fire performance, it fires 6,000 rounds per minute, surpassing the Japanese Phalanx CIWS and the Demon Emperor's Athratates Cannon, but apparently it forms a barrage that spreads over a wide area, rather than concentrating its fire on the target like these weapons. Combined with its slow bullet speed and poor fire control capability, it completely failed to intercept the anti-aircraft missiles, allowing the flying ship to explode and sink.
- Ice Coating Magic - This is a spell used by the magic airships of the Cryseilis Holy Kingdom. When activated, the surface of the ship becomes extremely cold, nullifying a wyvern's fireball attack. In order to use this spell, the surface of the defending ship is coated with special magic paint, and the crew is equipped with winter clothes.
List of Magical Technology[]
- Magic Cannon: Militaries of countries in the third civilization zone use cannons that use magic force to propel cannon balls instead of gunpowder. These cannons are quite formidable against primitive countries but absolutely useless against modern armored vehicles as it can barely scratch a tank.
- Magic Anti-Aircraft Cannon: anti-aircraft artillery that uses magical explosives to fire ammunitions. It sounds like an direct energy weapon by its name, but it fires solid ammunition. It was developed by the Holy Mirishial Empire based on data from Ravernal Empire ruins.
- Magic Ships-of-the-line: an early modern wooden and steel armor ship-of-the-line that uses sails equipped with Tear of the Wind God and equipped with 30 to 150 magic cannons.
- Arrow of the Wind God: At the top is a magic stone filled with explosive magic.
- Magical Communication Device: A device that uses magic to transmit signals, information and images instead of radio ware or electronic signal.
- Magi-Feed Broadcast: A bulky communication device for transmitting magic power and receiving video images through communication devices for long-distance communication.
- Magic Telephone: A communication device with a phone handset for transmitting voice through long-distance communication.
- Magic Bracelet: A wearable device for notification sounds.
- Magic Shield: An advanced and highly durable light-weight shield created by the Ravernal Empire.
- Sandboats: A twenty-wheeled sail boats that runs on the dessert powered by magic gems.
- Core Magic: An extremely powerful nuclear-like magical ICBM used by the Ravernal Empire that can destroy cities.
- Magical Homing Missile: Magical Guided Missiles used by the Ravernal Empire. The Holy Mirishial Empire has developed successfully their own versions recently, using Japan's guided missiles as reference.
- Magical Light Discharged Engine: Engines that used magical energy to propel aircraft.
- Magical Calculator: A desktop-sized calculator used by Holy Mirishial Empire. One of them is being used as a diplomatic gift to Japan.
- Magic Airship - A flying vehicle that is being develop and used in countries belong to the Civilized Areas, as well as several Out-of-Range Civilizations.
- Wyvern Strengthening Equipment: A battlesuit with two magic engines invented by the Magicaraich Community to improve their wyverns.
- Magic Detection Radar - A device that detects the magic of living things. It was developed by Holy Milishial Empire.
- Magic Signature Sensor: A radar that detects the flying wyverns. It was developed by Parpaldia Empire.
- Conductive Magnetic Radar - is a radar-type detection equipment made by the Ravernal Empire. It is described as a device that can detect both magical and non-magical objects. It converts magical energy into electrical energy and emits radio waves to detect non-magical objects. It works similar to a mechanical-based radar, only that it is magic-powered. Like most Japanese weapons systems equipped with mechanical-based radar, it is also equipped in magic-based weapons to determines the relative position and speed of the target and the data is sent to the weapon. The Conductive Magnetic Radar can be jammed by conventional EMI device.
- Magic Explosives: Magic bombs used by the Holy Mirishial Empire in bombing runs. The bombs are fairly weak as it cannot sink a battleship like missiles or torpedoes.
- Magical Shield Generator: All magical battleships in the Holy Mirishial Empire Navy Fleet are equipped with a special magical shield generators that emit faint magical light shield to reinforce the armor of the ships. The magical shield is quite weak and inefficient to defend the ships against WW2-style cannons.
- Magic Photographs: Production of images from the mind of a user to a medium (i.e. paper).
- Magic Circuits: Circuitry that is used to transmit magical energy to power magical tech.
- Magic Anti-Jamming Device: a magical device developed by Ravernal Empire to eliminate the jamming of radar-jamming device. The device is not good enough to nullify Japan's advanced EMI technology.
Trivia[]
- It is unknown whether magic can be upgraded and empowered by the scientific principles.
- According to the Nosgorath unit Lyonos, non-light-winged species can only have magic power output of 300 but light-winged people can have 12,000 magic power output.