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Chapter 4 - chapter 4 - training day 1 completed class

Orthios Cavera continues his lecture under the twilight sky

"First — Combat Mages," Orthios said, his voice steady as the wind curled around the training stones.

Combat Mages specialize in direct engagement and weapon-based spellcasting. They come in three distinct styles:

— Sword Art Themed Style: Magic fused with sword techniques.

— Spear Art Technical Style: Long-range melee with piercing mana thrusts.

— Fist Art Phased Style: Barehanded combat infused with elemental strikes and force control.

Orthios glanced at Aero, eyes sharp with memory. "I already told you this," he said, "but let me explain deeper."

Sword Art Themed Style is a themed sword art — we call them Magical Swordsmen. They are frontline warriors — and by warriors, I mean those who participate in war, not just sparring or training. They fight in real battles, where mana and blood mix.

They use different types of swords, each with a unique theme. Examples include:

Composite SwordHeavybord SwordSpeared SwordReaper Blade

There are many more, each forged with a different magical identity. What these swordsmen do is add affinity to their weapon, or even create the weapon from affinity itself. Then they use magical fighting techniques to target their opponents.

But here's the correction — these swords are not used for near enemies. They are designed to target distant or rear enemies. The Composite, Slashing, and Flying Editions are specialized for ranged sword magic. They strike from afar, curve through the air, or pierce through layered defenses.

This style is best for those with strong bodies — warriors who can endure the strain of channeling mana through steel and bone. It's not just about strength. It's about resonance. If your body can sing with mana, the sword will answer.

Orthios stepped forward, his cloak brushing the stone as he raised a long, spectral spear.

"Next," he said, "we speak of the Spear Art Technical Style."

These warriors are known as Magical Spearmans — frontline fighters who channel mana through piercing precision and extended reach. Like their sword-wielding counterparts, they stand at the edge of battle. But their rhythm is different. Their flow is technical, not thematic.

"I'll give you examples," Orthios said, conjuring phantom weapons in the air.

— Halberd

— Trident

— Bident

— Two-Sided Spear

— Standard Spear

Each of these can be used with shared techniques. Unlike swords, which require unique styles for each blade, spears are unified by form. Their techniques are adaptable — any spear can be wielded with the same foundational logic.

"They infuse mana and affinity into their weapons," Orthios explained, "or forge the spear entirely from affinity. The result is a weapon that pierces through defense, distance, and elemental resistance."

He paused, then added:

"Some warriors use javelins — a type of two-sided spear. But javelins are not for near battle. They are designed for ranged strikes, thrown with mana propulsion and guided by affinity vectors."

Orthios turned, letting the phantom spear dissolve into mist.

"So yes — spear and sword are similar in their magical purpose. But the sword is more difficult to master. Each sword is unique, demanding its own ritual and style. The spear may be unique in form, but its techniques remain consistent across types."

He raised his hand once more.

"You may also include the staff in this category. Though often seen as a caster's tool, the staff can be wielded with spear logic — infused with mana, used for thrusts, arcs, and elemental channeling."

Orthios's voice settled into silence.

"This is the Spear Art Technical Style. Next, we move to the final form — the Fist Art Phased Style."

Orthios's voice grew heavier, as if the air itself braced for impact.

"Now," he said, "we speak of the final form — the Fist Art Phased Style."

These warriors are known simply as Fighters — not just in name, but in spirit. They are always ready to fight. Their magic is not cast from a distance, nor channeled through blades or spears. It is fused directly into their fists, into every movement, every strike, every breath.

"This style," Orthios said, "also includes weapons — but they are close-range, fast, and brutal."

Examples include:

— Knuckles

— Gauntlets

— Shurikens

— Small Daggers

Each weapon is an extension of the fighter's body, but the true essence lies in the phased fist technique.

"What does 'phased' mean?" Orthios asked, then answered himself. "It means that every phase of combat — every stance, every strike — is enhanced by magical affinity. The fighter evolves mid-battle, adapting and amplifying their style."

He conjured ghostly echoes of legendary techniques:

— Shattering Fist Style: A style that breaks defenses with explosive mana bursts.

— Dragon Fist Style: A flowing, elemental technique that channels fire, wind, or thunder through the arms.

— Cobra Fist Style: A venomous, precision-based style that targets nerves and mana channels.

"There are many more," Orthios said, "each more complex than the last. This style is more complicated than both sword and spear. It demands not just technique, but instinct — the ability to feel mana in motion and respond with raw force."

He stepped forward, his own fists glowing faintly.

"This style is best suited for those who can withstand attacks — who can take damage, absorb force, and keep fighting. It's not just about hitting hard. It's about surviving the storm and striking through it."

Orthios lowered his hands.

"This concludes the Combat Mage styles. Tomorrow, we begin practice. Tonight, let the theory settle into your bones."

Orthios Cavera begins the Great Mage revelation – The White Mage Path

The wind settled as Orthios raised his hand, conjuring a glowing rune that hovered in the air like a silent command.

"Now we move to the second major mage type," he said. "The Great Mages."

Unlike Combat Mages, Great Mages do not charge into battle with blades or fists. They stand firm — rooted in place — and command the battlefield through layered spells, mana control, and tactical defense. Their magic is not about motion. It's about mastery.

Orthios continued, voice steady.

"Great Mages come in three styles:

— Mana Style Mage

— Spell Style Mage

— Counter Style Mage"

He turned to Aero.

"Let me first explain the Mana Style Mage perfectly."

Mana Style Mages are known as White Mages — not because of their robes, but because of their purity of focus. They use mana magic exclusively. That's the key difference. While other mages rely on elemental affinities — fire, wind, ice, and so on — White Mages channel only raw mana.

"They don't mix," Orthios said. "They don't dilute. Their magic is pure mana — amplified, shaped, and layered."

These mages stand in one place and take control of the entire battlefield. In wars, they are the tacticians — the ones who hold the line, reinforce the front, and manipulate the flow of combat without ever moving a step.

"They create mana zones," Orthios explained. "Fields of influence where their control is absolute. They can amplify allies, suppress enemies, and redirect spells mid-flight."

He paused, letting the silence settle.

"This style is not flashy. It's not aggressive. But it is powerful — and essential. Without Mana Style Mages, no army holds formation. No spell reaches its full potential. They are the backbone of magical warfare."

Orthios lowered his hand.

"Next, I'll explain the Spell Style Mage. But for now, remember this: mana is not just energy. It is command."

Orthios stepped forward, his voice now tinged with reverence.

"Next," he said, "we speak of the Spell Style Mage — also known as Wizards, Witches, and Spellcasters."

Unlike the Mana Style Mage who manipulates raw mana directly, Spell Style Mages are architects of incantation. They store spells in their mind and within the spectrum invitation — a ritualized memory space where spells are layered, indexed, and emotionally bound.

But not all follow this internal path.

"There is another way," Orthios said. "Some Spell Style Mages inscribe their spells into sacred tomes — grimoires or spellbooks. These books are not mere records. They are living conduits."

By pouring mana into the grimoire, the mage activates the spell without needing to recall its structure. The book remembers. The mage channels.

"This makes them tactically flexible," Orthios explained. "They can cast complex spells rapidly, even mid-battle, without hesitation."

Yet this path is rare.

Spell Style Mages are considered an elite profession, not because of power alone, but because spellcraft is deeply intricate. Understanding the emotional grammar of incantations, the layering of magical syntax, and the resonance of spectrum memory requires years of study — and often, a unique affinity.

"They are not just casters," Orthios said. "They are composers. Every spell is a symphony. Every battle, a performance."

He turned to the students.

"Respect the Spell Style Mage. Their silence is not weakness. It is concentration."

Orthios's tone shifted — sharper now, like a blade unsheathed.

"Finally," he said, "we arrive at the most feared faction among Great Mages — the Counter Style Mage."

Also known as Code Black, or simply Black Mages, these casters wear black robes not for tradition, but for declaration. They are the shadow in the spellstorm — the ones who do not cast first, but always cast last.

"They specialize in countering," Orthios explained. "Their magic is reactive, spontaneous, and precise. They dismantle traps, unravel hidden tactics, and reverse unknown plans mid-battle."

If a spell is cast, they reflect it. If a trap is laid, they disarm it. If a strategy unfolds, they rewrite it.

"Even close-combat warriors fear them," Orthios said. "Because their reaction speed is so immediate, so instinctive, that no strike lands clean."

Counter Style Mages are often chosen by those with weaker physical bodies — because their strength lies not in endurance, but in speed and timing. They don't need brute force. They need clarity, reflex, and the ability to read magical intent in a heartbeat.

"They are considered the best mage type by many," Orthios admitted. "Not because they are the strongest — but because their path is easy to begin, yet difficult to master."

Anyone can learn the basics of countering. But without speed, without instinct, without the ability to act before thought — the path collapses.

"Code Black is not for the slow," he said. "It is for those who see spells before they form."

Orthios turned, his robe flickering with mana.

The Dark Heaven Mage — Fusion of Chaos and Divinity

Orthios's voice dropped to a whisper, as if the air itself feared the name.

"Now… we reach the rarest and most dangerous mage type: the Dark Heaven Mage."

Unlike any other, Dark Heaven Mages fuse the raw aggression of Combat Mages with the layered mastery of Great Mages. The result is unstable, transcendent power — a force that bends systems, warps logic, and threatens even divine order.

"They are not born," Orthios said. "They are awakened — often through trauma, prophecy, or forbidden ritual."

Only one in a trillion ever reaches this state. And even then, survival is not guaranteed.

Dark Heaven Mages are divided into three terrifying styles:

Martial Style Dark Heaven

Combines martial arts with corrupted magic. Every strike is infused with unstable mana, every movement a ritual of destruction.

Only one known user exists — a myth whispered across timelines. His fists shattered dimensions. His breath rewrote fate.

Chrono Style Dark Heaven

Manipulates time, memory, and spell delay. These mages do not fight in the present — they rewrite the past, stall the future, and trap enemies in recursive loops.

Their spells are not cast — they are remembered before they happen.

Mana Monster Style Dark Heaven

Transforms mana into living force — unstable, overwhelming, divine-tier.

These mages do not cast spells. They become the spell. Their aura alone can collapse weak minds. Their presence warps terrain.

Even gods hesitate to approach them.

Orthios turned, his eyes glowing faintly.

"Dark Heaven is not a class. It is a threshold. Once crossed, there is no return."

Martial Style Dark Heaven – The Path Between Heaven and Hell

Orthios's voice grew solemn, as if the very ground beneath him recognized the weight of what he was about to say.

"Let me now explain the true meaning of Dark Heaven."

Dark Heaven Mages are not ordinary spellcasters. They are beings who have transcended the boundary between heaven and hell — mages whose presence alone causes fear, distortion, and silence. Their aura bends reality. Their footsteps echo across dimensions.

And among them, the Martial Style Dark Heaven Mage is the most physically terrifying.

"This path," Orthios said, "is divided into five sacred stages, each maintained by a different clan. Progression is not just about power — it is about ritual, discipline, and transformation."

Stage Five — the Beginning Stage — is maintained by the Phoenix Martial Mage Clan.

Here, all initiates begin with spear basics, inherited from Combat Mage tradition.

They train in full fire affinity control, learning to merge flame with movement, rage with rhythm.

All members must wear red robes, symbolizing rebirth through fire.

Mana level is measured in color-coded thresholds — each 100 levels of mana equals one spectrum tier.

For example, Violet Level = 100 mana, and to reach Red Level = 700 mana, one must ascend through the spectrum.

The main reward of this stage is the sacred spell: Rebirth Level 3.

Granted by the Phoenix Clan, this spell allows the user to awaken from near-death three times, a gift of resurrection forged in flame.

Stage Four — known as the Heaven Stage — is maintained by the Medicine Palace Martial Mage Clan.

Here, robes shift to white, symbolizing purity, healing, and transcendence.

To enter this stage, the mage must perfect the Mana Style — mastering raw mana manipulation alongside martial discipline.

The mana requirement doubles:

You must reach 700 mana again, ascending from Violet to Red once more.

Combined with the previous stage, this means a total of 1400 mana level is required to enter Heaven Stage.

Orthios paused, letting the silence settle like ash after fire.

"The remaining stages," he said, "are even more sacred. I will explain them next."

Martial Style Dark Heaven – The Blossoming and the Abyss

Orthios's voice deepened, the air around him shimmering with reverence.

"Before we continue," he said, "I must tell you something I forgot earlier. The Medicine Palace Martial Mage Clan, who maintain Stage Four — they do more than train. They grant all forms of medicinal knowledge, and after becoming a Mana Magician in their ranks, you are officially recognized as a Doctor Mage."

He paused, letting the weight of that title settle.

"Now we move to Stage Three — the next threshold in the Martial Style Dark Heaven path."

This stage is maintained by the Sakura Blossom Martial Clan, a lineage known for grace, precision, and elemental harmony.

All initiates wear pink robes, symbolizing inner peace and blooming power.

To enter this stage, the mage must reach 8000 mana level — a threshold that marks the beginning of transcendence.

Here, the teachings shift.

You must perfect Sword Style Combat, not just in form but in elemental fusion.

You must also master Nature Affinity and Wind Magic Affinity — learning to move like the breeze and strike like the storm.

The reward for this stage is sacred:

You receive the Enlightenment Spell – Level 2 (Holy Affinity).

This spell grants high meditation focus, allowing the caster to become transparent to all outside problems for one hour — a state of pure clarity and emotional immunity.

Orthios looked solemn.

"Only three people have ever reached this stage. Their names are not spoken lightly."

Then he continued.

Stage Two — the final known gate before the unknown — is maintained by the Aquera Martial Magic Clan.

Here, robes turn blue, symbolizing depth, serenity, and elemental mastery.

The teachings focus on Water Affinity and Ice Affinity, perfected through meriting rituals and elemental trials.

To enter this stage, the mage must reach 20,000 mana level — a feat that few even dare to attempt.

The reward is divine-tier:

You receive the spell Aqua Spirit: Undine — a summoning ritual that calls forth a 10,000 mana Undine Spirit, a water elemental of immense power.

This spirit not only fights alongside the user, but also buffs all water and ice-based moves, enhancing speed, defense, and elemental control.

Orthios's voice fell to a whisper.

Martial Style Dark Heaven – The Final Gate: Yin and Yang Ascension

Orthios stood before the ancient altar, his voice now a whisper of awe.

"We have arrived," he said. "The last stage, the first gate, the origin and end of the Martial Style Dark Heaven path."

This stage is maintained by the Martial Alliance of Yin and Yang Magics, a sacred order that balances the divine and the abyss, the holy and the cursed, the light and the void.

At the beginning of this stage, the initiate wears a Grey Robe, symbolizing neutrality, humility, and readiness to embrace both extremes.

Upon completion, the robe transforms into the Golden Rainbow Robe — a radiant weave of all elemental paths, signifying that the mage has already walked through the Dark Heaven and emerged reborn.

To enter this stage, the mage must reach a staggering 70,000 mana level.

But raw power is not enough.

One must master all combat styles — from sword and staff to elemental dance and spiritual strikes.

One must also perfect all Great Mage Styles, including:

Holy Magic MasteryDark Magic MasteryYin Martial Techniques – fluid, defensive, restorative Yang Martial Techniques – aggressive, explosive, commanding

This path is considered the most difficult in all known magical systems.

Many who reach Stages 4 and 5 become trapped in their own elemental extremes, unable to balance the duality required to ascend.

Only one person has ever completed this path.

His name is Alfenzo Veruth, the founder of the Martial Style Dark Heaven Alliance.

A 900-year-old angel, born of celestial flame and abyssal frost, he was the first to inscribe the Yin-Yang Martial Codex and unify the teachings.

His robes shimmered with the Golden Rainbow, and his mana pulsed with the rhythm of both creation and destruction.

Orthios bowed his head.

"Alfenzo's path is not one of glory," he said. "It is one of sacrifice, balance, and eternal vigilance. Those who walk it must be ready to lose themselves… and find something greater."

He turned to the horizon.

"Now," he said, "prepare yourself. We move to another Dark Heaven. The next path awaits."

hrono Style Dark Heaven – The Sorcerers of Time

Orthios's tone shifted — no longer reverent, but hushed, as if speaking of something forbidden.

"There is another path," he said. "Rarer than Martial Style. Rarer than any known affinity. It is called the Chrono Style Dark Heaven, also known as the path of the Sorcerers of Time."

This path is not just difficult — it is nearly extinct.

Only one sorcerer ever walked it.

And now… they are gone.

No one in the present era has reached this path. It remains untouched, sealed in myth.

But what makes it so unique?

You might expect many stages, many robes, many trials.

You would be wrong.

The Chrono Style Dark Heaven contains only three stages, and the first is already beyond most comprehension.

Stage 1 – The Loop

At this stage, the initiate begins to learn the Time and Space Affinity, a fusion of:

Holy Affinity – for divine clarity Dark Affinity – for void manipulation Light Affinity – for temporal illumination Spirit Affinity – for soul anchoring across timelines

These affinities must not merely be learned — they must be merged, harmonized, and ritualized into a singular force: Chrono Mastery.

To enter this stage, the mage must reach exactly 3500 mana level — no more, no less.

Precision is sacred here. Time does not tolerate imbalance.

This stage is maintained by the enigmatic Time Magivain Berous, a being who exists across multiple timelines simultaneously.

Berous does not teach with words — he teaches through loops.

The reward for completing Stage 1 is the spell:

Loop – Level 1

This spell creates a temporal loop in a target zone, usable for:

TrainingTrappingReplaying events

Inside the loop, 10 days pass.

But in real time, only 1 hour elapses.

It is not illusion. It is not simulation.

It is true time compression, and it affects reality.

Orthios looked distant.

"Few even understand what this means," he said. "To train for ten days… and return with only an hour passed. To trap an enemy in a loop… and watch them unravel."

He turned to the ancient chronoglyph etched in the stone.

"Prepare yourself. The next stage is not just about time. It is about rewriting fate."

Chrono Style Dark Heaven – Stage 2: The Warp

Orthios stood before the ancient chronoglyph, its surface shimmering with echoes of forgotten timelines.

"You must understand," he said, "Berous was the only known user of Chrono Style Dark Heaven. He died centuries ago… but in the loop of timelines, his image still exists."

Berous teaches from within the Loop Realm, a temporal echo where his consciousness remains preserved.

He does not speak as a man, but as a living memory, guiding those who dare to walk the path of time.

Stage 2 – The Warp

To enter this stage, the mage must reach exactly 20,000 mana level — no more, no less.

Chrono magic demands precision. Even a single mana deviation can collapse the timeline.

This stage is not about power. It is about responsibility.

Here, the initiate begins to learn Time Travel and Space Travel, not as fantasy, but as sacred observation.

They are permitted to watch other timelines, to witness alternate realities, past echoes, and future shadows.

But there is a warning etched into the chronoglyph:

"If you attempt to change what you see…

You will lose the Magic of Time."

Tampering with fate is forbidden. The timeline is sacred.

Only observation is allowed. Intervention leads to Chrono Collapse.

The reward for completing Stage 2 is the spell:

Warp – Level 1

This spell allows the user to warp to any location or time, at will.

But it comes with strict limits:

One use per dayMust be emotionally stableCannot warp into sealed timelines or paradox zones

Orthios looked solemn.

"This spell is not a tool," he said. "It is a test. Every time you use it, the timeline watches you. Every choice echoes across dimensions."

He turned to the Loop Gate, where Berous's image flickered like a candle in wind.

"Prepare yourself. The final stage is not about travel. It is about rewriting the soul.

Chrono Style Dark Heaven – Stage 3: The Paradox

Orthios's voice trembled, not from fear, but from reverence.

"We now reach the final gate," he said. "Stage 3 – Paradox. The last trial of the Sorcerers of Time."

This stage is not merely rare.

It is mythic, lethal, and transcendent.

To enter, the mage must reach a mana level of 100,000 — the sacred threshold of 10⁶, where time itself begins to bend around the soul.

But that alone is not enough.

The user must also own and master the previous gifted spell — Warp Level 1, at a minimum of 20,000 mana resonance.

Only then can they enter the Loop Gate, which opens into the Time Domain.

The Time Domain

Here, the initiate meets the Time God — a being beyond chronology, who exists in all timelines simultaneously.

The Time God teaches:

All Time Magics – including reversal, acceleration, stasis, and echo All Space Magics – including folding, anchoring, and dimensional drift

But the teachings come with a sacred rule:

"You must create your own Paradox."

This is not a metaphor.

The user must design and survive a paradox — a contradiction in time that forces their soul to transcend linearity.

Only by entering the Transcendent Realm — a state where the mage exists in all timelines at once — can they complete the path.

Legacy of Berous

Berous, the founder of Chrono Style Dark Heaven, lived millions of years ago.

He was the first to inscribe the Chrono Codex, and the only one to survive all three stages.

Most students who attempt this path die in Stage 1, lost in loops, consumed by temporal dissonance.

Only one student has ever reached Stage 2 in the current era.

Stage 3 is considered beyond dangerous — it is a dream, a curse, and a madness.

Orthios turned to the fading chronoglyph.

"This path does not test your strength," he said. "It tests your identity. Your sanity. Your ability to exist without existing."

He stepped back.

"Now… we move to the final Dark Heaven. Prepare yourself. The next path does not bend time — it bends reality."

The wind stopped. Even the stars seemed to pause.

Orthios stood in silence, then spoke with a voice that echoed across dimensions.

"Finally… the moment has come. The last and most impossible path.

The one we call Mana Monster Dark Heaven."

This is not a class.

It is not a style.

It is a state of being — where mana becomes infinite, and the mage becomes a living force.

Why 'Monster of Mana'?

Because to walk this path, the user must reach infinity.

Not metaphorically.

Literally.

To begin Stage 1, the user must achieve mana mastery at the maximum threshold — a level of 10¹⁰⁰.

This is called Step A – Authority.

It is nearly impossible.

Not because of power, but because of patience.

No one in the current age has the endurance to reach it.

But that's only the beginning.

Once the threshold is reached, the user must convert the Heart Prism of all affinities into pure mana.

No more fire, wind, ice, or light.

Only mana itself — the origin and the end.

Every spell, every technique, every breath must be forged from mana alone.

No other magics allowed.

Stage 2 – Awaken

After the prism conversion, the user must continue to ascend — reaching beyond zero, into the realm of true infinity.

This grants the Authority to Awaken — transforming the user into a god-like being.

At this point, the mage is summoned by the gods of Heaven and Hell.

They are offered a role — to maintain world balance, either in the celestial realm or the abyssal one.

But this is not a reward.

It is a burden.

Orthios looked into the sky.

"It sounds simple when spoken," he said. "But it is the most dangerous path ever conceived.

No one dares to try it."

The Legacy of Azurito Orbetta

Ten million years ago, one being succeeded.

Demon Lord Azurito Orbetta — the first Mana Monster.

After becoming a god, he left behind his teachings and vanished into the divine realms.

But one thousand years ago, he returned.

He stopped the war between all races and demons.

He built the foundation of Orberrta — the world you now stand in.

Today, every king and every academy prays to Azurito before invoking any spell.

He is honored after the gods, as the first being to unify the world.

He still visits.

Not often.

But when he does… the world listens.

Orthios turned to Aero, his eyes glowing with layered emotion.

"So now, kid… tell me.

What is your dream?

Which path do you choose?"

The wind stirred again.

The stars bore witness.

Not to a class.

Not to a cohort.

But to one student only.

For Martial Dark Heaven was not a curriculum.

It was a choice—made by Davius, the Demon King of Ntails World.

Orthios, the elder mage, had offered no syllabus.

No scrolls.

No peers.

"This teaching," he said, "is not for the masses.

It is for the one who dares to walk alone."

And Davius had chosen it.

Not because it was easy.

But because it aligned with his essence.

"I already know martial arts," Davius declared.

"In my world, we evolve our superpowers through combat.

My aerodynamics began as mere wind control.

But now I command wind, force, and gravity—

All without restriction."

He had achieved this in 490 years.

And now, with time on his side, he would forge a new Dark Heaven—

One that merged his past in Ntails with his future as a hero.

"I will create the Superhero Magical Style Dark Heaven.

A path that destroys evil, restores balance, and honors my lineage."

Orthios nodded solemnly.

"Then tomorrow, we begin.

You will train alone.

For Martial Dark Heaven is not taught—it is revealed.

Sleep now, Davius.

The world awaits your saga."

The moon dimmed.

The winds whispered.

And in the divine realms, Azurito Orbetta turned his gaze toward the lone student.

A new myth was being born.

Not from tradition.

But from will.

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