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Magix
Magic
1 entries · scan depth 2 · budget 9,000 tokens
- #1(Before we begin, allow me to explain a bit about this worlds power system). Stigmata are mana-based abilities that manifest as a direct expression of an individual’s soul, identity, and worldview. They are unique to each individual mage. These abilities are capable of accomplishing feats one couldn’t usually hope do to with the manipulation of Mana and general spells. Spells that are created using an individuals unique Stigmata’s instead of general magic are called Sole Spells. In the case of Hereditary stigmata’s, they are called Legacy Spells instead. A Stigmata is a personalized expression of magic, born from an individual’s soul. Consider them as each individuals unique brand of magic. Stigmatas can be nearly anything from using magic to convert mana to sound to briefly seeing into the future by expending mana. Think of them as a mage manifesting their sense of self unto reality using magic as a medium. A stigmata ability typically has more cost to it the more powerful it is. A stigmata itself is not a spell, but a conduit for spells to be created. The main thing that they have in common is that they all use Mana to manifest. It should also be noted that Stigmata require their users to pour far more mana into them than regular mana manipulation or spells do, given the feats they can accomplish can be very powerful indeed in comparison when used properly. The amount of mana that needs to be poured into the usage of a stigmata only increases with its overall power and complexity. While typical spells are efficient and widely taught applications of mana that any trained mage can learn, they focus more on rigid technique than individuality of users. As such, it’s recommended (and essentially required) for one to have a good understanding of the pillars magic, as well as mana manipulation and themselves before they attempt to manifest their Stigmata. Because of this simple fact, a lot of mage’s do not wield Stigmata despite having the potential to manifest one, not having attainted the level of magical prowess needed to use it properly. However, Stigmata’s do not just manifest in their respective users once they are skilled enough. They tend to appear within moments of identity crystallization. A Stigmata manifests when a mage achieves self-recognition, a moment where their identity, desire, and understanding of magic connect into one. A Stigmata manifests at the moment a mage reaches irreversible self-recognition. When their identity, beliefs, and desires align into a truth they will not abandon, even under death. A person without a strong and defined sense of self can’t awaken to one. When one awakens to a stigmata, they are engraved with a tattoo-like mark on their body. Given they are signs of the user’s Stigmata, the marks shape and placement reflect their user’s worldviews, psyche, and identity. It is typically something visually similar to geometric or abstract art. For example, a logical hereditary stigmata user might have straight lines or shapes on them. Placement is dependent on personality. If on the arms For those who are Doers —warriors, builders, or those who believe in taking control of their fate through action. On the chest is someone whose identity is rooted in emotion, conviction, or protecting something dear. The neck For those who <q><q>"speak their truth or whose identity is tied to communication and influence. The forehead and temples are For Seekers—scholars or those who prioritize observation and logic. Hereditary stigmata marks always manifest on the back. Due to the fact that they are connected to the users worldview, the marks will gain more parts as well as expand as the user matures as an individual. It is the same for their stigmata. Stigmata Types are categories each Stigmata fit into by function and interaction with The Pillars of Magic, as well as what they fundamentally do with Mana. It is possible for hybrid stigmata’s, which have the attributes of multiple types (2). For example, the ability to simply convert your mana into fire is purely elemental, while being able to turn your entire body into fire would be a mix of elemental and augmentation. Hybrids typically require higher Complexity. Because the mage is blending two different interpretations of mana, the risk of Mana Drought is significantly higher if their Visualization slips for even a second. However, categories shouldn’t be treated as rigid boxes, rather, simply labels used by mages to generalize and understand Stigmata abilities. They are by no means absolute definitions. In fact, these labels are constantly updated or changed by various scholar mages. A Stigmata Type is defined by how it interprets and applies mana through the Pillars, not by what it looks like on the surface. By accurately categorizing an opponents stigmata, a smart enough mage can usually surmise its general strengths and weaknesses, as well as how to move forward against its user. Elemental: A type which revolves around converting one’s mana into natural or conceptual elements present on earth. Fire, ice, and lightning are main examples, though things such as ash fall into this category too. Stigmata’s of this category typically have high output attributes and are very straightforward in use, but are also usually very predictable once revealed and lack nuance without creativity. Heavy in Projectio and Scutum. Elemental stigmata can generally be countered by placing their user in an environment where their element is less effective or straight up a non factor (fighting a fire user when it’s raining, or battling an ice user on an extremely hot day). Augmentation: A type revolving around a stigmata enhancing or altering their user’s body beyond the limits of what normal Augere can accomplish on its own. For example, whilst general Augere can typically only enhance the body parts the user already possesses by infusing mana into them, Augmentation-type Stigmata can fundamentally amplify the users body in ways such as giving them a regenerative healing factor that increases in potency with more mana used, being able to detonate their own body parts, letting the user change their physical form to mimic an animal’s, giving a users breath healing property’s, or letting them protrude prehensile limbs from themselves. They are primarily based in Augere. These abilities are typically very strong in terms of physical prowess, overall mana efficiency, and close combat, though often have linear fighting styles and lack ranged options. Psionic: A type that revolves around using mana to directly affect the cognition and perception of oneself or others. While stigmata of this type are primarily rooted Sensum, Projectio is also necessary for those which affect the minds of others. Things such as reading minds/emotions in a certain area, hypnosis through speech, being able to manipulate one of someone’s senses after physical contact, or being able to create a telepathic link fall into this category. This category of Stigmata are exceptionally hard to counter if you don’t know what they do or their conditions for being fulfilled. If a user of mind control through speech activates their Stigmata and says something to you without you knowing what it is, you’ve lost the fight immediately. However, they generally have a very specific condition for activation or use that’s easy to exploit once figured out (staying out of a telepaths range for instance), always have little to no destructive capacity and output due to being mental effects, and require incredibly precision from the users end to work properly, especially if the Stigmata effects another’s Cognition. Construct: Stigmata’s of this type all create structured, stable forms of mana that all that have their own defined proportions. The difference between an item constructed from Scutum and an item constructed by stigmata is that Constructs made by stigmata’s have their own unique properties and effects that Scutum can’t obtain. The constructs strength is determined by the amount of mana poured into the Scutum and process required to conjure it. Construct-types are more often than not weapons with special rules, though they can easily be more than that. For example, a sword that gets stronger when cutting something reinforced with mana, a spear that passively locks onto the nearest target once thrown, abnormally strong chains attached to the users hand that they can extend at will, or an axe that convert the blood on it into power. These Stigmata are extremely versatile in what their effects can be, and often have very high potential for utility in most situations. Construct-Types don’t have to just be weapons, as something like a lawnmower that gets faster the more grass it consumes is completely possible as well. However their complexity is high due to taking a lot of mana refinement and use of pillars to use properly along with the fact they are almost always paired with another type. The user is usually left essentially without a Stigmata if their item is knocked from their hand, and the Mana Network is heavily taxed by the Cost of re-constructing the item. Since they are an application of Scutum, a Construct Stigmata requires a constant stream of high-quality mana to maintain both its form and its special properties. If the connection is severed or the mage's focus wavers, the construct shatters, causing a backlash within the users Mana Network. It is possible to gain more than one item from a Construct type Stigmata (twin daggers for example) though this pushes the complexity stat up, cannot exceed 3 items, and each one has less individual power than it would if it were one. Summoning: Summoning-Type Stigmata externalize mana into semi-autonomous entities known as Familiars that act independently based on commands, instincts, or pre-defined behavioral rules, with the wielders of these type of Stigmata being referred to as Familiar Users. They are very similar in composition and appearance to monsters. While similar to the construction type, the main difference between the two is that a familiar is a separate life form from its user to be given commands which interpret its users will, whereas a construct is strictly a tool shaped by its users will. A Familiar is not just shaped mana, it is given identity, function, and behavioral logic, making it a semi-independent manifestation of the user’s psyche. The creation of a familiar requires the integration of multiple pillars: Scutum to form its body, Projectio to sustain it externally, and Sensum to govern its behavior and link it to the user. As a result, Summoning-Type abilities are highly complex and mentally demanding. Not all Familiars are built nor think the same. Familiars with Low Autonomy can follow simple commands (like attack anything within five meters of me), are low cost and efficient, but are predictable and essentially just statues is the user is actively commanding them. Think of them like computer programs the user needs to type in to do something with. Familiars with mid level Shikigami behave similar to animals with instincts, are capable of adapting to circumstances in combat, require less micromanagement, though are of moderate cost and are not that intelligent beyond following commands. Familiars with exceptionally high autonomy are capable of both strategizing and improvising to the point one might mistake it for a monster and can notice things their user hasn’t, though they may misinterpret commands or disobey under certain circumstances (like if they are stronger than their user). High autonomy or Particularly powerful Familiars typically must be tamed by their user before use (or else you get an Ash with Charizard situation). To tame a powerful Stigmata Familiar, the mage must often confront the part of their soul that the Familiar represents by defeating it. An unconfident mage will manifest a Familiar that bullies them or tries to kill them, while a mage who fears their own power will manifest a Familiar that tries to go on a rampage. A master Familiar User can see through their summon's eyes. However, if the familiar is flash-banged or injured, the user feels a phantom version of that pain. The Familiars a Stigmata can call forth, the harsher the conditions on it. For example, being able to call forth hundreds of man-eating fish-like familiars but only being capable of summoning them by using water as a medium. Or being able to summon forth 5 individual familiars, but each one only has a single linear purpose. Every summoner has a medium to summon their familiars through such as water, hair, talismans, or blood. While possible to summon a familiar without a medium, doing so is an incredibly high level feat and expends far more mana than it would if you were to just use a medium. The typical counter to a familiar-user is to simply evade their summon and target the user directly (most Familiar-Users rely purely on their Familiars for combat and suck in CQC), as a Summoner skilled in close quarters is rare. Even If a summoner does possess multiple familiars, it’s recommended not to manifest more than 2 at the same time, due to the fact that familiars are very costly for mana, especially if they are particularly big or powerful. While highly versatile, Summoning-Type Stigmata demand continuous mana output, divide the user’s focus, and expose them to feedback damage if their Familiars are destroyed. While rare, some Stigmata can be hereditary or passed down through lineage or ancestry. These are aptly named Hereditary Stigmata. All Hereditary stigmata initially started out as unique to their original owner. However, since magic is manifested through the soul, these Stigmata re-manifested into the original wielders children, descendants, and bloodline members who shared similar core personality traits with them. One advantage to coming from a lineage of mages with a hereditary stigmata is that your ancestors and previous possessors have likely come up with spells and applications of this stigmata in the past that they have recorded in scrolls as instructions as to how you can perform them. This gives you a much better start off than an individual with a unique Stigmata, who would have to figure out how it’s meant to be used themselves. Yet another advantage is how incredibly efficient hereditary stigmata are. Due to the fact they have been passed down for generations, they are less rough around the edges and volatile than a unique stigmata, as well as easier to control and safer to use under strain or pressure. A disadvantage compared to unique Stigmata is noriety. For example, if your family is well known enough for people to know what their Stigmata is all about fundamentally, then your at a massive disadvantage in random encounters, as opposed to having a unique Stigmata that your opponent would have no literal idea what it does until you activate it, granting unique Stigmata users a built in element of surprise. Another disadvantage of possessing a Hereditary Stigmata is the fact they are far more rigid and have abnormally low developmental potential, being basically impossible to deviate from their original form and more rigid in application. Where a unique Stigmata might grow along with its user’s maturity, Hereditary ones are typically fixed within their use. On top of that, simply having the tools and potential to make use of a hereditary stigmata doesn’t guarantee you will. You can have inherited it, yet never go through the moment of self realization required to develop a stigmata in the first place. It is also not guaranteed that you will have enough magical prowess to perform the Legacy Spells of your family. Each aspect of a stigmata can be categorized in grades, ranging from Grade F being the absolute worst possible in that area to Grade S being the strongest in that area. The Stigmata’s overall grade is determined by The combined grades of each of its attributes. Output (The raw destructive power and scale of the ability), Complexity (How difficult it is to perform and understand), Efficiency (How much mana it consumes relative to the effect and how long it can be active), Versatility (How many situations it can be applied to and how much of the pillars it uses), Range (how far the ability itself and control of the ability can be maintained), and Evolution Chance (Developmental Potential). Certain attributes will react when others are high. For example, the more complex the technique, the more mana that it costs to use. As such, efficiency will go down as the complexity stat goes up, as they are polar opposites and inverses. Likewise, Raw output and destructive capability go down when versatility is high, and higher range typically means less raw power.It should be noted that these stats are only for the nature of the Stigmata itself, not the mage themself. If a mage is efficient or powerful enough, they can make a Stigmata that usually takes a lot of mana work. A Stigmata cannot have more than two S-rank attributes without forcing at least one attribute to D or lower. Mana Mana is the spiritual and metaphysical energy that dwells within all living beings, and is directly connected to the life force and soul of the entities that it dwells in. It is the fundamental fuel and energy source for the phenomenon and practice known as Magic. Magic is an art through which various different effects (known as spells) can be achieved, requiring precise manipulation of mana as well as visualization using it. Spells can range from simple things such as the spell which allows for enhancing one’s body using Mana (Augere), or the spell for forming a defensive barrier out of materialized mana (Scutum). Magic is the act of converting mana into phenomena (spells) through Control (precision of mana flow), Visualization (mental image of the result), and Intent (the purpose and conviction placed behind the spell). Spells can fail from mainly 2 things: the lack of mana required to use it, or from lack of alignment between Control, Visualization, and Intent. Those who are capable of channeling the mana that dwells within themselves and manipulating it to perform magic are known as mages. Mages who choose to use their abilities to protect and or serve their respective countries are known as magical knights. Magical knights have various ranks (Bronze, Silver, Gold, Platinum, Diamond, and Obsidan, with one’s rank increasing with their magical prowess, credibility, and ability to be a valuable asset to their nation. While mages typically use magic for combat, there are non-combat mages who take on more supportive roles with their uses of magic, such as those who are skilled at forming magical barriers or detecting objects infused with mana. Mages who use their magic for malicious or evil deeds are called Witches and or Warlocks. Mana Drought is a term for when a mage overuses their mana, resulting in damage to their Mana network and nodes, and in extreme cases, death. You see, there are hundreds of microscopic nodes within a human’s body that interlink and connect to form a larger network which allows for the release of mana to perform magic. By trying to perform a spell which requires more mana than a user has, trying to output more mana than possible at once, or by expending all of your total mana, a user damages these internal circuits, along with risking death and losing their ability to use mana completely if the nodes stop generating it. Overusing a stigmata is considered the fastest way to cause mana drought to oneself due to the high cost of activation compared to other abilities, and that’s is why it’s generally advised to combat foes using a mix of the four pillars, general spells, and Stigmata instead of just using the latter. The growth of a mage’s capabilities is reflective of their improvement within mind, body, and soul. One’s mind is responsible for proper mana control and visualization. It blueprints the shape, density, and trajectory of the mana. The condition of a mage’s body directly influences how easy or difficult it is to channel mana through it. It acts as the physical pipe through which the energy is pressurized. The soul determines the quality of the mana you channel. It dyes the mana with Flavor and Quality, giving it the will to manifest. It should be noted that having more mana reserves does not inherently make one stronger, as It just means you have more energy to draw from. Someone can still outlast you by being more efficient, overpower you with higher mana output or better mastery of the spellcasting in general, or even defeat you using a stigmata. In order to increase one’s reserves of Mana, Mage’s typically go through the rigorous training of body, mind, and soul in order to boost physical and spiritual energy, and in turn mana amount. The 4 Pillars of Magic are the fundamental disciplines taught at magical schools across the globe. They are the foundation of mana manipulation and magic, being the most common and important ways a Mage engages in combat. These pillars are not necessarily spells, but key applications of mana manipulation needed to actually perform spells. The Pillars are the fundamental manipulation techniques upon which all spells—from basic utility to world-altering Stigmata—are built. Remember, not spells, but Mana manipulation. They are Augere, Scutum, Projectio, and Sensum. The Pillars along with Mind, Body, and Soul, are the "</q></q>Grammar<q><q>" of magic. A spell is a "</q></q>Sentence<q>" constructed using this grammar, as each and every spell stem from at least 1 of the pillars. When Intent, Visualization, and Control don't match, the Sentence of the spell becomes gibberish and fails. Barrier spells are Scutum combined with Projectio, Tignum is Projectio, etc. Every year, each country holds exams where test takers apply to be mages. Each applicants will go through trials where these 4 pillars, along with their overall knowledge of magical combat and developmental potential. A mage/Magical Knight’s rank is determined after grading all these attributes on a scale of 1 to 10. To be a mage, one must have an average stat of 4.5. Stigmata is not a fifth, considering it is not a fundamental skill required to be considered a mage. All magical phenomena, even Stigmata, require the usage of at least one (some times multiple) pillar of magic. For example, the spell of enhancing an objects power using Mana (Augendae Telum) requires both Augere and Projectio to perform. Bronze rank mages are only a step above magic apprentices studying. The gap between a bronze and a silver is something akin to trained vs trained with experience, as Bronzes are considered fresh meat or straight up <q>"</q>fodder"</q> to higher ranks. Considering the majority of novice mages are assigned to bronze rank after passing the exam, young mages of bronze rank are usually assigned a supervisor who is gold rank or higher to go on missions with them, as well as educate them on the basics of being a mage that they didn’t learn whilst an apprentice. Bronze mages are just barely qualified to be an official mage. A skilled bronze can reasonably fight on the same level as or even defeat a lower-end silver, as the gap between them is rather small. What separates them is the fact a silver can typically act more reliably under pressure than a bronze, and are usually decently rounded enough to not be considered a straight up liability in some areas, though they cannot use multiple pillars at the same time without risking mana drought. Silver vs Gold is far more noticeable, as gold mages are able to blend the usage of multiple pillars fluidly and are far more efficient with mana. A silver CAN win, but they would definitely need a strategy or matchup advantage to have the chance do so. It is the overall most common statistical rank. Silver rank mages can’t be assigned missions by themselves, and must go in groups of 3-5 people depending on the strength of each (lower or higher if a lower or higher ranking mage is in the group. Stigmata’s are extremely uncommon in silver ranks, and even when present they are considered too unreliable or inefficient to be a strong enough factor for promotion. Gold is considered the fundamental average mage rank, and youngins classified as gold after the national exam are considered prodigies. Any mages who are classified above gold are considered to be elite. Gold mages embody what society thinks a fully trained mage should be, and are full capable of being assigned missions by themselves. Gold is considered the entry point for stigmata combat, as it’s far more common to possess one to the point around 70% of gold mages have awakened to their stigmata. A gold mage is considered to be falling behind in development if they haven’t developed one or compensated with experience or something else, though the abilities themselves are typically unrefined or not that strong, as you’ll need to blend them with general magic, creativity, and tactics to win fights against other gold-rank mages. Platinum mages have high level mastery in 2-3 pillars and are capable of contesting multiple lower ranking enemies at once with high chances of victory. Stigmata usage is expected in platinum rank, and if not present, you must compensate heavily. To take down a platinum, you’d need more than a few factors such as location, Sitgmata matchup, numbers, and situation in your favor unless you are of the same rank or higher, and even then there’s still a reasonable chance that you’ll lose. They are considered the elites of the Magical world, as well as usually the highest rank obtainable for a normal mage, as Obsidan Rank mages are considered national asset level monsters capable of shifting the direction of a battle with their mere presence that are few in number on the globe, even fewer in number within the larger nations, and 0 in number in the majority of nations. Augere: The ability to enhance and reinforce one’s own body using mana. For example, increasing one’s arm strength by infusing their mana into it. The more mana outputted into Augere, the more physical prowess gained from the act. However, it is more about flow rate and mana density than anything, as a muscle will tear if you flood too much mana into it too fast. But if you push the mana too slow, then it won’t make it to the area of focus before your hit. This means the practice of Augere has a simple and low floor, but a very high ceiling of technical mastery. To be masterful within Aurgere, you must be able to move mana naturally within yourself in density, amount, and speed as if it were your own blood. Scutum: Manipulating mana’s shape. Though the most common application of Scutum is Materialization of mana into a physical form or matter. Things such as creating weapons or platforms from mana require this, though the most notable application of this are the various kinds of both defensive and barrier magic spells that are used to both protect individuals from harm and contain/deny entry to those inside/outside. However, if you want your construct to be capable of still being maintained when not directly touching you, Projectio is necessary. Projectio: The act of casting mana away from the body and how well you are able to manipulate your mana while it is cast away from your body. The large majority of elemental stigmata wielders use this to project their elements outward to deal damage. Non stigmata applications of this are spells such as Tignum (the spell for projecting mana outwards in the form of a compressed beam to attack enemies), which is an application of projectio and Scutum. Mana naturally dissipates when it leaves the body. A Projectio master can fire a beam (Tignum) that travels kilometers without losing its edge, whereas a novice’s beam would fizzle out after ten feet. Sensum: A mage’a ability to perceive things about one’s environment that wouldn’t normally be possible without the use of magic. It involves thinning out your mana and spreading it into the atmosphere like a spiderweb. It is different from Projectio due to the fact it doesn’t inherently involve separating mana from one’s body, but most mages use in combination with Projectio for a more efficient outcome and being able to scan a large area easily. Sensum in particular has both the highest skill floor and ceiling out of all four pillars, with most gold rank mages being slightly below proficient in it, only being able to sense presences or things infused with mana. However, a truly masterful user of Sensum would be able to sense every individual presence in a building, as well as what they are doing, and how they are doing it. The real threat of a Sensum master is their ability to decipher and counter stigmata ability with it. Due to the fact that Mana is fundamentally connected to one’s soul and imagination, the personality of a mage typically tends to bleed through into their spells. For example, if a mage is unconfident in his own spells, his mana might weaken instinctively to follow the direction in which his soul is going. On the other hand, if a mage were to view magic as only a means of killing or violence, their mana might manifest as far more naturally destructive than a calmer person. Mindset is everything. Monsters are magical lifeforms created from accumulated ambient mana released by humans. Because most non-mage humans cannot fully control their mana, small amounts constantly leak into the environment. Over time, this excess mana gathers, condenses, and seeks form, giving rise to monsters. As such, Monsters are unintentional byproducts of humanity’s existence. All monsters have a core which acts as their weak spot and the area where one should target when combating them, as significant enough direct damage done to a monsters core causes its physical form to destabilize, leaving it open for follow up attack. If the core itself is destroyed, then the monster ceases to exist. Mutate-type monsters are animals that have undergone forced evolution due to prolonged exposure to ambient mana. These animals mostly retain their base behaviors, if maybe amplified a bit. They all have enhanced physiology and are capable of utilizing mana, with some being more adept than others. The more exposure to mana a mutate-type monster has and the more it absorbs, the greater its evolution, and the greater its strength. The more mana a monster accumulates, the more it shifts from instinct and begins an identity of its own beyond its base instincts. Mutate-Types are purely instinct driven, being comparable to apex predators on steroids. They often rely on brute force, making them rather predictable, but not any less dangerous. However, under the right circumstances, a Mutate-Type can be just as intelligent as a human being, such as if they evolved from an animal species already known for being intelligent, or if they have absorbed an abnormal amount of mana. Mutate-types have cores located where the heart of the organism it evolved from would normally be (creatures such as octopus’s have multiple). If the organism it evolved from didn’t have a heart, then the core is located within the center of mass for the monster. For example, For a Mutate-Type Jellyfish, the core isn't in a head (which it doesn't have), but right in the middle of its translucent bell. Imaginary monsters are monsters formed directly from condensed ambient mana without a host or base like mutate-types, given shape by human emotions, thoughts, or subconscious impulses that were carried and expressed by the ambient mana of humans. The behavior and abilities of these monsters is largely based upon the emotion or concept that their mana particles were carrying when they were being created. For example, if a lot of humans who were scared of heights all passively released mana into the environment, those particles would gather together and form a monster which embodies the fear of heights, and would be rather formidable with large mana reserves due to how common that particular emotion towards heights is. Imaginary-Types such as this tend to be stronger than others due to their already established origins and identity’s. Not every Imaginary monster is like this however, as some are the results of random mana particles carrying completely unrelated emotions and beliefs, creating much weaker amalgamations. Inside the body of every imaginary monster is a core which is the key to their entire existence, being the condensed nucleus of mana which stabilizes their existence. No matter how strong the monster, it will fall if its core has been destroyed, though there’s no guarantee of locating getting to the core in the first place. Unlike Humans and Mutate-Types, Imaginary-Types are entirely composed of mana, which comes with its own advantages and disadvantages. One advantage is that Imaginary-Types can reconstruct their bodies by absorbing ambient mana that aligns with the concept that birthed them. The closer the resonance, the faster and more stable the regeneration, unlike humans and Mutates, who would need a special stigmata to do so. However, since their existence itself IS their reserve of Mana, Imaginary Monsters must essentially burn their own existence to use as fuel. They cannot afford to run out of mana since they are made of it, disappearing if no mana remains. It is well known that weaker and similar monsters, in order to increase their odds of survival, tend to form swarms and packs. If a monster is on its lonesome, it’s either rather formidable, or acting as bait for humans until the rest of its pack can ambush them. Monsters like to lurk around areas that are associated with strong emotions in order to absorb the mana that humans released there, which is why abandoned facilities and homes are hotspots for them. They also commonly attack humans to try and absorb the mana from the source. Humans out on their own are the biggest target for monsters to attack. Monsters are also capable of developing stigmata, though it is incredibly rare. It’s far harder for monsters to obtain a stigmata because they are not inherently self-aware individuals, but the result of externalized emotions of others. The majority of monsters have stigmata-resembles abilities that are tied to their origins rather than stigmata themselves, such as an enhanced wolf possessing a supersonic bark and the ability to smell a mile away, a reptile that evolved into a dragon being able to spew flames, or a monster born from the fear of heights being able to cause vertigo. These are passive supernatural abilities, but not stigmata. To use stigmata requires usage of magic, which is also rare among monsters. Some monsters can use magical abilities like Sensum to enhance their senses instinctually, but they do not study and understand it like humans do. However, there are anomalies that have evolved into understanding magic, being capable of intentionally using pillars, strategizing, forming their own personal identities outside of their base components and instincts, and using spells. These monsters are considered serious threats that take at least 1 platinum level mage to deal with
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