Aura- an aura is the energy field that surrounds every living being. Every aura has a color or combination of colors as well as a particular scent, some examples in the books were lavender, vanilla ice cream, snakes, sulfur, and mint.
Magic: magic in this universe is simplified by the idea that it is simply imagination given shape and form by your aura. All forms of magic drains the aura and can leave someone physically exhausted if overused.
Fire magic: “It is said that the Magic of Air, Water, or even Earth is the most powerful magic of all. They are wrong. The Magic of Fire surpasses all others.”
- Healing: Masters of fire can heal certain types of wounds with fire by fusing and reforming tissue.
- Pyromancy: Masters of fire can create, extinguish, manipulate, move, and throw fire. Fire can be formed into shapes.
- Thermokinesis: Masters of fire can greatly heat an object or enemy with a touch.
- Welding: Masters of fire can melt and fuse stone, metal, and many other substances.
Water Magic: “It is said that the Magic of Air or Fire or even Earth is the most powerful magic of all. But that is wrong. The Magic of Water surpasses all others, for water is both the lifegiver and the deathbringer.
- Hydromancy: Masters of water can create, move, and shape water into nearly any shape or form imaginable.
- Manipulation of Bodies of Water: Masters of water can manipulate rivers and oceans, such as impacting tidal currents, causing floods, and creating waves.
- Thermokinesis: Masters of water can manipulate the temperature of water, causing it to boil or freeze.
- Weather Manipulation: Masters of water can create rain, clouds, and storms.
Air Magic: “It is said that the Magic of Fire, Water, or even Earth is the strongest magic. They are wrong. The Magic of Air surpasses all others.”
- Aeromancy: Masters of air can greatly compress and decompress air. Air can be manipulated to form tornadoes, walls, and shields. Highly pressurized air can be shaped into blades, orbs, blasts, and explosions.
- Exnomophis: Masters of air can alter the balance of the components that make up air.
- Flight: Masters of air can fly by manipulating air currents.
- Manipulation of Weather: Masters of air can create powerful tornadoes, hurricanes, twisters, whirlwinds etc.
- Thermokinesis: Masters of air can change the temperature of air, either freezing it or heating it to extreme temperatures.
- Typhokinesis: Masters of air can manipulate air particulates, such as smoke, mist, and clouds.
Earth Magic: “It is said that the Magic of Air, Water, or even Fire is the most powerful magic of all. They are wrong. The Magic of Earth surpasses them all“
- Lithomancy: Masters of earth can create, form, and move earth at will.
- Phytokinesis: Masters of earth can create and manipulate earth-based life, such as plants.
- Thermokinesis: Masters of earth can manipulate the temperature of earth, causing it to boil and turn into a molten state.
- Transmutation: Masters of earth can alter the composition of earth.
Magicians: magicians are masters at manipulating and shaping their aura to suit their needs. They are capable of making light sources, auric constructs and so much more.
Sorcery: Sorcerers deal with the raw power of the four elemental magics; Fire, Water Earth, and Air. Though many sorcerers typically choose one magic to master, all sorcerers are capable enough to tap into all the elemental forms of magic but not on the same level as their innate element.
Limited Elemental Control
Enchanting: Enchanters are similar to magicians but instead of creating things with their aura, they use their aura to empower objects. A normal stick could become sharper than a sword, a baseball harder than steel.
Alchemy: Alchemist study the law of equivalent exchange, potion making, and how science interacts with magic. Alchemist are able to change the very wold around them by changing and manipulating the molecular structure of anything they touch.
Important Names and Figures:
Elders: The elders were the race of powerful beings who ruled the earth before and in the early times of the Humani(Humans). They were typically seen as gods and given names like Hecate, Odin and Prometheus
Dark Elders: The dark elders are a group of elders who want complete domination over the earthen realm, common names are Bastet, The Morrigan, Anubis, and Aten.
Next-gen: what is known as the next generation is made up of the children of the Elder race that were born after the fall of Danu Talis, some names are The Morrigan, and the Sphinx. Most Next generation are what’s known to humans as Vampires
Immortals: immortals are humans that have become immortal through the blessing of an elder or by various other means.
Shadow realms: shadow realms are pocket dimensions created by elders that reside on the edges of human civilizations. Flamel Academy exists in a pocket realm created by Hecate called Yggdrasil(no she isn’t dead in this version). Due to the demand of energy it takes to keep a Shadowrealm stable, it drains the power from all technology meaning no technology works in Flamel academy.
Yggdrasil: The Yggdrasil shadow realm, created by the elder Hecate, was made to house a seed of the world tree. Over the centuries, Hecate cultivated the seed until it grew into a massive tree that actually extended into other shadow realms like Asgard and Helheim. Due to recent events, Hecate has allowed Nicholas to establish a school in the hallow tree due to its ability to drain energy.
Vampire Clans: there are many vampire clans that are rooted in myth all over the world, some are blood suckers, some flesh eaters, and some that feed on the emotions of humans. Vampires are gifted with enhanced speed, strength, reflexes, and stamina. All are extremely dangerous
Torc Clans: the Torc clans are essentially what humans myths deem as the Werebeasts.
*Torc Allta- Wereboars
*Torc Madra- Werewolves
*Torc Tiogar- Weretigers
*Torc Leon- Werelions
There are many more but could only find the names for a few so.
Nicholas Flamel: An accomplished Alchemist and magician who has spent that last seven hundred years protecting the human race.
Headmaster and Professor of Alchemy
Aura color: Emerald Green
Aura Scent: Mint
Perenelle Flamel: A powerful sorceress who has spent the last seven hundred years protecting the human race alongside her husband Nicholas. She has the unique ability to see the shades of the dead.
Headmistress and Professor of Sorcery
Aura color: White(shades of blue, red and green cover her white aura to protect her from ghosts)
Aura scent: None
Sophie Newman: the older of what is called the Twins of Legend, Sophie Newman is a powerful magician and sorceress with mastery over all the elements.
Professor of Air Magic
Aura color: Silver
Aura Scent: Vanilla Ice cream
Josh Newman: The younger but physically stronger half of the Twins of Legend, like his sister josh is a powerful magician and sorcerer but is also very skilled at combat.
Professor of Fire Magic
Aura color: Gold
Aura Scent: Oranges
Gilgamesh the King: Gilgamesh is old, older than almost all civilizations and on of the oldest living immortals on earth. He holds the knowledge of ancient history in his fractured brain. Just a warning, he’s a bit crazy.
Professor of Water Magic
Aura color: Unknown
Aura Scent: Unknown
Tsagaglalal- better known as Aunt Agnes, Tsagaglalal is an elder who has watched over the Newman family since the fall of Danu Talis and has mastery over all the elements.
Professor of Earth Magic
Aura color: White
Aura scent: Jasmine
Joan De Saint-Germaine: Known to history as Joan of Arc, Joan is a powerful warrior and en expert on Auric manipulation.
Professor of Aura Studies
Aura color: Silver
Aura Scent: Lavender
Scathach the Shadow (Scatty): an ancient vampire that created the basis of all martial arts known to man.
Professor of Combat
Aura color: Gray
Aura Scent: Unknown
Villains (you will see them ALOT)
Dr.John Dee- an Immortal and power Magician, Necromancer and Alchemist who is willing to set fire to cities, plague kingdoms, and raise armies of the dead to hunt and kill Nicholas and Perenelle Flamel in service to his dark elders.
Aura color: Yellow
Aura Scent: Brimstone(Rotten Eggs)
Nicolo Machiavelli- an Immortal and powerful magician who reigns over Paris through his control over the country’s political system and police forces.
Aura Color: Gray
Aura Scent: Snake(reptile)
Billy the Kid: A rather new immortal but still an incredibly powerful magician under the direction of his master Kukulkan also know as the feathered god Quetzalcoatl.
Aura Color: Red/Magenta
Aura Scent: Cayenne Pepper
Virginia Dare: A dangerous immortal and Mistress of Air magic with a powerful object of power that allows her to control, incapacitate, and kill enemies.
Aura Color: Jade Green
Aura Scent: Sage
The power of the familiar is an old and powerful magic dating back further than the existence of the humani. In the days before humans, elders used familiars to enhance their powers, act as spies, and even as protectors if such elder felt threatened.
The familiar has three different forms it can take after time spent training and learning, these forms are based on how much aura their master supplies them with. Familiars will always have the same elemental affinity as their master and typically materialize into an animal that has an affinity for that element. Familiars also have a special ability that is unique to them such as giving their master an extra power boost or some great display of elemental power.
Base: the base form is simply the cub, or baby form of the familiar. This will take the form of one animal that can be found in nature such as a wolf, Fox, falcon, or penguin. In this form the familiar can only access a very small percentage of their elemental ability and cannot access their special ability. Familiar and master must always stay together while in this stage.
Animal form: in this form, the familiar is the fully grown version of whatever animal it choose to portray. It has access to about half its elemental powers and can now access its special ability. In this form the familiar can now be sent far away from its master to perform tasks. It is also able to switch between its forms at will.
Beast form: Beast form is the familiar at full strength using one hundred percent of its elemental power. It takes on a more elemental form and can unleash devastating spells as well as empower its master to fuel their aura. Beast form familiars are usually large enough to use as mounts in some cases. Some beast forms can also take the form of mythical creatures.