This entire building served as a training and research wing for healers, and strict rules prohibited anyone, even students, from wandering after dark.
If he were still Dr. Rhys Rattana, he would have followed that rule to the letter.
Now?
He was breaking it without hesitation—and without the slightest twinge of guilt.
Rein’s eyes, already accustomed to the dimness, immediately caught sight of it: the great white spiral staircase. Carved from pale stone and curling upward like the coil of a seashell, it rose more than twenty feet toward the next floor. Above it, the wide glass dome gathered what little moonlight touched it, letting soft, silver threads fall through the air like drifting dust.
Rein hit the stairs at a sprint. He moved with a lean efficiency, his young body responding with a fluid speed that still felt like a new toy. Stone and shadow flickered past in a blur as he cleared the final curve two steps at a time, surfacing into the dim glow of the dome.
At the top waited a simple pair of large wooden doors—no carvings, no runes, just solid, old timber worn smooth by generations of hands.
Rein pushed them open and stepped through.
Behind him, the doors eased shut on their own with a low crrrk…
the sound sliding down the spiral staircase…
…leaving the darkness of the underground level sealed behind him.
Beyond the staircase lay a long curved hallway encircling the domed chamber below.
The magical lamps that should have flooded the place with white brilliance now flickered weakly, trembling like candle flames on their last breath.
That dim, sickly glow twisted the shadows of the stone columns, making them warp and sway like living things.
A cold draft slithered through the air, sharp enough to sting the skin. Rein shivered—unintentionally.
The familiar herbal scent of the Healing Department was gone, buried under something metallic and sweet.
Blood. Rotting tissue.
A morgue’s breath where a sanctuary should be.
Rein halted—just for a breath—as shapes bled out of the shadows.
Nearly ten Healer trainees stepped into the dying lamplight, or what remained of them did. Their once-white robes were soaked in streaks of dark, sticky red. Flesh was missing in jagged patches, as if torn away by teeth or ripped apart by hands that lacked human restraint. One dragged a severed arm behind him—its fingertips leaving a thin, wet line across the stone floor.
The corridor filled with the smell of metal and rot.
A morgue, disguised as a hallway.
“…This isn’t—hold on. This isn’t a zombie movie shoot, right?”
Rein blurted the line before he could stop himself, retreating one step on instinct.
Not out of fear—just good sense.
But the gore wasn’t what froze him.
It was their eyes.
Clouded like frostbitten glass, veins burst beneath the surface… yet glowing with a pale green-grey shimmer.
Neither vital nor void. Only bound.
Rein’s expression sharpened, brows knitting together.
Instead of panic, the scientist inside him roared awake—cold, precise, almost eager.
Neural pathways being force-controlled…?
Or mana flow-lines getting hijacked by an external signal…?
He tilted his head, studying the jitter in their gait, the delay between each twitch, each staggered step. Their movement wasn’t random. It was patterned. Synchronized. Distributed.
"…No—that's not necrosis. That's a botnet." "Bodies reduced to hardware… souls rewritten with a custom script…" He let out a dry laugh.
"Definitely not the right time to write a research paper."
The moment his voice cut out, every head snapped upward. There was no lag, no stray movement—just a single, sickeningly synchronized jerk of ten necks.
Then came the scream.
It sounded like something trying to imitate a human voice without understanding how lungs worked.
Stone walls vibrated. Dust shook loose from the ceiling.
Then the trainees lunged. Bodies jerked forward in spasms—too fast, too crooked, too wrong.
Rein dragged a hand through his messy hair and sighed as if someone had just woken him from a nap.
“Fantastic. Should’ve shut up and gone back downstairs to sleep like a sane person.”
At the heart of the Training and Research Building of the Healing Department lay one of the Academy’s most memorable spaces: a vast open courtyard encircled by elegant halls and colonnades.
Once, a greenhouse stood here, along with a beautiful herb-and-flower garden that faculty and students alike affectionately called “Master Chloe’s Forbidden Garden.”
The Forbidden Garden was unrecognizable.
The sweetness of blossoms had given way to bitter smoke. Charred husks where Sylph Blooms once stood. Shattered glass where the greenhouse had been. And at the center, the sacred fountain — once clear water, now dark red mud — its rim scattered with fragments of the Goddess Luminara's shattered face. For the healers of Arcadia Academy, this place was more than a garden. It was a promise.
That promise had been broken.
Three first-year healer students stood their ground against five broad-shouldered men dressed in black—uninvited guests in every sense.
One of the girls was Ingrid.
She was tonight’s shift leader, though now she looked far from composed: her glasses cracked, blood at the corner of her mouth, one arm broken.
Her two teammates were just as battered.
How the intruders bypassed the Academy’s strict security barriers was a mystery—and they had chosen their moment well.
Almost every senior instructor of the Healing Department had been urgently summoned away, and Master Chloe herself had departed earlier that morning.
It happened only minutes ago.
Stolen from its rightful place, this narrative is not meant to be on Amazon; report any sightings.
Ingrid and her three teammates had been on routine patrol when they stumbled on the five men—almost face-to-face.
Though healer students, they had been trained in basic offensive cantrips and primary-level Troposphere spells for self-defense.
They also relied on team tactics—enough to overwhelm ordinary mages or amateurs.
But after the first clash, their volley of spells had almost no effect.
These intruders were far stronger.
As the squad leader, Ingrid had immediately ordered one teammate to split off and call for Master Kael—their battle-healing instructor—while the remaining three held the enemy off.
One of the five men, thin and wiry, moved to chase the fleeing girl.
Ingrid seized the opening and released the Sacred Flame she’d been quietly casting for this very moment.
The spell—one of the Troposphere-tier offensive arts used by healers—was vastly stronger than any cantrip.
Flames burst from the magic circle, surging outward in a wide arc—
—but the small, wiry man simply cut through them with his sword.
Ingrid froze in shock.
“Wait—are you a Spellsword?”
At that, the remaining two girls stiffened, their faces draining of color.
Everyone knew the Spellsword class was one of the rarest in the Kingdom of Arcadia—and three healers had no realistic hope of standing against even one.
The wiry man lifted a finger and swayed it side to side.
“You really shouldn’t make this troublesome.”
His smile curved, thin and cruel.
“Tell me—if healers get carved into pieces, can they still heal afterward?”
He twirled the blade in his hand, the edge catching faint flashes of light—evidence of an Enhancement spell coating the steel like a hungry sheen.
From the rooftop of the building behind them, another man in black called out, voice lazy and irritated.
“Quit wasting time. Stop playing around. We still have work to do.”
“Master Kael will be here any moment! If you run now, you might still live!”
one of Ingrid’s teammates shouted back, trying—and failing—to sound fearless.
“Hah… you think a single Stratosphere-tier Priest is enough to scare us?”
A low, guttural snarl erupted from one of the black-clad figures in the back. The man was enormous—bull-like in build—his dark cloak unable to hide the sheer brutality radiating from him.
He didn’t wait for an answer.
His fist, wrapped in roaring flame, swung toward them with murderous force. The explosion tore through the courtyard.
A deafening boom shook the stone floor. Shards of shattered ground flew like sparks from a forge.
Smoke filled the air—thick, bitter—stinging the throat.
Ingrid threw up her arm to shield her face. Dust coated her golden hair. She grit her teeth and screamed:
“Two-layer Magic Shield! Now!”
Her teammates on either side jerked their trembling hands upward.
Two layers of blue sigils flared to life—thin, glasslike walls forming with a sharp hum.
They never stabilized.
The flaming fist crashed into them—both shields shattered like glass under a hammer. Fragments of fading light scattered across the courtyard before vanishing.
The shockwave blasted the two girls backward.
They slammed into a stone pillar with a sickening thud, folding over as blood spilled from their lips.
Ingrid's breath hitched. A second late and there'd be no one left to bury. Pure reflex took over. Her single hand snapped to her belt, the familiar grain of the oak staff meeting her grip before the first scream could even finish.
Focus. Now.
She slammed the staff against the ground and flooded the wood with mana. No chant, no wasted breath—only the runes igniting with a sharp crack.
A golden shielding circle erupted, a shimmering, planar disk locking into place with a sharp hum just as the massive fist tore through the air.
The third layer cracked instantly, spiderweb fractures racing across its surface.
A wave of fire surged outward, searing the air—her hair fluttered violently, almost catching flame.
The greenhouse behind them exploded.
Glass rained down in glittering shards. Master Chloe’s once-beautiful herb garden was engulfed in fire, collapsing into black ashes within seconds.
“Kh…!”
Heat lashed across Ingrid’s skin, burning like a hot iron.
From the corner of her eye, she saw the Statue of Goddess Luminara—once the serene centerpiece of the courtyard—shatter under the blast. Chunks of white stone were flung like hail.
This time, all three girls were thrown in different directions.
Blood streaked the ground where they landed. Dazed, vision swimming, Ingrid struggled to push herself up with her one good arm.
The other hung limply—broken—her glasses cracked so badly the world blurred into shifting lights.
But she refused to fall.
In front of her, the giant man laughed, a deep, echoing sound that vibrated through the courtyard.
“Those little shields… you thought they’d stop me? Hah!”
He raised his fist again.
Flames crawled up his arm, burning hotter—brighter. The orange-red glow reflected off skin that looked more like rough stone than flesh.
Ingrid’s gaze swept across the ruined garden.
Her voice trembled as she forced the words through clenched teeth:
“We… won’t let you—defile this place…!”
Beside her, another girl gasped for breath, blood trickling from her lips as she attempted a healing spell.
“C–Cure… Wounds…!”
But the pain was too much. Her concentration snapped. The magic circle flickered once, then collapsed into nothing.
Blood ran into Ingrid's eyes. Her shattered arm jolted at the slightest movement, but she kept the scream locked behind her teeth.
The enemy's laughter came from somewhere far away.
But then a single image cut through the pain. She was a first-year, fever burning through her small body until her organs began shutting down one by one. She could still picture herself trembling on that pale hospital bed, breath shallow, vision darkening at the edges.
Spells failed. Potions failed. Even the senior healers whispered that she might have been cursed, their eyes carrying the same quiet despair as every apprentice who looked at her.
Until Master Chloe walked in.
She didn’t offer comfort or hollow reassurances. She simply placed a long, gentle hand over Ingrid’s chest and murmured:
“Don’t be afraid. I’m right here.”
Warm blue light bloomed from her fingertips.
The agony that had been clawing the life from Ingrid’s lungs vanished in an instant—not simply healed, but washed away, as if the pain itself bowed before that radiance.
Ingrid remembered breaking into tears. In that moment, she felt something more than healing—it was kindness so profound it made her want to keep living.
From that day onward, she swore to herself: No matter how much it hurt… she would never abandon anyone.
She would become the light that reached back for others—just as Master Chloe had once reached back for her.
The memory flickered through her mind now, steadying her shaking hand.
Her vision was still blurred, but the resolve in her eyes sharpened.
“...We’re not done yet,” she whispered, unsure whether she said it to herself or the girls behind her.
“Just follow our training. We only need to buy time.
I’ll keep you alive—I promise.”
Gritting her teeth, Ingrid forced herself upright.
Blood traced the corner of her mouth.
With her one usable arm, she grabbed her oak staff from where it hung at her hip and drove its tip firmly into the ground.
She inhaled deeply—
and let her voice ring out, trembling but unwavering.
“Lux Luminara, prismata sanare omnes!”
Light of Luminara, scatter like a prism—heal all within its reach!
A white glow surged forth, gathering into the staff.
Then the tip flared with radiance, releasing a spinning golden magic circle into the air. Lines of light shot outward in every direction—fracturing like multicolored prisms.
The beams washed over her injured teammates.
Blood stopped flowing.Torn skin slowly knit. Breaths that had been ragged and shallow evened out again.
But Ingrid knew the truth. This spell consumed a tremendous amount of mana.
And before foes like these… this was nothing more than a faint light in overwhelming darkness.
Winning had been off the table from the start—the gap was simply too wide. But they could survive. This was Arcadia Academy; a professor or a guard had to be close. They just needed to buy enough seconds for the cavalry to arrive.
“Group healing… what a nuisance,” the massive man muttered with bored annoyance.
The spellswordsman beside him chuckled.
“Pointless, little idiot.”
He took a slow, mocking step forward, the tip of his sword tracing a shallow line in the dirt.
"Keep healing. You're just buying yourself more pain."
Ingrid ignored him.
Her hands were slick with sweat; her heart slammed against her ribs until every breath felt like a fresh burn in her lungs.
Only one thought remained. Buy time. No matter what.
“Heh. Then let me test it,” the giant growled. "Let's see how long that light lasts." He lunged.
Flames roared down his arm, a searing wave of heat as he tore through the air straight at her.
These entries expand the lore and mechanics introduced in this chapter.
Completely optional — read only if you enjoy diving deeper into the system.
Spells Techniques
Quiet Casting (Advanced Casting Technique)
A refined technique that allows a mage to cast spells in a low voice—or even a whisper—without sacrificing spell structure or power. Particularly useful in stealth operations, ambush scenarios, or duels where surprise is key.
While not a formally taught part of first-year curriculum at Arcadia Academy, Quiet Casting is a standard among second-year students and above. Mastering it requires fine mana control, mental discipline, and deep familiarity with the spell's incantation.
Notable User:
Ingrid, a first-year apprentice healer under Master Chloe, is one of the rare first-year students capable of executing Quiet Casting reliably. Her use of this technique in Chapter 14 demonstrates not only her composure under pressure but also her advanced grasp of healing and offensive spellwork.
Two-layer Magic Shield
A defensive technique using two consecutive layers of protective sigils. While highly effective against mid-level threats, it is vulnerable to overwhelming force or enhanced strikes. Requires synchronization between casters and high concentration.
Locations
Forbidden Garden (Update)
Formerly a tranquil herbal sanctuary at the heart of Arcadia’s Healing Department, now reduced to ruins. The garden once included a greenhouse and a sacred healing fountain, which was destroyed in this chapter. The garden was symbolic of hope and healing, making its desecration an emotional blow.
Key Characters (Mentioned/Implied)
Ingrid (Update)
First-year healer student and direct disciple of Master Chloe. Level-headed, dutiful, and unexpectedly steady in crisis. Recently appointed as the temporary shift leader for nighttime patrols due to her reliability and strong fundamentals.
Her emotional flashback in this chapter references a near-fatal incident that happened early in her first year at the Academy. During a sudden outbreak of corrupted mana exposure, Ingrid collapsed and fell into a critical state. Master Chloe personally intervened and saved her life—a moment that became the defining pivot of her identity.
This experience reshaped her worldview: healers are the last line of hope, the ones who step forward when everyone else steps back. From that day on, Ingrid vowed never to abandon anyone in need, no matter the danger. Her determination in this chapter reflects that conviction—she fights not to win, but to protect, to buy time, and to ensure no one under her watch suffers the same fate she once did.
Master Chloe (Referenced)
Her influence continues to guide students even in her absence. She remains a symbol of hope and mastery in the Healing Department.
Master Kael
Instructor specializing in battle-healing. Mentioned as being urgently summoned during the intrusion. Likely a Stratosphere-tier Priest.
Goddess Luminara (Statue destroyed)
The divine figure worshipped in Arcadia. Her statue was a central symbol in the Healing Department’s garden. Its destruction carries symbolic weight, highlighting the desecration brought by the intruders.
Other Elements
Intruders
A group of five unidentified, powerful individuals able to bypass Arcadia’s magical security. At least one is confirmed to be a Spellsword, another is a fire-wielding brute, and a third appears to command from a rooftop. Their motives remain unknown.
Fire Enhancement Spell (Unknown)
Used by one of the intruders to amplify physical attacks with magical flames, increasing both power and destructive range.
Further details will be revealed later in the story.
Spells Codex
Sacred Flame
Offensive Hybrid – Expert Troposphere Tier
Category: Offensive / Hybrid
Tier: Expert Troposphere
Element: Hybrid (Fire + Light)
Mana Cost: Medium–High
Casting Method:
– Vocal
– Quiet Casting
– Pre-inscribed (typically via Arcadian Oak Wand)
Description:
A radiant hybrid spell that merges the destructive force of fire with the purifying essence of light. Sacred Flame is popular among battle-healers, divine casters, and temple-trained mages due to its versatility in both combat and purification roles.
It is ideal for crowd control, emergency defense, and anti-undead operations.
Mechanism:
Mana is channeled through a magic circle, simultaneously transmuted into both fire and light elements. Upon release, the spell unleashes a wide, crescent-shaped wave of luminous flame that scorches enemies within a frontal arc.
The flames have two distinct effects:
– Base Fire Damage: ~20% stronger than standard fire-element spells
– Purifying Light Effect: Deals double damage to undead and corrupted beings
Approximately 50% of total power scales based on the caster’s mana pool and elemental affinity.
Range:
– Frontal Arc (~10–15 ft. forward, 120° cone)
– Flame height: ~4–6 ft. from ground
Incantation:
“Ignis Lux, Purifica et Exuro!”
(“O fire and light—cleanse, and let all be burned away!”)
Limitations:
– Less effective in tight or enclosed environments
– Requires precise mana balancing for dual-elemental conversion
– Vulnerable to elemental countermeasures like water barriers or darkness suppression fields
Notable Users:
– Ingrid, known to use quiet casting to surprise enemies
– Temple-ordained clerics and field healers trained in elemental control
Related Techniques / Spell Families:
– Related to Holy Nova (advanced AoE light-only variant)
– Hybrid spell line: Flame of Judgement, Sunburst Lance
– Pairs well with Magic Shield or Light of Luminara for support roles
Notes:
– Introduced in field engagements during defense of the academy perimeter.
– While considered Troposphere-tier, mastering this spell requires precise elemental control, often taught in second-year spellcasting courses.
Light of Luminara
Advanced Group Healing – Expert Troposphere Tier
Category: Healing / AoE / Divine
Tier: Expert Troposphere
Element: Light
Mana Cost: High
Casting Method:
– Vocal
– Channeling
Description:
A high-tier, area-of-effect healing spell that channels divine light in honor of the goddess Luminara. Upon casting, radiant prismatic beams are emitted, restoring wounds and revitalizing all valid targets within range.
Unlike single-target spells like Cure Wounds, Light of Luminara is optimized for group use—delivering both physical recovery and fatigue relief.
Mechanism:
The casting of Light of Luminara begins with the focused gathering of mana at the center of the caster’s core. This energy is then transmuted into the element of light—not as mere illumination, but as refined, divine-aligned energy capable of restoring life and balance to the body. Once converted, the mana radiates outward in refracted rays, resembling shifting prisms of sunlight, which spread across a defined radius centered on the caster.
As the rays pass through each target within the area of effect, they penetrate the skin and are absorbed directly into living tissue. The light energy acts on a cellular level, accelerating regeneration processes, repairing damaged organs, closing wounds, and purging minor toxins or physical imbalances. At the same time, the spell alleviates fatigue and addresses less visible symptoms such as dizziness, numbness, or momentary disorientation.
The efficiency of this mechanism, however, is not constant. The more targets the light touches, the more the restorative energy is divided, reducing the individual healing strength for each recipient. The caster’s personal mana capacity, along with their affinity toward the light element, also plays a significant role in determining how effective the healing will be across a group. Mastery over mana control ensures the light flows smoothly into each target without dispersing too quickly, while divine affinity enhances the spell’s restorative purity.
Ultimately, Light of Luminara operates on a principle of balance—between quantity and quality, between radiant force and living resilience. It is a sacred healing technique designed not just to mend, but to harmonize.
Range: Area of Effect (AoE)
– Shape: Circular, centered on the caster
– Radius: ~15–20 feet
– Effectiveness:
– Full strength on up to 5 targets
– Diminished effectiveness as recipient count increases
– May underperform compared to Cure Wounds if cast on too many individuals
Effectiveness Modifiers:
–The caster’s total mana reserves
– Affinity with the light element
– Presence of divine blessings or catalytic relics
Additional Effects:
– Alleviates physical fatigue
– Eases minor non-lethal symptoms (e.g. dizziness, numbness, light-headedness)
– Temporarily stabilizes breathing and pulse in weakened patients
Incantation:
“Lux Luminara, prismata sanare omnes!”
(Light of Luminara, let your prisms heal all.)
Notes:
– Considered a sacred technique among Luminara’s clergy and temple circles
– Frequently employed in battlefield triage and large-scale healing rituals
– Complementary to Aura of Revitalization (Legendary-tier healing spell)
– While the spell can be pre-inscribed by Master-level healers, Ingrid opts for direct vocal casting during high-stakes operations. As the spell’s complexity exceeds her current rank (officially Primary Troposphere), she channels her mana in real time to maintain stability and output.
– Pre-inscribing such a spell without full Mastery results in reduced area coverage and healing potency, making vocal + channeling the safer option under duress.
Cure Wounds
Healing – Primary Troposphere Tier
Category: Healing
Tier: Primary Troposphere
Element: Light
Mana Cost: Medium
Casting Method:
– Pre-inscribed (typically into Arcadian Oak Wands)
– Vocal Casting
– Rarely via Quiet Casting (by highly skilled students)
Description:
A standard and dependable healing spell used to mend cuts, bruises, and moderate trauma. Cure Wounds is a staple in medical spellcasting and is taught to all first-year students at the Healing Department of Arcadia Academy. It serves as the foundation for more advanced restorative magic.
Mechanism:
Upon casting, the user channels mana into a focused point above the wound site, where it condenses into a radiant sphere. This sphere is then transmuted into the light element, initiating a two-fold process:
- Disinfection: The light energy cleanses the wound area of dirt, minor toxins, and microbial contaminants.
- Cellular Stimulation: Mana penetrates the skin and underlying tissues, accelerating regeneration by triggering the body’s natural healing response in a rapid burst.
The healing is near-instant, though deeper injuries may require multiple applications or stronger spells.
Incantation:
“Lux Vitae, Menda Corpus!”
(Light of life, mend the body!)
Limitations:
– Cannot be stacked or layered with other healing spells
– Usable a limited number of times per day per caster (typically 3)
– Ineffective on critical wounds or internal organ damage
– Reduced potency on cursed, undead, or corrupted targets
Typical Users:
– Licensed Healers
– Battle Medics
– Students of Arcadia Academy, Healing Dept.
Related Techniques / Spell Families:
– Light of Luminara (AoE advanced healing variant)
– Part of the Basic Light-Healing Set taught in Arcadia Academy of Magic, healing curriculum
– Complementary to Aura of Revitalization (Legendary-tier healing)
Notes:
– Commonly pre-inscribed into Arcadian Oak Wands for rapid deployment.
– Rare students like Ingrid are capable of Quiet Casting, bypassing vocal incantations under pressure.
– First seen in Chapter 6 during Rein’s recovery in the Healing Ward.
Spellsword
Tier Range: Troposphere to Stratosphere
(Some legends suggest the existence of Master-level Spellswords operating near Mesosphere-tier levels.)
Primary Role: Hybrid Melee / Magic Combat
Magic Type / Elemental Affinity: Varies by individual (commonly Fire, Lightning, or Wind; some utilize Arcane or Ice)
Class Description:
The Spellsword is a rare and formidable class of mage-warrior, trained to seamlessly blend martial prowess with arcane skill. Unlike traditional mages, who require distance and preparation to cast spells, Spellswords engage enemies up close—channeling mana directly through their weapons to unleash elemental strikes, reinforced slashes, or magical counters with minimal delay.
Their unpredictable fighting style and hybrid nature make them especially difficult for conventional casters and dedicated healers to deal with, as few can match their speed, burst casting, and precision melee strikes.
Core Traits:
– Embeds spells into physical attacks
– Channels mana through weapons rather than wands or staves
– Prioritizes speed, reflexes, and short-cast spell bursts
– Effective in both duels and squad-based combat scenarios
Typical Skillset / Spell Access:
– Elemental Blade techniques (e.g., Flame Edge, Arc Lightning Slash)
– Mana Step, Blink Strike
– Reinforcement magic (e.g., Speed Infusion, Iron Flesh)
– Limited ranged spell access due to casting method constraints
Affiliated Factions / Institutions:
– No officially recognized Spellsword academies or departments
– Occasionally trained under retired war mages or frontline generals
– Further details of their techniques will be revealed later in the story
Class Advancement Path:
– Most begin as warrior-class students or battle mages
– Specialization arises from rare elemental affinities or mentor-based instruction
– True Spellswords require mastery of both physical discipline and mana control
Notable Individuals:
– Rumored elite Spellsword active during the War of Three Merchants (details classified)
Limitations / Weaknesses:
– Lack of long-range capabilities compared to pure casters
– Magical attacks limited by melee reach
– Lower spell amplification due to hybrid focus
– High stamina consumption; prone to exhaustion in prolonged engagements
Notes:
– Spellswords are not officially recognized within Arcadia Academy’s curriculum, though some instructors train them off-record
– Considered “battlefield arts” more common in frontier warfare and mercenary circles than academic settings
– Some Spellswords forge custom spell-weapon hybrids known as Bound Arms—to be explored in future chapters
Priest
Tier Range: Troposphere to Stratosphere
(Some legendary Priests are rumored to have transcended into higher tiers.)
Primary Role: Healing / Purification / Divine Support
Magic Type / Elemental Affinity: Light / Divine / Hybrid
Class Description:
The Priest is a high-ranking spiritual caster class closely affiliated with the Church of Luminara, often stationed in temples, battlefronts, or major institutions. While similar in some aspects to Healers, Priests operate under divine authority and possess broader powers related to purification, blessing, and banishment of corruption.
Many Priests begin their careers as Healers, but only those who demonstrate unwavering faith in the Goddess Luminara and strong spiritual affinity are formally ordained by the Church—headquartered in the holy city of Crucifier.
Unlike standard healing mages, Priests draw both from their mana reserves and divine blessings, enabling access to spells that exceed their personal tier when permitted by divine will.
Core Traits:
– Specialized in group healing, undead cleansing, and divine warding
– Capable of using sacred incantations and channeling divine energy
– Able to sanctify locations, bless allies, and purify cursed objects or individuals
Typical Skillset / Spell Access:
– Sacred Flame, Light of Luminara, Aura of Revitalization
– Divine Barrier, Sacred Seal, Cleansing Hymn
– Incantation amplification via faith-based rituals
Affiliated Factions / Institutions:
– Church of Luminara (Central Headquarters: Crucifier)
– Temple of the Inner Sun
– Occasionally assigned to Arcadia Academy for education or joint missions
Class Advancement Path:
– Typically starts as a Healer or Cleric Apprentice
– Must undergo spiritual evaluation and divine rites
– Requires sponsorship or recognition from high-ranking clergy
– Some Priests ascend to Cardinal, High Priest, or Saint-class roles
Notable Individuals:
– Master Kael – A Stratosphere-tier Priest known for frontline service and spiritual discipline.
– (More to be revealed as the story progresses.)
Limitations / Weaknesses:
– Divine power access may fluctuate depending on faith, location, or divine favor
– Often bound by church doctrine, limiting freedom in combat strategies
– Vulnerable in anti-magic zones or when severed from divine sources
– Offensive capabilities generally lower than battle mages unless facing undead or cursed entities
Notes:
– The Priest class is considered a spiritually elite path, not merely a combat role
– Revered in many societies; often act as diplomats, ritual leaders, or purifiers
– Titles and ranks vary by sect; "Priest" is a general term used in Arcadian circles
Some discoveries whisper. Others press against the edges of what he thought was safe.
how long have they been watching?
See you in the next chapter.
—Re:Naissance

