They Betrayed Me So I Summoned The Leviathan

Chapter : Glossary



A.K: I will only be sharing what I've revealed in the story so far, from what I've written.

RANKS:

- Weakling: Can barely produce magic.

- Novice: Just starting. Flickers and basic spells.

- Seer: Awakened. Can use minor magic like healing or elemental sparks.

- Mage: Trained spellcaster with an affinity or element.

- Archmage: High-level caster. Large mana reserves.

- Wizard/Witch: Specialist, more skilled than most. Often holds unique combat styles.

- Master: Near the top. Casts without effort, wields complex techniques.

- Demon: Rare level. Power comparable to legendary summoned demons.

- Founder: Legendary, ancient mages.

- No known living examples.

Note: Mana output is tested using glyph circles, typically created by House Dravantiir members. Stronger mages trigger brighter, more complex glyphs.

Additional Note: Higher level ranks have sub-levels, for example; Low Demon Level, Demon Level, High Demon Level, and can even have special names for their tiering.

HOUSES:

Founder Houses:

- House Velthra

- House Soryuun

- House Kavaleth

- House Eltaraine

- House Dravantiir

Royal Houses:

- House Keahi

- More soon...

Common Houses:

- House Durango [Vacant]

- House Nori [Vacant]

More soon...

CASTING STYLES:

- Basic Casting: Spoken spells + hand signs + conduit (wand/staff/sigil).

- Silent Casting: Advanced. No words. Typically only gestures or no gestures at all. Pure will.

- Rune/Glyph Weaving: Drawing symbols mid-battle to create magical effects.

- Flashstep/Blink: Quick movement spells for dodging or surprise attacks.

ELEMENTS:

Most mages awaken to a core elemental affinity, shaped by bloodline, personality, or training. These are the four main elements:

Fire – Power, passion, destruction. Strong for offense and raw force.

Water – Flow, healing, illusion. Adaptable and balanced.

Earth – Stability, strength, defense. Often used for shields, constructs, or rituals.

Wind – Speed, sharpness, agility. Great for movement and precision attacks.

Some mages advance their elemental control into hybrid or evolved forms. Below are the important ones revealed so far:

Ice (Advanced Water)

Ice is created by lowering the temperature of water magic through sheer control. It's about freezing, slowing, and restraining rather than flooding. Not chaotic—just sharp and cold.

Controlled, focused, and defensive.

—————

Lightning (Wind + Fire)

Lightning is formed by combining the speed of wind with the intensity of fire. It's fast, destructive, and hard to control. Usually seen in elite casters like those from House Dravantiir who specialize in glyphwork and precision casting.

Fast, powerful, and deadly in battle.

—————

Nature (Earth + Water)

Nature magic mixes the life-giving flow of water with the grounding power of earth. It creates vines, plant growth, and toxins. Often tied to ancient bloodlines or druids.

Living magic that heals, traps, or decays.

NOTES ON THEMES:

Magic = Inheritance + Discipline. Your bloodline gives you potential, but training is what pushes it to the limit.

Summoned entities have their own wills. Leviathan tempts, mocks, protects, and manipulates Katsu—she is as much a companion as she is a threat.

Power has a price. Every forbidden spell, every seal broken, brings consequences—be they physical, political, or personal.


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