On Magic.Magic is varied and comes in many forms from curses to illusions to summoning to healing to hex to runes to enchantments and so on. They can be offensive, meant to harm, or defensive, meant to protect. In some cases, magic may be the battery that powers other things.
One thing remains constant, any kind of magic requires mana. Mana is the currency or, better put, the battery that powers magic. Mana is almost infinite in its abundance, but that does not mean it is all powerful.
It has been shown to have various limitations. For instance, not all individuals can maintain large reserves of mana to fuel their spells and abilities. This may vary on an individual basis, with some being born with a large innate reservoir. Others will have had to study and learn how to maintain the excess currency of magic. Without consistent study and application, a mana pool may dwindle through life the same way muscles deteriorate. Those that were born gifted may die mundane.
The more powerful the spell, the larger amount of mana is required. The reason why mana is considered "almost infinite" is because users can "borrow" mana from others whether it be a linked channeling of several users or actively using the mana of another individual to fuel one's spells.
Some casters and magic wielders can suffer from what is known as Mana Burn. Mana Burn is an affliction that can be fatal. It comes as a result of overburdening one's mana pool or casting very powerful spells without giving time to recover. Mana Burn is more likely to kill if one borrows too much mana.
Other "diseases" include Withdrawal, where a sufferer will have decreased mana regeneration. These come with its own set of dangerous and also potentially fatal physical and emotional symptoms.
On Magic Resistance.Another limitation of magic is magic resistance. Magic resistance will either dampen or completely negate the effects of magic on an individual. These come in four levels and may be acquired by individuals at birth or from items.
Primary - Primary level resistances will dampen the potential damage of spells. People with this resistance will still suffer, but to a lesser degree than those without any resistance. This resistance requires active concentration to dull the damage or effects of magic.
Secondary - Secondary resistances are like primary level resistance because they require concentration. However, secondary resistance is considerably stronger and will negate magic from the entire individual but for a limited duration. This is the last level by which anyone can wield magic in any form.
Tertiary - Tertiary level resistances are personal passive negation, whereby an individual remains completely unaffected by magic of any kind almost all the time. There will be moments, when the resistances weaken.
Quaternary - Quaternary level resistances are outright negation, the presence of an individual with quaternary level resistances will envelop a certain amount of space around them that nullifies any form of magic into or inside the sphere. This level resistance is merely theorized but never witnessed. (AOE nullzone. Great for boss raids.)
On Flow.The first users of Flow came from the east and was widely believed to be a mystical force wielded by a special few. However, it has since been learned that any species will have Flow users.
Flow is akin to the Force from Star Wars, the Bending arts from Avatar, chi, and chakra from anything wuxia related.
There has never been, nor will there ever be an individual possessing large amounts of both mana and Flow, because both are believed to be extraordinarily conflicting energies. Containing two sources of power will ultimately destroy such an individual. Some theorize that Flow has something to do with magic resistance, as it has been seen that those born with an ability to access Flow generally have very high resistances to magic. It is possible for individuals to have mana and access Flow, but wielding the two forces is a considerable drain on the body compared to just one. This drain will vary race to race and magic resistance is thought to play a factor.
Flow works in the sense that it grants boosts to physical abilities whether it be a greater leap, a stronger punch, or quicker feet. These boosts, however, are limited. All individuals will have the same limit to Flow. Similar to mana, users must give their bodies time to recover in order to access the Flow. Since Flow is considerably smaller in pool compared to mana, it regenerates slightly quicker.
Flow may also allow a user to generate invisible fields that can block projectiles or harness the core natural elements of fire, water, earth, and wind. The first element, oddly enough, can be generated by an individual. Some believe this is because the element of fire is not as pervasive as the others in the natural world.
How Flow is accessed or wielded has no correct answer as various schools of thought have been established by various Flow users from various lands. It has many names and many uses, but for simplicity's sake, we will call it Flow.