The Magicians of Nerepis utilize a form of magic where they capture and invoke the abilities and powers of magical entities within magical cards. There are many different magical entities within Nerepis, varying in different abilities, forms, intelligence, personalities, sizes, and strengths. They can be classified as such:
- Foliots – The smallest and weakest of all the magical entities. They had once existed as part of a stronger magical entity but they have been broken down by years of urbanisation and the landscapes became more settled by civilisation. Naked to the invisible eye, a single foliot on its own barely has any magical might, but when summon and gathered together, the collective power of foliots can achieve only the simplest of spells, or provide minor aid for stronger magic. Their support is effective when used for spells that have an affinity with the foliot’s elemental nature. Although having incredibly weak abilities and without any conscious behaviour, foliots are not required to be bound and captured by cards so they can be called upon really quickly, and they can be found almost anywhere in Nerepis, which makes them fairly reliable.
- Familiars – These magical entities take on the forms of standard animals of nature, however their identities are anything but natural, as they are distinct from their non-magical cousins by their unusually coloured appearances. Though unnatural, the looks of the Familiars are stunningly beautiful, astonishingly mesmerising that the untrained minds of people become momentarily lost, allowing the Familiars to attack or escape. But once they are bound and captured within a card, their glamour charm becomes tainted and ineffective to all. The behavioural characteristics of Familiars, although slightly fickle, are no different to the traits of animals, and they can be found among the company of their non-magical cousins, or kept as household pets by people of the magical community. Their magical capability is limited to briefly bestowing bestially might on whoever the Magician desires upon. I.e. Speed from a Horse-shaped Familiar. Strength from a Bull-shaped Familiar. Flight, however, is too demanding upon the inconsistent nature of Familiars so levitation is granted instead.
- Kudans – Magical entities with reasonable amount of power appear as fantastical creatures, hybrids of two or more animals of nature, or a physical feature of the environment, or merged with inanimate objects. They do not possess the glamour charm or Familiars, but with sufficient sorcery, they can easily defend themselves without the use of feeble tricks. Living in herds of various other Kudans within the rural areas of Nerepis, they tend to be cautious towards Nerepians, but most of the time they can be aggressive and so will attack upon sight. A lone Kudan will either be separated or exiled from the herd, or scouting the environment. Once they are bound and captured, they have to be tamed before it accept the Magician and offer their master a number of useful magical abilities and spells, which can be expressed in spellcasting or manifesting the Kudan itself to achieve the task.
- Eidolons – Taking upon ethereal or physical manifestations of the humanoid form merged with one or more animals of nature, or a physical feature of the environment, or fused with inanimate objects, are magical entities that possess a high potent for magic. They can usually be found with herds of Kudans, acting as ‘shepards’ to guide and protect the lesser magical entities. Eidolons are somewhat intelligent magical entities in comparison to their magical juniors, but their intellect isn’t as advanced or complicated when compared to that of human intellect. Eidolons have their own distinctive and unique personality, so each one is different to another, with the exception of twin Eidolons. They have an empathic method of communication that can allow them to commune with other Eidolons, their magical juniors and even humans by sharing their emotions to those around them. Eidolons are not so easily to be captured, as they will challenge Magicians to a magical combat or trial before collaborating with them. They offer a tremendous amount of powerful spells and magical power available for the Magician, who can request for the Eidolon’s aid from the card or from the Eidolon's visible form.
- Archons – The oldest, wisest and most powerful magical entities, consequently, do not have any physical form, nor can they be captured within a card. In actual fact, they are not present within the Nerepian world at all. Instead they exist outside of reality where only the strongest of Wizards and Magisters can summon these great entities. The intellect of an Archon is vast beyond the collective intelligence of all humans and they have a colossal magnitude of magic and power ready at their disposal. Summoning an Archon is profoundly difficult for most magicians of their own power but the collaborated forces of five or more Wizards, or two or more Magisters/Magistresses are enough to call forth an Archon into reality for a short period of time. When summoned to Nerepis, an Archon can rightfully respond or reject the summoning request so it is not always guaranteed that an Archon will materialize if there is enough magical power calling forth the Archon. A sacrifice of equivalent value must be given up to the Archon if one is enquiring their services.