Conjurers vs. Augmenters: Understanding the TBATE Magic System
If you’ve spent any time in The Beginning After the End (TBATE), you’ve probably noticed something: fights just hit different. It’s not just flashy spells or overpowered characters—it’s the logic behind how magic actually works. And honestly, as someone who’s deep into anime and fantasy systems, this is one of the cleanest, most satisfying setups out there.
At the heart of it all are two main paths: Conjurers and Augmenters. Sounds simple, right? But the way these two styles clash, overlap, and evolve is what makes TBATE’s combat feel strategic instead of random.
Let’s break it down like real fans would.
The Foundation: Mana Isn’t Just “Magic Juice”
Before even touching classes, you need to understand the Mana Core system. Every mage in TBATE has one, and its stage (from dark colors up to white) defines how strong and efficient they are.
But here’s the cool part: it’s not just how much mana you have—it’s how you use it.
That’s where the split happens.
Augmenters: The Close-Combat Monsters
If Conjurers are your classic mages, then Augmenters are basically magic-enhanced fighters on steroids. Instead of throwing mana outward, they circulate it inside their bodies. Think of it like turning yourself into a weapon.
What makes Augmenters so fun to watch?
- Raw power – punches that can literally break stone
- Speed bursts – blink and you miss it movement
- Durability – mana “armor” that tanks hits
And yeah, they’re terrifying up close.
A perfect example is Arthur Leywin in his early stages. Thanks to his past life as a king, he already had combat instincts, so combining that with augmentation made him insanely dangerous. Then you’ve got Bairon Wykes, who basically turns lightning into mobility and moves like a living thunderbolt.
Combat vibe: Augmenters dominate in melee fights. Swords, spears, fists—it doesn’t matter. Everything becomes deadlier when infused with mana.
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Conjurers: The Battlefield Controllers
Now let’s talk about the other side—the ones who don’t want you getting close. Conjurers project mana outward and manipulate the environment, making them the true masters of battlefield control.
TBATE adds an extra layer by making conjuring mentally demanding. It’s not just about power—it’s about precision and calculation.
Why Conjurers stand out:
- Elemental attacks – fireballs, ice spikes, lightning strikes
- AoE domination – reshape the battlefield entirely
- Tactical playstyle – positioning actually matters
Characters like Kathyln Glayder show how precise and controlled conjuring can be, especially with ice. Meanwhile, Cynthia Goodsky demonstrates just how destructive high-level wind magic can get.
The downside is obvious: they are essentially glass cannons. If an Augmenter closes the distance, the situation becomes extremely dangerous.
Side-by-Side: The Real Difference
| Feature | Augmenter | Conjurer |
|---|---|---|
| Mana Usage | Internal (body enhancement) | External (spell casting) |
| Strength | Extremely high | Physically average |
| Range | Close combat | Long-range / AoE |
| Speed | Instant reactions | Requires casting focus |
| Weakness | Vulnerable to ranged attacks | Vulnerable to close combat |
This is exactly why fights in TBATE feel like matchups rather than simple power comparisons.
The Hybrid Factor: Where Things Get Crazy
Most mages specialize in one path, but hybrids break the rules. These rare individuals can use both augmentation and conjuring, making them incredibly versatile and dangerous.
Arthur Leywin is the prime example. Being able to enhance his body while casting spells removes the core weaknesses of both classes.
- Close range? Covered
- Mid-range spells? No problem
- Adaptability? Extremely high
This versatility is a major reason why he rises so quickly in strength and influence.
Elements: The Flavor That Changes Everything
Both Augmenters and Conjurers are heavily influenced by elemental affinities, and this is where the system gains even more depth. Elements don’t just change visuals—they change functionality.
- Fire + Augmenter – explosive melee strikes
- Fire + Conjurer – large-scale destructive spells
- Wind + Augmenter – extreme speed and mobility
- Wind + Conjurer – flight and battlefield control
Deviant elements like lightning, ice, and gravity push these combinations even further, creating unique combat styles for different characters.
Why This System Actually Works
Many fantasy stories introduce magic systems that eventually become vague or inconsistent, but TBATE avoids this problem. Every fight feels grounded in clear rules.
Positioning matters. Timing matters. Matchups matter.
When Arthur fights a Conjurer, the goal is to close distance quickly. When he faces an Augmenter, it becomes a technical duel focused on skill and efficiency. As the story progresses, especially in larger-scale conflicts, roles like Strikers, Casters, and Shields expand the system into something resembling a tactical battlefield structure.
Final Thoughts
The split between Conjurers and Augmenters is what makes TBATE’s magic system so engaging. Augmenters bring raw, physical intensity to the frontline, while Conjurers dominate from a distance with powerful elemental control.
Hybrids tie everything together by breaking limitations and showcasing what’s possible at the highest level.
In the end, battles in TBATE aren’t just about who is stronger—they’re about who understands the system better and uses it more effectively. That balance between simplicity and depth is what makes this world so fun to dive into.








