Spells

These are the undeniable roots of all **arcane arts**. Spells are one of the most common variants of channeling mana- being a very specified art of ether usage. There are a myriad of ways to produce these techniques; the most effective ones ranging from the use of a grimoire, tome, staff, hand seals (if the user in question is proficient enough in their craft), or even an instrument. Incantations also fall under this category, and can be used to aide in a spell's invocation as well.

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A **spell's activation** is heralded by the generation of runic circles corresponding to the skill in question. With a spell belonging to the **water** element, for example, adorning a sapphire hued ring before unleashing a torrential shot of oceanic essence.

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**P**rimarily adorned by magi, sorcerers, scholars and certain classifications of knights (namely Bethelian or Lucian), spells are an undeniable boon to one's arsenal. As an uncommon yet relevant tool, they've always been an aspect of Cier no matter the scale of which they bear. Be it as a savior of many, a scourge to all, or even more shocking-- a way to water your crops, **spells** have been a recorded component of this world for the same amount of time Artes have.

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**Casting**, or to put it in a more general sense, **maintaining** a spell will require immense control over **mana usage**- it's a finesse that would require the finery of the art of ether control to a degree beyond the utilisation of a Breaker, of mana techniques, or even aura. After all, you're not just bringing the innate ability of your \***soul**\* or \***will**\* out through this, but harnessing your own essence and granting it an entirely new purpose. Not everyone is going to be able to pick this up like it's nothing for this reason. That's where **spells** and **mana techniques** differ. In that sense, alchemy and spellcasting are considered to be closer kin, bearing a close relation through the need for aptitude. Where **alchemy** would require pure skill and intellect, spellcasting must have a user who is erudite and talented, with the minds of some simply being more malleable than others. Those with great amounts of **full-scale intelligence** tend to excel in the creation and employments of **spells** in their journey of life as well.

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𒄈 The knowledge to use a spell can be imparted in numerous ways, with many of these methods being undocumented given the way this world operates.. But standardly, you should see the acquisition of a spell through:

- Manually learning it via the aid of a teacher; be it through incessant training and practice.

- Or the study of a **scroll**, special tome, grimoire, or any scriptura bearing relevant information.

- And **Sealed Spellseals**, or **Arcane Echoes**.. By far the most niche and rare means of discovering a spell, but certain seals are at times harnessed within scrolls, or are even etched onto cave walls for the absorption and instant learning of a technique.

**M**agic circles can also vary immensely in size, with the **amount** of circles being interchangeable with its **magnitude** in terms of power scaling. A magic circle the size of an Olympic swimming pool for example would automatically be a low **B** or even high **C** rank depending on how difficult the conjuration of the cast is for its user, where about five circles the size of the grimoire used to cast it would make it a simple **C** rank spell. Magic circles typically form in front of the medium being used to cast, underneath the user's feet, or around them. But specific spells tend to have specific circle locations, too. Various **runic** emblems can form as patterns on these circles- ranging from marks such as the **gothic bat** to rare, unknown languages within the world of Cier.

𒄈 **A**rcane arts will be ranked differently too, with the endless amounts of purposes and varying end results of these infinite spells resulting in a myriad of spell ranking considerations. These include factors such as **spell power**, **ether consumption**, **skill requirement**, and **mana control**- with the aptitude necessary to use a spell being the most noted point of interest in terms of ranking these techniques. And as for those aforementioned rankings, they'd be...

- **E**-rank spells, which require minimal effort to learn and are rudimentary abilities rather similar to basic mana abilities, such as the formation of a small orb of bright light. Situational, yet useful. Usually indicated by one magic circle.

- **D**-rank spells are separated by a very large jump (as all ranks are) and net much more skill to learn. They make up the starting arsenal of most mages and sorcerers, be it simple fireballs or warding shields. Difficult to learn. Indicated by **two to three** magic circles.

- **C**-rank spells are their formers true evolutive, showing the beginning of a magician's true potential. They'll be the healings that slowly but surely restore an ally's organs, the rippling shot of lightning that incinerates buildings or even city blocks, or the invocation of a skeletal soldier. Mastery of this will take long, grueling weeks- or even months for a spellcaster. **Four to five** circles represent the genesis of these spells.

- **B**-ranks tip over and destroy the scales. If it's tearing a meteor out of orbit to crush through a mountain or transferring one's life force to another, a B-rank spell is heralded by **six to ten** magic circles. These are spells you wouldn't want to be on the other end on, unless you're a comrade to it, of course. These tend to take months for the most talented mages to master, or even years for most others to even hope to use.

- **A**-ranks stand above, adorning more honor than them all. For most mages, the years they spend in training and practice lead up to this level of spellcasting; with them having diffused disgusting amounts of time into perfecting these techniques to the point where most would crack islands with ease, or even rumble continents at the very least. Pure bodily enhancement, limited warping.. A-Rank spells are not to be messed with. This opens up an enormous world of spells and arcane abilities, one open to mages who have long dedicated themselves to honing their craft. As a result.. **ten to one hundred** are the mark of a mage's true search for evolution, and perfection, with the varying circles allowing for a wide array of spell usages and ether controlling.

- **S**-ranks. One hundred or more magic circle signify the activation of one of these spells- but at this point, you wouldn't even need to utilize them. These are abilities that can shape the will of its caster into reality, and are only harnessed by the best of the best. Due to this, this level of spellcasting- when offensive, may even be outlawed in certain situations. Those situations being recreational combat scenarios. Years worth of work or unparalleled talent are what allow for these spells to be utilized.

- **Ultimate**, or **Limit** rank spells.. Human nature is woven with the endless drive to evolve and overcome- no matter what it is that stands in ones way. Ultimate Spells, also known as Limit Rank spells flip the system upside down, just as we're all inclined to do. Certain spell users who bear the ability to break their limits can use **everything** to achieve what very may well be **anything** with these spells. Due to this, granting classification to this theoretical, but very much real level of spellcasting is incredibly difficult, as its power can range from **B**, to **A**, or even **S** and above depending on the users spirit, making these insane jumps in skill, power, and will that make this a true outlier for the multiverse of arcane arts.