Spellcraft

Spells, or the art of Spellcraft, is the general terminology used across Tyrrell to describe the various manipulations of the Field. Spells can differ wildly from nation to nation and includes various forms of transformation, enhancement, conjuration, protection, healing and countless more.

The type of spells a Fieldic user may cast depends on their relative strength, bloodline, level of experience and overall knowledge, while some require additional materials, components or even sacrifices to perform their great abilities.

Some spells, through careful work, can be imbued into objects through by using the Runes. This locks a spell's final output, allowing for more reliable outcomes at the expense of adaptability.

## General Requirements

In order to properly cast a spell, a user must be capable of performing and maintaining a Conscious Attunement to the energies of the Field. They should also be capable of utilising at least one of the Simple Arts (though in some rare cases this is not needed).

Once the user is attuned to the Field, they will then perform the necessary techniques and weavings of the Field for a given spell. These words, actions and materials used tend to differ across Fieldic systems and cultures, acting more as a repeatable method to produce the desired effect.

From here, spells themselves are broad and difficult to classify easily. However, they are often grouped by Degree and Type, with degree measuring the average difficulty and power output of a spell, and Type noting the magical effect of the spell.

## Degree

### Standard Magic

* ***First Degree:*** These spells tend to be those focused on subtle manipulations of the Field. Jolts of lightning and fire, small shifts in the weather, easy healing etc. They tend to take an Elderkin a year to master.

* ***Second Degree:*** These spells are slightly more hardy and manipulate the Field more directly. Molding stone and rapid plant growth usually falls within this level. They tend to take five years to master.

* ***Third Degree:*** Spells of the Third Degree tend to be the lowest type of true combat magic. Acceleration and largescale fire attacks are common here. Most take a decade to master.

* ***Fourth Degree:*** These spells bend the Field heavily to the caster's will, and can be extremely dangerous. They usually take twenty years to master, depending on the spell in question.

### High Magic

* ***Fifth Degree:*** Once reaching spells of the Fifth Degree, the caster moves into what is considered 'high' magic. The learning curve increases dramatically, as does the power output. Spells of this Degree tend to take forty or more years to master.

* ***Sixth Degree:*** The Sixth Degree is the first level where a caster may create effects rivaling nature itself. They take sixty to seventy years to master.

* ***Seventh Degree:*** The Seventh Degree is the level most casters typically reach, as going further requires too much focus and extension. Spells of the Seventh degree take a hundred to a hundred and fifty years to master.

* ***Eight Degree:*** In most high magical cultures, a caster can only be considered an Archmage if they are capable of casting an Eighth Degree Spell. They generally take two hundred years to master.

* ***Ninth Degree:*** Once a caster is capable of casting a spell of the Ninth Degree, they are considered Magikin, the greatest Fieldic users on all of Tyrrell. Only a handful have ever existed. These spells take three hundred years to master.

* ***Enth Degree:*** Spells of the Enth Degree are stuff of legend, granting ultimate and unlimited power to the user or users casting them. It is said the spells that finally created the great Gates were of the Enth Degree.

## Type

### Creation

* Conjuration: Spells that generate objects from Fieldic energy.
* Creaturcation: Spells that generate creatures from Fieldic energy.
* Transformation: Spells that change objects into other objects.

### Elements

* Aeromancy: Spells that manipulate wind and air.
* Faunamancy: Spells that manipulate living animals and beasts.
* Floramancy: Spells that manipulate living plants.
* Geomancy: Spells that manipulate crystals.
* Metamancy: Spells that manipulate raw metal.
* Pyromancy: Spells that manipulate fire and flame.
* Timbemancy: Spells that manipulate wood.
* Tyrramancy: Spells that manipulate rock and stone

### Survival

* Enrichment: Spells that enhance the natural body
* Necromany: Spells that manipulate the dead.
* Restoration: Spells that heal the natural body.