Spell Denominations

A spell's denomination (or rank) tells you the relative level of that spell; this encompasses details such as the difficulty to cast, mana used in casting, speed of casting, number of magic circles needed, complexity of the spell, and how many elements it can be aspected to. Denomination follows a rank system of six levels, which have labels and respective level-colours (not related to element). Aside from these ranks, spells are also often categorized by difficulty via a system of stars, with one star being weak spells, and eight or more stars being godly spells. The number of stars typically refers to the average number of magic circles used to cast the spells in that rank. This star ranking system is taken into account in the ranked denomination system.

The ranked denomination system includes the ranks of Basic, Minor, Intermediate, Advanced, Major, and Divine, in that order (weakest to strongest).

#### **Basic Rank (blue)**

**Stars:** ☆

**Mana consumption:** minuscule

**Spell complexity:** base tasks (summon water, create small fire, etc)

**Cast speeds:** instantaneous, or very quick (between 0.5 to 5 seconds)

**Aspecting:** one element only

This type of spell can be used by all races, as these types require only a tiny amount of mana to cast; even the usually magic-incapable Humes can cast them. They are, however, extremely simple spells with little practical use, especially with advancing technology that can replicate these tasks more efficiently. These spells are often learned by children as their first spells, and are incapable of being targeted or AoE type spells.

#### **Minor Rank (green)**

**Stars:** ☆☆

**Mana consumption:** a small amount

**Spell Complexity:** simple (offensive / defensive spells)

**Cast Speeds:** quick or slightly slow (between 1 to 10 seconds), a few can instant-cast

**Aspecting:** one element only

These are your average low-level spells that are typically learned at schools, or by children, teenagers and young adults. Every race can cast these kinds of spells except for Humes, and individuals with mana-compromised conditions, as they take only a small amount of mana to cast. When a student of magic begins their studies, these are the types of spells they will learn first as their basis for everything else. These spells can be targeted, but usually aren't AoE spells.

#### **Intermediate Rank (yellow)**

**Stars:** ☆☆☆

**Mana consumption:** a moderate amount

**Spell Complexity:** moderately complex (offense, defense, and status-type spells)

**Cast Speeds:** moderate to longer cast times (15 seconds to 1 minute), are never instant-cast

**Aspecting:** usually one element, some can dual-aspect

Spells which can be learned by most races, but not all individuals of some races (Dwarves, Aquaticae, Faunae, Mandragora) have the mana potency to cast them. These spells are useful in battle and are what most mages use on a day to day basis for many tasks; coincidentally, this is also the highest rank of spell that some races can cast). These kinds of spells can be either targeted or AoE types, and some have the possibility of being both. Middle-year magic students learn how to craft their own spells of this level for assignments at most institutions.

#### **Advanced Rank (orange)**

**Stars:** ☆☆☆☆ / ☆☆☆☆☆

**Mana consumption:** large amounts

**Spell Complexity:** complex to very complex (usually offense-focused)

**Cast Speeds:** moderate to very long (30 seconds to 5 minutes)

**Aspecting:** mostly dual-aspected

Complex spells that are useful in battles against tough foes, wielded by skilled mages. This sort of magic is studied by upper-year magic students, and is usually only casted by graduated mages or those who received a lengthy tutelage under a skilled master. Creating these kinds of spells on your own is difficult, but it is sometimes taken up as a year-long thesis project by some upper-year students. However, misdrawn runes with these spells can be very disastrous if the magic goes awry. Typically, only races with high potency for magic can properly cast these spells; usually these are Elves, Dragonkin, and Wingfriels. Other races will generally have major issues with casting these spells, or will be unable to cast them at all.

#### **Major Rank (red)**

**Stars:** ☆☆☆☆☆☆ / ☆☆☆☆☆☆☆

**Mana consumption:** large amounts

**Spell Complexity:** extremely complex (destructive and powerful)

**Cast Speeds:** moderate to very long (1 to 5 minutes)

**Aspecting:** dual-aspected and triple-aspected

These are extremely complex and difficult spells, which require strong concentration during casting. They use a similar amount of mana as Advanced rank spells, so theoretically any race which can cast an Advanced spell can cast a Major spell, but few individuals possess the willpower and strength to do so. Mages who can successfully cast Major rank spells without issues are considered masters of the craft; this is a requirement to be admitted to the Mage Syndicate as a member. The races with the most mages of this capability are the Elves and Wingfriel; coincidentally, this is the highest order of magic that any Mortal or Beastkin can feasibly cast. These spells are typically only AoE types, as they tend to be too large and destructive to be contained to one target, and are exceptionally hard to control.

#### **Divine Rank (white)**

**Stars:** ☆☆☆☆☆☆☆☆ or more

**Mana consumption:** extremely large amounts

**Spell Complexity:** complex, special types of spells

**Cast Speeds:** short to long (10 seconds to 3 minutes)

**Aspecting:** can be up to four elements

Spells that can only be cast by Immortals, though they are typically only known by godly beings or high-ranking Immortals and Great Beasts. These spells require more mana than any Mortal or Beastkin could ever feasibly possess; even Twins have never exceeded this level of mana potency, though they have come close to it. This kind of magic includes many types of spells with unique and special effects that are not mirrored in power by any other type of magic. In the case of godly beings, they can use all kinds of magic, and typically reserve Divine spells for punishments or severe circumstances. As a second add-on, godly beings are able to cast Divine spells at higher power levels than any other Immortals; thus, no living being can feasibly best a god on their own.