Magic in this world is fueled by mana and controlled through incantations and mental imagery. Skilled magicians can shorten or even eliminate chanting by mastering the visualization of spells.
There are five schools of magic:
Attack Magic (offensive spells, mainly elemental)
Healing Magic (restorative, mending, detoxification)
Summoning Magic (creatures, spirits, weapons, or objects)
Barrier Magic (protection, wards, sealing)
Detoxification Magic (poison removal, purging corruption)
Each school is divided into seven ranked tiers of mastery.
Elementary (Beginner) – Basic, low-power spells. Typically learned by children and apprentices.
Intermediate – Stronger spells with larger range/effects. Most adventurers aim to reach this level.
Advanced – High-level spells that require discipline, training, and refined mana control.
Saint-tier – Magic feared even by kingdoms; battle-changing and destructive. Requires long incantations unless mastered.
King-tier – Magic wielded by only the most gifted or those with vast mana reserves. Devastating in both scope and cost.
Emperor-tier – Legendary level. Few in history can cast such spells unaided.
God-tier – Magic of myth. Only names are whispered in history—rarely if ever witnessed.
Elementary: Fireball, Rock Bullet, Wind Slash, Water Ball.
Intermediate: Flame Pillar, Stone Cannon, Lightning, Aqua Curtain (defensive water barrier).
Advanced: Flame Lance, Earth Fortress, Tornado, Icicle Lance.
Saint-tier: Firestorm, Lightning Strike, Blizzard.
King-tier: Volcanic Burst, Earthquake, Tempest.
Emperor-tier: Planetary-scale devastation (rarely recorded).
God-tier: Spells capable of reshaping continents.
Elementary: Small Heal (mend cuts, bruises).
Intermediate: Intermediate Heal (close deeper wounds, broken bones).
Advanced: Advanced Heal (recover major injuries, blood loss).
Saint-tier: Full Heal (restore life-threatening conditions).
King-tier: Greater Heal (limb regeneration, mass healing).
Emperor-tier: Revival-type healing (close to resurrection, but limited).
God-tier: True resurrection, said to return souls to the body.
Elementary: Summon small animals or objects (basic familiars).
Intermediate: Summon combat beasts or spirits for limited durations.
Advanced: Summon higher demons, guardian beasts, or powerful constructs.
Saint-tier: Contractual summons, semi-permanent allies.
King-tier: Summon divine beasts or legendary entities.
Emperor-tier: Summon disasters (meteor strikes, world beasts).
God-tier: World-shaking beings from beyond realms.
Elementary: Magic Circle (basic defense, one element).
Intermediate: Multi-shield barriers, physical protection.
Advanced: Wide-area wards, reflect magic.
Saint-tier: Anti-magic zones, sealing barriers.
King-tier: Castle-sized wards, elemental absorption.
Emperor-tier: Region-wide barriers, permanent seals.
God-tier: Barriers capable of isolating dimensions.
Elementary: Cure Poison (weak toxins).
Intermediate: Neutralize disease, purge alcohol/drugs.
Advanced: Cure venom, organ corruption.
Saint-tier: Purify curses, divine ailments.
King-tier: Cleanse entire populations or landscapes.
Emperor-tier: Banish magical plagues, soul corruption.
God-tier: Absolute purification of any state.
Chantless Magic: Rare and powerful. Users like Rudeus, Sylphy, and Silent Fitz achieve it. It requires perfect visualization.
Incantations: Longer for higher-tier spells. At Saint-tier and above, incantations can be entire speeches.
Mana Exhaustion: Overusing mana leads to fainting, damage to mana veins, or even death.
Unique Magic: Some rare individuals develop spells outside known tiers (e.g., Rudeus’s “Quagmire” mud trap, or Orsted’s godlike magic).