More WIP note shit. Tiers of magic. These mostly apply to evocation magic, but do also have a minor note in the others. They mostly just mean how much effort is put into the spell and with ritual spells the amount of time it takes. As well as the “Mystical value” of the components, not the monetary value. This means that a type of mushroom from the Ent’s Forest which costs 5 copper pieces per portion could be more valuable to an illusionist than a perfectly cut ruby. More powerful spells need more valuable components. Near all spells must have their name invoked and a movement of the caster’s hands.
The first tier is cantrips, essentially the same as in D&D, which cost virtually no mana/magic and never require components. Your firebolts, thrown voices, and tiny illusions all fit in this category. A typical adventurer can cast these near instantly without much thought.
Minor Spells are the second tier. They require a low amount of mana to cast and rarely require components. Typical components for spells of this tier are things such as, stones, ashes, berries, and small animal parts. Most spells that require components at this tier are Conjuration and Necromancy spells and are typically quick, 5 - 30 minute rituals. Typical spells of this level are basic illusions, most low level evocation spells (like coating a weapon in an element), some weak barrier spells and extremely weak summoning spells. A few weak sealing spells also reside in the upper echelons of this tier. A typical adventurer can cast these quickly with some effort and practice. Trained mages essentially treat them like cantrips(not including rituals).
Standard Spells are the third tier. Here are the limits of what a typical adventurer is able to do practically in a fight. They cost a moderate amount of mana and mostly require components. Typical components for these are metals, medium animal parts, herbs, and greater quantities of the components for standard spells. The rituals in this tier are often 20-60 minutes long and need actual casting circles. These spells are things like powerful illusions capable of leaving lasting auditory and visual effects, evocation spells with small AOEs or short chains, decent barrier spells, small scale transmutations, raising humanoid undead and moderately powerful summons. Mid-level sealing spells take their hold in this tier as well. A typical adventurer struggles to cast these in a reasonable time for combat situations. Trained mages use these as their main methods of attack and defense while arch-mages use them rapidly as if they were cantrips.
Greater spells are the fourth tier. Only trained mages can use these and only arch-mages use them consistently. They cost a large amount of mana and almost all of them require components. They typically consume rare plants, gemstones, large animal parts, and rare metals. Rituals of this level can be several hours long and often require a mage to focus entirely on it. They are spells that can really do some damage. These can be things like illusion spells that feel like reality and seem to trap one’s target in a dream, powerful summons which can destroy small villages on their own, the raising and creation of undead chimeras, large scale transmutations, highly resistant barriers and powerful evocation spells. Sealing spells in this tier are often used to contain great threats. Most adventurers cannot cast these in reasonable amounts of time for combat but arch-mages use these spells as their main combat spells. An average trained mage will rarely cast one of these spells to defeat mighty opponents or large groups of weaker foes.
Dread spells are the fifth tier. Most mages never use these spells due to their devastating power and insane cost. They can drain inexperienced spell-casters completely and some drain all spell-casters of their entire reserve. Typical components of these spells are dragon parts, extremely rare minerals, and the carcasses of magical creatures. Rituals of this level are few and far between but when done often take days of several mages working in tandem to create the desired result. Spells at this level are capable of feats of destruction that can level cities if left uncontained. These include evocation spells that obliterate all with their area of effect, nigh invulnerable barriers, summons that pose threats to large cities, changing weather, true ressurection of the dead, and the creation of pocket dimensions(which can then be accessed via cantrip). Star seals, the only sealing spells at this level, are able to contain the power of dieties but must be cast on a living being or powerfully enchanted item. A nine star seal is the stongest seal at this tier. Arch-mages are the only people who can cast these spells and still fight, but they do so rarely.
Finally, the sixth tier is known as “Life Return Magic”. Few mages ever cast these spells. They require no mana, and no components. Any spell can be made into a Life Return spell, from firebolt to meteor storm, it brings any spell’s power to that of a dread spell. Almost nobody casts these spells due to the cost... That being the caster’s life force itself. It drains their soul, shortening their lifespan. For this reason only a few mages ever cast them.
edit: Life Return sealing spells are still known as star seals but now, not only seal away power or physical form, but can also seal away the memory of the target. They can make it as if the target never existed in the minds of the populace.











