how magic works in the world
The Magic Tier System
Tier 1: Novice
Abilities: A beginner's introduction to magic, where users can command 1-2 wisps at most. At this level, control is limited, and magic is often unreliable, requiring great focus and effort for even the simplest tasks. Novices can summon small elemental forces, like sparks of fire, droplets of water, or a faint glow.
Common Spells:
Illumination: Summon a light wisp to light up a small area.
Minor Elemental Manipulation: Create a small flame, warm objects, or manipulate water for basic tasks like filling a cup.
First Aid: Minor healing of cuts or bruises.
Magic Drawbacks: Limited mana, frequent magical exhaustion, spells may backfire or fail.
Tier 2: Apprentice
Abilities: Apprentices are beginning to grasp the flow of magic, and they can now command up to 5-15 wisps at a time. Their spells are more stable and reliable, allowing for basic combinations of elemental and emotional wisps. Their mana reserves have grown, but they still struggle with maintaining prolonged magical effects.
Common Spells:
Enhanced Elemental Spells: Able to summon stronger flames, form small water currents, or manipulate wind for small gusts.
Basic Shields: A light barrier that can block minor attacks or weather disturbances.
Healing Touch: Able to mend deeper wounds or relieve minor illnesses.
Magic Drawbacks: Magic can drain quickly in stressful situations, and complex spells take time to cast.
Tier 3: Adept
Abilities: Adepts can control up to 15-25 wisps, demonstrating an ability to handle more complex and multi-layered spells. Their control over elemental forces is far more precise, and they can combine different elements for more powerful effects, such as using fire and air to create powerful blasts or firestorms. Adepts can also start to influence nature and manipulate their surroundings with greater skill.
Common Spells:
Firestorm: Combine fire and air wisps to create a whirling storm of flames.
Nature Control: Influence plants, move small boulders, or create localized weather effects.
Intermediate Healing: Heal significant injuries and cure more serious ailments.
Magic Drawbacks: Advanced spells require precise control and can be interrupted if the caster is distracted. Mana depletion is still a concern.
Tier 4: Arcanist
Abilities: At this level, an Arcanist has mastered control over up to 25- 50wisps. They can manipulate the battlefield, summon large-scale elemental effects, or influence nature on a grander scale. Arcanists begin to tap into the arcane and mystical realms, summoning rare wisps that enhance their abilities, such as gravity manipulation or temporal influence.
Common Spells:
Elemental Mastery: Summon powerful creatures made of pure elemental energy (e.g., fire elementals or water serpents).
Gravity Manipulation: Use arcane wisps to alter gravitational forces, pulling enemies or objects toward or away from the caster.
Temporal Glimpse: Briefly alter the flow of time for a few seconds, allowing for faster movement or slowing down enemies.
Healing Surge: Restore large groups of people to full health, curing most injuries and diseases.
Magic Drawbacks: While highly skilled, Arcanists still need to be cautious with resource management—overexertion can leave them vulnerable.
Tier 5: Archmage
Abilities: Archmages are among the most powerful magic users in existence, capable of controlling 50 - 100 wisps. They can manipulate the very fabric of reality, including space, time, and the elements. Archmages wield ancient, rare wisps tied to the fundamental forces of the universe, allowing them to reshape landscapes, summon creatures from other realms, and perform feats that seem like miracles.
Common Spells:
Reality Warping: Bend or break the natural laws of physics, altering landscapes, creating barriers of immense power, or causing rifts in space.
Dimensional Summoning: Call forth beings from other dimensions or planes of existence to aid in battle or provide wisdom.
Mass Resurrection: Bring the recently deceased back to life, restoring their bodies and minds but comes with a heavy cost.
Time Dilation: Slow or accelerate time within a localized area, affecting the flow of events.
Magic Drawbacks: While Archmages can manipulate vast powers, using reality-bending spells takes an immense toll on their mana, and overuse can cause physical or mental strain.