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Addition of "The Charmed Sphere" to "Literature" Folder

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* Magic in ''Literature/TheCharmedSphere'' is tiered according to the color spectrum, with a mage able to cast any spell at or below their color rank:
** Red spells are the easiest to cast and the most common type of mage. These spells create light and heat.
** Orange spells soothe physical pain.
** Yellow spells soothe emotions.
** Green spells can detect emotions and intent. Powerful green spells can even "nudge" or "direct" emotions one way or another. Mage Mistress Della No Cozen is a "jade" mage, while Chime is at a higher "emerald" rank. Chime uses her green spells to boost the confidence and morale of Aronsdale's troops [[MilitaryMage in battle]].
** Blue spells [[HealingMagicIsTheHardest heal physical injuries]]. At the time the story takes place, the only living mage capable of casting blue spells is Healer Skylark, an elderly woman (70+) who works as Castle Suncroft's resident medic.
** Indigo spells heal emotional injuries, though Mage Mistress Della No Cozen at first indicated her disbelief that indigo mages and spells could exist, since there were no reliable records of them in Aronsdale's history. Jarid's mother was an indigo mage, but she kept the extent of her powers a secret and let the rest of the court believe she was a blue healer. [[spoiler: Anvil the Forged and Muller are both indigo mages.]]
** Violet mages were only theoretical before the discovery of Jarid's powers - they have the ability to [[spoiler: give life with their magic, or to take it away]].
** [[spoiler: A "Rainbow Mage" like Iris, who uses all the colors of the spectrum in her spellcasting, had never been recorded in Aronsdale's history]].
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* In ''Manga/BlackClover'' certain magics have been shown to have stronger forms, which are expressed in their different naming. When at his limits, Vetto's Beast Magic becomes Mythical Beast Magic, which breaks magical rules and copies unknown animals. [[spoiler:At the moment of his death, Rades's rage and hatred transforms his Wraith Magic into True Wraith Magic, allowing him to recall souls and fully resurrect the dead.]]

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* In ''Manga/BlackClover'' certain magics have been shown to have stronger forms, which are expressed in their different naming. When at his limits, Vetto's Beast Magic becomes Mythical Beast Magic, which breaks magical rules and copies unknown animals. Mages in the Heart Kingdom use magics like True Lightning Magic and True Flame Magic, which involve the use of the actual element through natural mana. [[spoiler:At the moment of his death, Rades's rage and hatred transforms his Wraith Magic into True Wraith Magic, allowing him to recall souls and fully resurrect the dead.]]
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* ''VideoGame/BlackAndWhite'': Miracles have three possible tiers -- base level, Increase, and Extreme -- with increasing areas and/or magnitudes of effect, such as [[ShockAndAwe Lightning]] arcing to more targets or MiracleFood creating a greater yield. Higher-tier miracles have a higher {{Mana}} cost and need to be learned on their own, regardless of whether you know the base version, but also grant access to the lower-tier versions when learned.
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Linked to the single game page.





* The ''Franchise/FireEmblem'' series does this with both spells and weapons, by dividing them up into Weapon Levels dictating when a character is skilled to use stronger weapons. Ranks E-S or in some games E-SS. The typical progression for weapons is Iron, Steel, Silver. Magic was further standardized in ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'' giving basic magic, 'El' magic, 'Arc' magic, a named long range attack, named high level, and then 'Rex' for the ultimate (e.g. Wind, Elwind, Arcwind, Blizzard, Tornado, Rexcalibur).

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* The ''Franchise/FireEmblem'' series does this with both spells and weapons, by dividing them up into Weapon Levels dictating when a character is skilled to use stronger weapons. Ranks E-S or in some games E-SS. The typical progression for weapons is Iron, Steel, Silver. Magic was further standardized in ''[[VideoGame/FireEmblemTellius ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'' giving basic magic, 'El' magic, 'Arc' magic, a named long range attack, named high level, and then 'Rex' for the ultimate (e.g. Wind, Elwind, Arcwind, Blizzard, Tornado, Rexcalibur).

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* ''VideoGame/TheElderScrollsIVOblivion'' has all spells divided into five difficulty levels (Novice, Apprentice, Journeyman, Expert, and Master), and you can only learn higher-level spells after raising your skill in the corresponding magical school to a certain level.
* ''VideoGame/TheElderScrollsVSkyrim'' keeps the tiers (although Journeyman is renamed to Adept), but the magic system is slightly different. Since skills are no longer tiered, theoretically, any character can cast any spell at any time. In practice, your spells are still limited by several factors:
** If you're low-level and/or haven't bothered to level up your magicka, you simply won't have enough magicka to cast the spell. Yeah, that 298 MP Expert-level fire spell may be cool, but it's not going to do you any good if your max magicka is 100.
** You may find spell tomes in random loot, but they're level-locked; for example, Apprentice-level spell tomes only begin to show up at level 11, and Adept-level tomes show up at level 23. This applies to your character level, not your skill levels; you can play a warrior who has a skill level of 15 (the minimum) in every school of magic and you'll still find high-level spell tomes as you advance in overall level.
** Merchants who sell spell tomes will only sell Adept- and Expert-level tomes when the PC's skill level in the relevant school of magic is above a certain level (40 and 65, respectively).
** In order to use Master-level magic, you first have to level up your skill in the relevant school of magic to 100 (the {{cap}}) and then complete a {{sidequest}} for that school's trainer at the College of Winterhold. You'll get one Master-level spell tome free for completing the quest, and then you'll be able to buy the other Master-level tomes at the College. No other merchants sell them, and they don't appear in loot.

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* ''VideoGame/TheElderScrollsIVOblivion'' ''Franchise/TheElderScrolls'':
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''
has all spells divided into five difficulty levels (Novice, Apprentice, Journeyman, Expert, and Master), and you can only learn higher-level spells after raising your skill in the corresponding magical school to a certain level.
* ''VideoGame/TheElderScrollsVSkyrim'' ** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' keeps the tiers (although Journeyman is renamed to Adept), but the magic system is slightly different. Since skills are no longer tiered, theoretically, any character can cast any spell at any time. In practice, your spells are still limited by several factors:
** *** If you're low-level and/or haven't bothered to level up your magicka, you simply won't have enough magicka to cast the spell. Yeah, that 298 MP Expert-level fire spell may be cool, but it's not going to do you any good if your max magicka is 100.
** *** You may find spell tomes in random loot, but they're level-locked; for example, Apprentice-level spell tomes only begin to show up at level 11, and Adept-level tomes show up at level 23. This applies to your character level, not your skill levels; you can play a warrior who has a skill level of 15 (the minimum) in every school of magic and you'll still find high-level spell tomes as you advance in overall level.
** *** Merchants who sell spell tomes will only sell Adept- and Expert-level tomes when the PC's skill level in the relevant school of magic is above a certain level (40 and 65, respectively).
** *** In order to use Master-level magic, you first have to level up your skill in the relevant school of magic to 100 (the {{cap}}) and then complete a {{sidequest}} for that school's trainer at the College of Winterhold. You'll get one Master-level spell tome free for completing the quest, and then you'll be able to buy the other Master-level tomes at the College. No other merchants sell them, and they don't appear in loot.

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Sometimes connected to some observable factor like the number of verses in its MagicalIncantation, or the number of InstantRunes which appear in the air while casting.



* In ''LightNovel/Overlord2012'', magic is organized into Tiers 0 to 9, plus "[[BrokeTheRatingScale Super-Tier]]" magic above that. The RPGMechanicsVerse of the New World recognizes 6[[superscript:th]] Tier spells as the pinnacle of human potential, with 7[[superscript:th]] Tier the realm of God-gifted artifacts and 8[[superscript:th]] Tier purely mythical. They get a humbling lesson in RankInflation when a Player of YGGDRASIL, the RPG the 'Verse was created from, shows up [[TheArchmage with Super-Tier spells at his fingertips]].



* ''LightNovel/{{Overlord}}'': Spell levels were introduced to the New World at some time in the distant past, when a ritual intended to draw power from other dimensions inadvertently summoned players from the Earth {{MMORPG}} Yggdrasil.
** In Yggdrasil, spellcasting was organized into Tiers 1 to 10 plus "[[BrokeTheRatingScale Super-Tier]]" magic above that.[[note]]A {{Homage}} to ''TabletopGame/DungeonsAndDragons 3rd Edition'', including many of the same spells at the same levels.[[/note]] The New World currently recognizes 6[[superscript:th]] Tier spells as the pinnacle of human potential, with 7[[superscript:th]] Tier the realm of God-gifted artifacts and 8[[superscript:th]] Tier purely mythical. They get a humbling lesson in RankInflation when another player of Yggdrasil shows up [[TheArchmage with Super-Tier spells at his fingertips]].
** Before "Tier Magic" was introduced, the New World used a style of spellcasting now referred to as "Wild Magic". Wild Magic is DifficultButAwesome, with no tiers and very few of the limitations normally associated with an RPGMechanicsVerse. E.g. the wild-enchanted sword Razor Edge [[WrongContextMagic is unblockable by anything from Yggdrasil since it doesn't have a level or damage number to manipulate]], but simply [[AbsurdlySharpBlade "cuts everything"]]. Unfortunately, Wild Magic techniques are almost extinct, so [[ScissorsCutsRock there are very few beings in the New World with the raw power to take advantage of this]].



** In early editions, arcane (wizard) and [[ReligionIsMagic divine (cleric) spells]] are split into nine and seven tiers, respectively, with characters of certain level getting only so many spells of certain levels to [[VancianMagic memorize]].
** 3[[superscript:rd]] Edition clerics, druids, sorcerers, and wizards have ten spell levels (0-9); bards have Levels 0-6; and MagicKnight [[ThePaladin paladins]] and rangers have Levels 1-4. The highest spell level a spellcasting character can use is determined by their CharacterLevel in the class.

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** In early editions, arcane (wizard) and [[ReligionIsMagic divine (cleric) spells]] are split into nine and seven tiers, respectively, with characters of certain level getting only so many spells of certain levels to [[VancianMagic memorize]].
memorize]]. Certain AntiMagic and DispelMagic effects are restricted to only affecting spells below a certain level.
** 3[[superscript:rd]] Edition clerics, Edition:
*** Clerics,
druids, sorcerers, and wizards have ten spell levels (0-9); bards and [[MagicKnight duskblades]] have Levels 0-6; the [[NonPlayerCharacter adept]] gets Levels 0-5; and MagicKnight [[ThePaladin paladins]] and rangers [[ForestRanger rangers]] have Levels 1-4. The highest spell level a spellcasting character can use is determined by their CharacterLevel in the class. Metamagic feats allow adding a modifier to a spell (such as increased range or alternate damage types) by spending a higher-level slot, though the spell's actual level does not increase. Epic-level characters (those who have broken the normal level {{Cap}} of 20) can both unlock higher-level spell slots (only useful for metamagic, since no spells above 9th level exist) and learn Epic Spells (which exist outside of the normal level system and [[SpellCrafting have effects designed by the player]]).
*** [[PsychicPowers Psionic powers]] also have levels (1-9 for psions, wilders and ardents; 1-6 for psychic warriors and lurks) but they don't come up as often. Most powers [[TimTaylorTechnology can be "augmented" to create higher-level effects by spending more energy]], and since psychics have both a limited repertoire and a small ManaMeter compared to spellcasters' plentiful [[VancianMagic slots]], they will often pick low-level powers for maximum flexibility.
*** [[DealWithTheDevil Warlocks]] and Dragonfire Adepts have spell-like abilities divided into Least, Lesser, Greater and Dark tiers, though each ability still has an effective spell level for the purpose of interactions with proper spells. Likewise most [[DivertingPower Incarnum]] classes unlock the Least, Lesser and Greater chakra binds in turn, followed by the Heart and then Soul chakras.
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** The "Flare" spells have a different form of progression using decimal unit prefixes, starting with Flare, then Megaflare, Gigaflare, Teraflare, then skipping over Peta- and going for the most powerful variant seen in the series so far, Exaflare. [[spoiler: Though ''VideoGame/KingdomHeartsIII'' and '''VideoGame/BravelyDefault'' has an even more powerful Flare move used, which follows this progression. Zettaflare/Zeta Flare.]]

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** The "Flare" spells have a different form of progression using decimal unit prefixes, starting with Flare, then Megaflare, Gigaflare, Teraflare, then skipping over Peta- and going for the most powerful variant seen in the series so far, Exaflare. [[spoiler: Though ''VideoGame/KingdomHeartsIII'' and '''VideoGame/BravelyDefault'' ''VideoGame/BravelyDefault'' has an even more powerful Flare move used, which follows this progression. Zettaflare/Zeta Flare.]]
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* ''TabletopGame/ArsMagica'': Every spell has a Spell Level determined by how complex or powerful its effects are, how long it lasts, how much it affects, and how distant the caster can be from the target. Whether a mage can cast the spell depends in part on chance, their skill in the types of magic the spell uses, and their means of casting it; RitualMagic lets them cast spells of a higher Level than they otherwise could, while improvisational spellcasting limits them to lower-Level spells than specific "rotes" that they learn through study.
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** In 3[[superscript:rd]] Edition clerics, druids, sorcerers, and wizards have ten spell levels (0-9); bards have Levels 0-6,; and MagicKnight [[ThePaladin paladins]] and rangers have Levels 1-4. The highest spell level a spellcasting character can use is determined by their CharacterLevel in the class.

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** In 3[[superscript:rd]] Edition clerics, druids, sorcerers, and wizards have ten spell levels (0-9); bards have Levels 0-6,; 0-6; and MagicKnight [[ThePaladin paladins]] and rangers have Levels 1-4. The highest spell level a spellcasting character can use is determined by their CharacterLevel in the class.



* In ''TabletopGame/MageTheAwakening'', the PointBuildSystem divides magic into ten "Arcana" of influence and five levels of power from "Initiate" to "Master", so each spell requires a minimum score in one or more Arcana. Characters with higher scores can cast the spell with additional modifiers, like affecting a wider area or targeting it via SympatheticMagic.

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* In ''TabletopGame/MageTheAwakening'', the PointBuildSystem divides magic into ten "Arcana" of influence and five levels of power from "Initiate" to "Master", so each spell requires a minimum score in one or more Arcana. Characters with higher scores than the minimum can cast the spell with additional modifiers, like affecting a wider area or targeting it via SympatheticMagic.

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** In 3[[superscript:rd]] Edition clerics, druids, sorcerers, and wizards have ten spell levels (0-9); bards have six; and MagicKnight [[ThePaladin paladins]] and rangers have four. The highest spell level a spellcasting character can use is determined by their CharacterLevel.

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** In 3[[superscript:rd]] Edition clerics, druids, sorcerers, and wizards have ten spell levels (0-9); bards have six; Levels 0-6,; and MagicKnight [[ThePaladin paladins]] and rangers have four. Levels 1-4. The highest spell level a spellcasting character can use is determined by their CharacterLevel.CharacterLevel in the class.



* In [[VideoGame/MOTHER1 the]] ''[[Videogame/EarthBound Mother]]'' [[Videogame/MOTHER3 series]], the tiers for PSI powers are given by the Greek letters alpha, beta, gamma, and omega.
** Sometimes, sigma is used as well, generally with two-tiered support powers as 'use alpha-level of this power on all of one side', for example, the Shield powers.

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* In [[VideoGame/MOTHER1 the]] ''[[Videogame/EarthBound Mother]]'' [[Videogame/MOTHER3 series]], the ''VideoGame/{{Mother}}'' series, the tiers for PSI powers are given by the Greek letters alpha, beta, gamma, and omega.
**
omega. Sometimes, sigma is used as well, generally with two-tiered support powers as 'use alpha-level of this power on all of one side', for example, the Shield powers.
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* ''VideoGame/ShadowHearts Covenant and From the New World'' introduced tier levels for their magic system. The tier not only affects the power of the spell but also the Area of Effect, number of hits, trajectory and launch type i.e if the enemy gets tossed into the air (High Angle), slammed into the ground or (Knock Down) or knocked clean out their feet (Hard Hit). For example, the fire spells in ''Covenant'' are Red Rave (Fire Class Special Damage. Circular, small/1 hit/Hard Hit), Red Blaze (Fire Class Special Damage. Circular, Medium/1 hit/ Hard Hit), Red Cradle (Fire Class Special Damage. Circular, large/1 hit/ High Angle) and Red Crest (Fire Class Special Damage. Circular, large/1 hit/Hard Hit with odds of [[StandardStatusAilments Physical Attack Down]]).
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* In ''Manga/BlackClover'' certain magics have been shown to have stronger forms, which are expressed in their different naming. When at his limits, Vetto's Beast Magic becomes Mythical Beast Magic, which breaks magical rules and copies unknown animals. [[spoiler:At the moment of his death, Rades's rage and hatred transforms his Wraith Magic into True Wraith Magic, allowing him to recall souls and fully resurrect the dead.]]
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** The "Flare" spells have a different form of progression using decimal unit prefixes, starting with Flare, then Megaflare, Gigaflare, Teraflare, then skipping over Peta- and going for the most powerful variant seen in the series so far, Exaflare. [[spoiler: Though ''VideoGame/KingdomHeartsIII'' has an even more powerful Flare move used, which follows this progression. Zettaflare.]]

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** The "Flare" spells have a different form of progression using decimal unit prefixes, starting with Flare, then Megaflare, Gigaflare, Teraflare, then skipping over Peta- and going for the most powerful variant seen in the series so far, Exaflare. [[spoiler: Though ''VideoGame/KingdomHeartsIII'' and '''VideoGame/BravelyDefault'' has an even more powerful Flare move used, which follows this progression. Zettaflare.Zettaflare/Zeta Flare.]]
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** The four elemental damage spells follow this format: root (weak tier) < root followed by an extra consonant-vowel formation (medium tier) < root followed by ''-dyne'' (strong tier) < completely different name (severe tier, if it exists in a given game). The "Ma-" prefix indicates that the spell targets all enemies.

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** The four elemental damage spells follow this format: root (weak tier) < root followed by an extra consonant-vowel formation (medium tier) < root followed by ''-dyne'' (strong tier) < completely different name (severe tier, if it exists in a given game). The "Ma-" prefix indicates that the spell targets all enemies. For example, the Ice spells go from Bufu (weak), Bufula (medium), Bufudyne (strong), and the severe tier spell has varying names across games, commonly Niflheim or Ice Age. The multi-target variants thus also go from Mabufu, Mabufula, Mabufudyne, and a severe tier spell if it exists.
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* ''Franchise/{{Grandia}}'' games have three tiers of magic, each with their own sets of magic points.

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* ''Franchise/{{Grandia}}'' ''VideoGame/{{Grandia}}'' games have three tiers of magic, each with their own sets of magic points.
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** The "Flare" spells have a different form of progression using decimal unit prefixes, starting with Flare, then Megaflare, Gigaflare, Teraflare, then skipping over Peta- and going for the most powerful variant seen in the series so far, Exaflare. [[spoiler: Though ''VideoGame/KingdomHeartsIII'' has an even more powerful Flare move used, which follows this progression. Zettaflare.]]
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-->--"Webcomic/TheOrderOfTheStick

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-->--"Webcomic/TheOrderOfTheStick
-->--Webcomic/TheOrderOfTheStick

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bad formatting and inaccurate quote


"L-E-V-E-L-S."

Huh?

"[[Webcomic/TheOrderOfTheStick I spelled 'levels'.]]"

No, ''[[WhosOnFirst spell levels]]'' - as in, different levels of magic.

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"L-E-V-E-L-S."

Huh?

"[[Webcomic/TheOrderOfTheStick I spelled 'levels'.]]"

No, ''[[WhosOnFirst
->'''Vaarsuvius:''' Aha! A new spell levels]]'' - as in, different levels of magic.
level!
->'''Roy:''' L-E-V-E-L.
->'''Vaarsuvius:''' Huh?
-->--"Webcomic/TheOrderOfTheStick
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* ''VideoGame/PillarsOfEternity'' generally follows the ''D&D 3E'' model of unlocking new spells/powers at every even CharacterLevel for its magic-using classes. This includes wizards, clerics, druids, and ciphers.
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An attribute of FunctionalMagic, where each known spell is assigned to a category roughly reflecting its power. Particularly popular in {{RPG}}s, where it is used in conjunction with a CharacterLevel system to restrict the usage of powerful spells (as in, a level N mage can only use spells up to level M, etc.).

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An attribute of FunctionalMagic, where each known spell is assigned to a category roughly reflecting its power. Particularly popular in {{RPG}}s, where it is used in conjunction with a CharacterLevel system to restrict the usage of powerful spells (as in, (i.e. a wizard of level N mage can only use spells up to level M, etc.).
M).
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** In 3[[superscript:rd]] Edition clerics, druids, sorcerers, and wizards have ten spell levels (0-9); bards have six; and paladins and rangers have four. The highest spell level a spellcasting character can use is determined by their CharacterLevel.

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** In 3[[superscript:rd]] Edition clerics, druids, sorcerers, and wizards have ten spell levels (0-9); bards have six; and paladins MagicKnight [[ThePaladin paladins]] and rangers have four. The highest spell level a spellcasting character can use is determined by their CharacterLevel.
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* In ''TabletopGame/MageTheAwakening'', the PointBuildSystem divides magic into ten "Arcana" of influence and five levels of power from "Initiate" to "Master". Each spell requires a minimum score in one or more Arcana, and characters with higher scores can modify lower-level spells with additional effects.

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* In ''TabletopGame/MageTheAwakening'', the PointBuildSystem divides magic into ten "Arcana" of influence and five levels of power from "Initiate" to "Master". Each "Master", so each spell requires a minimum score in one or more Arcana, and characters Arcana. Characters with higher scores can modify lower-level spells cast the spell with additional effects.modifiers, like affecting a wider area or targeting it via SympatheticMagic.
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** ''VideoGame/FinalFantasyXI'' needed to differentiate between single-target and [=AoE=] spells, so it combined both naming conventions. All spells receive a roman numeral to rank their power, and [=AoE=] spells receive the -aga suffix. Fire III would be the third tier single target fire spell, while Firaga III is the third tier [=AoE=] Fire spell. Healing worked the same between Cure II vs Curaga II, but confusingly also had a Cura line which was also [=AoE=] - the difference between Cura and Curaga lines being that Cura could only be centered on the caster, while Curaga could be centered on any party member. Buff spells also used the -ra suffix rather than -aga to designate [=AoE=]. Damage spells eventually had an -aja line of powerhouse spells added after the level cap was raised.
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** Sometimes, sigma is used as well, generally with two-tiered support powers as 'use alpha-level of this power on all of one side', for example, the Shield powers.
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* In ''VideoGame/GranblueFantasy'', most of the skills than can be assigned to the protagonist are based on tiers, with a Roman numeral indicating the level of the skill (i.e. Rage IV, Bounty Hunter III, Phalanx II).
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* In ''LightNovel/Overlord2012'', magic is organized into Tiers 0 to 9, plus "[[BrokeTheRatingScale Super-Tier]]" magic above that. The RPGMechanicsVerse of the New World recognizes 6[[superscript:th]] Tier spells as the pinnacle of human potential, with 7[[superscript:th]] Tier the realm of God-gifted artifacts and 8[[superscript:th]] Tier purely mythical. They get a humbling lesson in RankInflation when a Player of YGGDRASIL, the RPG the 'Verse was created from, shows up [[TheArchmage with Super-Tier spells at his fingertips]].
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Minor copy-editing


ExperiencePoints get involved when its used to measure how far along you are, from the next level of ability.

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ExperiencePoints get involved when its they're used to measure how far along you are, from a character has progressed towards the next level of ability.

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ExperiencePoints get involved when its used to measure how far along you are, from the next level of ability.

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** In 3[[superscript:rd]] Edition clerics, druids, sorcerers, and wizards have ten spell levels (0-9); bards have six; and paladins and rangers have four.

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** In 3[[superscript:rd]] Edition clerics, druids, sorcerers, and wizards have ten spell levels (0-9); bards have six; and paladins and rangers have four. The highest spell level a spellcasting character can use is determined by their CharacterLevel.


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* In ''TabletopGame/MageTheAwakening'', the PointBuildSystem divides magic into ten "Arcana" of influence and five levels of power from "Initiate" to "Master". Each spell requires a minimum score in one or more Arcana, and characters with higher scores can modify lower-level spells with additional effects.

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* The TropeCodifier is probably ''TabletopGame/DungeonsAndDragons'', where both arcane (wizard) and divine (cleric) spells were split into nine and seven tiers, respectively, with characters of certain level getting only so many spells of certain levels to [[VancianMagic memorize]].
** In 3rd Edition clerics, druids, sorcerers, and wizards had ten spell levels (0-9); bards had six, and paladins and rangers had four.
** 4th Edition did away with the concept, instead simply listing the minimum class level to gain a "power" in the description. There are still instances of 'Lesser' and 'Greater' which were lesser and greater powered version of the spell, respectively.
** The 5th Edition is similar to the 3rd; while spells have ten levels (0-9), most classes have no access to spells beyond a certain level.

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* The TropeCodifier is probably ''TabletopGame/DungeonsAndDragons'', where both ''TabletopGame/DungeonsAndDragons'':
** In early editions,
arcane (wizard) and [[ReligionIsMagic divine (cleric) spells were spells]] are split into nine and seven tiers, respectively, with characters of certain level getting only so many spells of certain levels to [[VancianMagic memorize]].
** In 3rd 3[[superscript:rd]] Edition clerics, druids, sorcerers, and wizards had have ten spell levels (0-9); bards had six, have six; and paladins and rangers had have four.
** 4th 4[[superscript:th]] Edition did does away with the concept, instead simply listing the minimum class level to gain a "power" in the description. There are still instances of 'Lesser' and 'Greater' which were lesser and greater powered version of the spell, respectively.
** The 5th 5[[superscript:th]] Edition is similar to the 3rd; 3[[superscript:rd]]; while spells have ten levels (0-9), most classes have no access to spells beyond a certain level.level. In addition, spells can be cast at a higher level than their default to magnify their effects, like producing more creatures with SummonMagic or prolonging the effect of a {{Geas}}.

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