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Vaarsuvius: Aha! A new spell level!
Roy: L-E-V-E-L.
Vaarsuvius: Huh?

An attribute of Functional Magic, where each known spell is assigned to a category roughly reflecting its power. Particularly popular in RPGs, where it is used in conjunction with a Character Level system to restrict the usage of powerful spells (i.e. a wizard of level N can only use spells up to level M).

Sometimes connected to some observable factor like the number of verses in its Magical Incantation, or the number of Instant Runes which appear in the air while casting.

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Compare Whatevermancy and Elemental Tiers. A common component of Vancian Magic. May be subject to Rank Inflation.

Experience Points get involved when they're used to measure how far a character has progressed towards the next level of ability.


Examples:

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    Anime and Manga 
  • In Lyrical Nanoha, spells are ranked by power output: D is pretty much a parlor trick, S is a tactical nuke.
  • The Jutsu techniques in Naruto are ranked E (basic illusions and such) all the way to to S (often a Dangerous Forbidden Technique, in that some jutsu of this caliber require a literal sacrifice, either from yourself or a hapless somebody else.
  • Kido in Bleach is ranked from 1-99, and the higher the level, the more difficult (and powerful) a kido is to perform.
  • Spells in Zatch Bell! often contain prefixes outlining their power, with the most consistent prefixes from weakest to strongest being Gigano, Dioga, and Shin. Other strengthening prefixes like Teo, Go, and Ma also exist, but it's more ambiguous where their power levels align in the hierarchy when compared to the main three. There's also the Baou prefix, used only by the eponymous hero, which is in a league of its own, even above Shin.
  • In Black Clover 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. 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.

    Literature 
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    Tabletop Games 
  • The Trope Codifier is probably Dungeons & Dragons:
    • In early editions, arcane (wizard) and 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 memorize. Certain Anti-Magic and Dispel Magic effects are restricted to only affecting spells below a certain level.
    • 3rd Edition:
      • Clerics, druids, sorcerers, and wizards have ten spell levels (0-9); bards and duskblades have Levels 0-6; the adept gets Levels 0-5; and paladins and rangers have Levels 1-4. The highest spell level a spellcasting character can use is determined by their Character Level 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 have effects designed by the player).
      • 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 can be "augmented" to create higher-level effects by spending more energy, and since psychics have both a limited repertoire and a small Mana Meter compared to spellcasters' plentiful slots, they will often pick low-level powers for maximum flexibility.
      • 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 Incarnum classes unlock the Least, Lesser and Greater chakra binds in turn, followed by the Heart and then Soul chakras.
    • 4th Edition 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 Edition is similar to the 3rd; while spells have ten levels (0-9), most classes have no access to spells beyond a certain level. In addition, spells can be cast at a higher level than their default to magnify their effects, like producing more creatures with Summon Magic or prolonging the effect of a Geas.
  • In Rolemaster spells were arranged by level within spell lists. In order to cast a spell, a character's skill rank for that spell's spell list had to be greater than or equal to the spell's level.
  • Exalted has sorcery and necromancy spells divided into three levels each. Generally, the higher the spell's level (or circle), the more time it takes to cast it and the more motes and willpower it requires, as well as the more powerful the spell is. The main exceptions are the countermagic and banishment spells, which are quick and relatively inexpensive for their circle.
  • In Ponies & Parasprites, Arcane skills are split into 'Magic' and 'Rituals'. Magic is inherent to Unicorns and doesn't follow a leveling system, growing as the Unicorn does. Rituals are divided based on their power: Common > Uncommon > Protected > Arcane > Lost.
  • In Mage: The Awakening, the Point Build System 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 Sympathetic Magic.
  • Ars Magica: 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; Ritual Magic 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.

    Video Games 
  • In the Mother 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.
  • All skills in Onmyōji are like this. You can level-up a shikigami's skill by melting another one of the same specie, while doing so for an onmyōji's skill requires completing side quests.
  • Final Fantasy:
    • Some games have tiers of spells that even have their own set of spell uses. It's a staple to have some more advanced spells under the naming format "[spell]", "[spell](a)ra", "[spell](a)ga", and "[spell](a)ja", though the English translations only began to use it since Final Fantasy VIII (before, spells were simply named "[spell] 1", "[spell] 2", etc. due to limited characters). For example, the fire spells in Final Fantasy X are Fire, Fira, and Firaga. Interestingly enough, some games replace Curaja with Curaga and rename Curaga as Curada as per their original names: exactly why this specific spell is different from the others is anyone's guess.
    • Besides the "Fire/Fira/Firaga" distinction, Final Fantasy I, Final Fantasy III, Final Fantasy V, and Final Fantasy Dimensions have spells sorted into tiers in a very Dungeons & Dragons-esque fashion. This is understandable, since the former borrows heavily from D&D, the middle two expand on the first's formula, and the latter is a throwback. Naturally, the more recent Spiritual Successor Bravely Default follows suit.
    • 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. Though Kingdom Hearts III and Bravely Default has an even more powerful Flare move used, which follows this progression. Zettaflare/Zeta Flare.
    • Final Fantasy XI 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.
    • Final Fantasy XII decided to have both "[spell]aga" and "[spell]aja," at least for the Cure line. The order was Cure/Cura/Curaga/Curaja/Renew, with Cure/Curaga being single-target, Cura/Curaja being multi-target, and Renew being a Full-Restore for the entire team. No "[spell]ada", however, and the Fire/Fira/Firaga stayed the same, with "[spell]aja" only used as super powered attacks for Espers when the party fights them.
    • Final Fantasy XIII introduced the spell Curasa into the Cure line.
    • Kingdom Hearts borrows the naming system, although whatever they name 4th tier magic seems to fly all over the place in the English dub (while the Japanese version consistently uses the suffix "-gun" to identify 4th tier spells). Kingdom Hearts I and II has "-gun" as the suffix for accessories, armor, and two Reaction Commands in a certain boss fight; Dream Drop Distance and III use "-za", and 0.2 has "-ja".
    • Uniquely, Final Fantasy II subjected spells to the same Stat Grinding system as the stats: instead of finding/learning more powerful spells, using the same spells over and over again made them more powerful but also more MP intensive.
    • Final Fantasy XIV:
      • The game has a bit of an odd take on this: Black Mages, White Mages and Summoners all learn II, III and IV levels of their base spells. Unlike many other examples however the upper tier spells aren't necessarily better. For example Fire III does a lot more damage then Fire, but cost about three times the mana and takes about three times as long to cast. Cure III meanwhile heals for about 1.5x what the basic Cure does, but for over three times the cost. Cure III does heal everyone in a smallish area, so its better for when your party is grouped together.
      • A late optional dungeon in Heavensward also lampshades the more-exotic spell tier naming used in other entries in the series. The Great Gubal Library (Hard) has multiple books found on the ground containing flavor text, with one book recording the Amdapori Council of Magi's debate over the name for a Cure spell stronger than Curaga. After arguing over "Curago", "Curaza", "Curuja" and "Curagura", those present gave up and voted, 17-3, to abolish the existing naming standards entirely in favor of "Cure I" through "Cure IV".
  • In Granblue Fantasy, 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).
  • Grandia games have three tiers of magic, each with their own sets of magic points.
  • In the Disgaea series, elemental spells and the heal spell have the more advanced levels given prefixes: "mega", "giga", "omega", "tera", and so on.
  • The World Ends with You makes no distinction between physical and magical attacks with its "Pin" system, but each pin has an assigned "rank" which places some limits on how many can be equipped simultaneously. Namely, you can't equip more than one of the same A-rank pin (or more than one of any star-rank pin) at the same time.
  • The Elements system Chrono Cross assigns each element a level from 1 to 8 indicating what area of a character's element grid they can occupy. Most elements also have a 'margin' that allows them to be equipped higher or lower than the intended level (with matching effect on its actual power).
  • The Fire Emblem 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 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).
  • Glory of Heracles has three levels of spells in each set. For instance, the single heal spell is Pow, Powra and Powtes. For offensive spells, the effects changes the higher the level: the level I spell (the base) targets a single enemy, the level II spell targets a row of enemy, and the level III spell targets all enemies. Each spell also has three upgradable levels based on a minigame event in the touch screen, but that is extra and not really relevant to this trope.
  • The Elder Scrolls:
    • 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.
    • 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.
  • Breath of Fire IV in a couple of the dragon forms had the Korean versions of these spells which added more syllables to denote how much more powerful the spell was. Usually these were just restricted with the elemental attack magics.
  • In the Harry Potter and the Prisoner of Azkaban games, most spells have a "Duos" or "Trio" variant that is stronger than the base version, which doesn't appear to be the case in the source material.
  • Similar to the Final Fantasy example (and actually predating its translated use in America by a large margin), Phantasy Star introduced technique tiers in the second game. They were grouped as "[technique]", "Gi[technique]", and "Na[technique]", with the additional "Sa[technique]" if you wanted multiple targets. For the former, examples would be Foi, Gifoi and Nafoi; for the latter, there is Ner and Saner.note 
  • World of Warcraft used to have ranks for most spells and abilities, with higher ranks becoming available for training for players as they leveled up. For the most part, there was no real reason to go back to a lower rank after that, and this was eventually replaced with abilities simply becoming stronger with each Character Level. In addition, most healing spells initially came in three strenghts: Lesser, (Normal) and Greater. The latter were the most efficient, but also took the longest to cast and were rarely used because of that. The general concept still exists for healers, if with different spells. For example, Priests use Flash Heal as the quick but costly healing spell, Greater Heal (with a much shorter casting time) for the slow but effective healing and while the normal version Heal still exists, no one really uses it and its slated for removal in the next expansion.
  • Dungeon Crawl has spells with numeric levels from 1 (least) to 9 (greatest). A spell's level determines how much MP and hunger it costs to cast, as well as the odds of successful casting. A character can only have a total number of spell levels memorized based on their Character Level and Spellcasting skill.
  • Shin Megami Tensei:
    • 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.
    • Almighty spells: Megido (weak) < Megidola (medium) < Megidolaon (strong). Devil Survivor has Megidoladyne used by the ultimate Bonus Boss, but how it works is significantly different from — and far more devastating (as in, it gets stronger the more it's cast, to the point where it can inflict a map-wide One-Hit Kill) than — the first three spells.
    • Healing spells: Dia (weak) < Diarama (medium) < Diarahan (full heal). "Me-" indicates that the spell heals the entire party.
  • Pillars of Eternity generally follows the D&D 3E model of unlocking new spells/powers at every even Character Level for its magic-using classes. This includes wizards, clerics, druids, and ciphers.
  • Shadow Hearts 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 Physical Attack Down).
  • Black & White: Miracles have three possible tiers — base level, Increase, and Extreme — with increasing areas and/or magnitudes of effect, such as Lightning arcing to more targets or Miracle Food 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.

Alternative Title(s): Skill Levels

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