Magic in this world has 13 rankings, each divided between levels and classes, and based on their level, it is what they can do, but in this world, it takes a lot of achievements, slaying monsters, or even doing regular chores to level up.
From level 15 to 40, you have Tier 1 to Tier 3
From level 46 to 95, you have Tier 4 to 6
From level 100 to 200, you have Tier 7 to Tier 8
Anything past Tier 9 to Old Magic only has one record, A level 600 at Tier 12
Tier 1: Elemental Magic - Basic control over the elements such as fire, water, earth, and air / Any mage with a good book can do
Tier 2: Illusion Magic - The ability to create realistic illusions to deceive the senses
Tier 3: Healing Magic - The power to mend wounds and cure ailments. If they increase their Tier to 10, they have a high chance of regeneration
Tier 4: Telekinesis but only up to 100 pounds, with each tier advancement they will gain stronger magic that increases it to 100 pounds for each Tier broken into
Tier 5: Magic Output is increased as a simple fire shot can become a huge Fire Ball without much mana being consumed, Nonverbal spell is also available - A way to cast magic without saying the chant
Tier 6: Enchantment - Imbuing objects with magical properties
Tier 7: Shadow Magic - Manipulating darkness and shadows to one's advantage, Yuto
Tier 8: Summoning Magic - Calling forth creatures or objects from other realms, Yuto's aunt is a Tier 8th magic user, and her summon is a winter tiger who can produce an ice domain
Tier 9: Time Manipulation - Control over the flow of time but only for a short amount of time, usually only up to 1 minute, but only during special circumstances any abuse of this power will lead to their deaths.
Tier 10: Arcane Magic - Mastery of ancient and elusive spells / They are found in adventure parties as they seek to learn more about the world and where magic stems from
Tier 11: Magic Breathing - Drawing power from the earth and nature, they open their gateways to increase the amount of magic they can take in / Usually a Head Master of Magic Academy
Tier 12: Elemental Fusion - Combining multiple elements for powerful spells / They are considered to be a kingdom's ace that backs up their kingdom's Sword Master in war
Tier 13: They are at the peak of magic, able to produce storms and earthquakes, their understanding of the world is on a different level on are usually considered to be the peak of human magic as they rival dragons
Old Magic - Mysterious and ancient magic that predates all other forms, with unfathomable powers and consequences beyond mortal understanding, this is usually reserved for dragons.
AURA
The aura power system consists of ten distinct rankings, each corresponding to a knight's experience, skill, and mastery of their aura.
Aura Initiate / Color Red
Description: The first step in mastering aura powers. Initiates begin to sense the energy around them and tap into their latent abilities.
Powers: Basic enhancements such as increased stamina and agility; they can generate a faint aura glow and perform minor magical effects.
Aura Novice / Color Orange
Description: Novices cultivate their newfound abilities, learning to harness and focus their aura in more defined ways.
Powers: Enhanced strength and reflexes; they can create a small energy shield and channel basic elemental attacks (like fire, wind, or water) for a short duration.
Aura Adept / Color Yellow
Description: Adepts have a better understanding of their aura and can manifest more powerful abilities.
Powers: Increased damage resistance and the ability to draw upon elemental energies for mid-level attacks; they can also sense aura from others, helping to predict movements.
Aura Guardian / Color Green
Description: Guardians are seasoned knights capable of manipulating their aura to protect others and themselves.
Powers: They can create durable energy barriers, unleash powerful bursts of energy, and summon spirit animals or elemental familiars that assist in battle.
Aura Warden / Color Blue
Description: Warden knights have honed their abilities further and can now defend against magical and physical attacks more efficiently.
Powers: Ability to absorb small amounts of magic, converting it into strength; they can also cloak themselves in an overwhelming aura that enhances their skills and intimidates foes.
Aura Vanguard / Color Indigo
Description: Vanguards are frontline champions whose aura is a potent weapon in battle, enhancing both offense and defense considerably.
Powers: Empowered physical strikes that can send shockwaves can briefly enhance teammates' auras, healing minor injuries and boosting their abilities.
Aura Champion / Color Violet
Description: Champions embody the pinnacle of knightly valor, radiating power that can shake the very foundation of their surroundings.
Powers: Can unleash devastating aura blasts that obliterate enemies in their vicinity and manipulate energy to form light weapons. They can also protect allies through barrier spells that absorb incoming attacks.
Aura Sentry / Color Black
Description: Sentries are protectors whose mastery over their aura is unrivaled, bolstering their allies while striking terror into enemies.
Powers: The ability to manipulate the battlefield by controlling elemental forces (like creating storms or earthquakes) and commanding the aura of those nearby, empowering allies with enhanced skills.
Aura Paragon / Color White
Description: Paragons are legends among knights, capable of immense feats of strength and extraordinary magical control.
Powers: The ability to harness catastrophic aura energies, unleashing devastating attacks with remnants of sacrificed auras from defeated foes, or creating defensive fields that repel almost any attack. They can also create massive constructs of aura that fight alongside them.
Aura Heaven / Color Golden
Description: The Apex ranking represents the highest echelon of knightly power, where one becomes a living embodiment of their aura, influencing fate itself.
Powers: The ability to warp reality briefly, generating immense energy fields that revolutionize the terrain, affecting enemies on a grand scale. They can project their aura across great distances, instilling hope in their allies or fear in their enemies. Their ultimate ability allows them to temporarily absorb enemy auras for a limited time, gaining their powers for a brief duration.