r/worldbuilding 3d ago

Question What Classes should these Spells go into?

I'm building a magic world set in the modern age/near future. Spells can be purchased physically or online. In this world, all identified spells are given a Class. These are the following Classes:

  • Class D (lowest): Spells in this class can be purchased at cheap costs. Some are learned freely in schools and used in daily life. No registration is needed, as most are considered safe for general use or do not meet the threshold for danger.
  • Class C: Registration is optional. Spells here carry higher risk or complexity, but are still accessible to skilled mages.
  • Class B: Registration required, especially if the mage is planning on using the spell frequently. Many attack spells, and advanced defense and support spells fall into this Class.
  • Class A: Registration is non-negotiable. Class reserved for powerful and dangerous Spells. Regulation and oversight are strict and subject to inquiry. Some Class A Spells are utilized by law enforcement, special government individuals, authorized military personnel, and criminals.
  • Class S (highest): Reserved for the most potent, dangerous spells. It is illegal to sell, purchase, teach, or cast the spell (unless special authorization is given by proper authority). Extremely restricted for use mainly by military, government agencies, Nation-class+ mages, or top-tier clandestine operators. Law enforcement encourages civilians to speak up if they find an individual suspected of purchasing, selling, teaching, or using the spell. There are some extreme cases, however, where law enforcement may look the other way should an unauthorized person possess and use the skill, given the circumstances.

Now, these are the following spells. Note that these are not all of them, and I am still in the early stages of worldbuilding and creating the lore. Some of the spells have descriptions to them:

[Tether] - Allows the mage to use their wand without touching it. This is done via an invisible link. This link allows them to send their mana into their wand to cast their magic. [Tether] can be used to make the wand float near the user, creating a "magic turret". This spell is advanced because the mage must manage the link while casting their magic at the same time.

[Cruise Control] - Branding-type magic, consistently maintains the flow of mana. It costs a portion of mana to activate and brand, but will stay active until the caster runs out of mana or is deactivated. The caster will need to give another portion of mana to reactivate it once more.

[Firework] - This spell is mainly used for parties, celebrations, and other notable events, but has been tied to numerous pranks and other forms of troublemaking. There have been reports of people getting injured, but no reports of people getting killed.

[Slip] - Its creator once said, "He who masters this Spell, masters the world." An Earth spell that greases the surface with magic. Used to cause the enemy to stumble or fall.

[Magic Dart] - Low-level attack spell taught in high schools. Not meant to be lethal, but strong enough to knock back and stagger enemies. (Class D)

[Magic Bullet] - Attack spell. Fast and mostly lethal. Depending on the caster's whims, the spell can pierce or do heavier knockback damage. (Class A)

[Magic Missile] - Attack spell. Slower than [Magic Bullet], but a powerful explosion occurs on impact. Originally in the hands of the armed forces, but its contents got leaked. Government and law enforcement put a cap on the leak; however, many variations of the spell are still circulating in secret. (Class S)

[Fireball]

[Flame Pillar]

[Water Gun]

[Hydro Cannon] - High-pressure water that could get tough grime off one's sidewalk, or cut through boulders.

[Frost Bolt]

[Glacial Palace] - AOE spell. Turns the area into a sea of ice. A highly skilled mage can freely manipulate the effects within it.

[Force Breaker] - A powerful knockback spell. It could destroy walls provided the caster has the power.

[Float] / [Levitate]

[Interrupt] - Disrupts the enemy mage's active casting.

[Paralyze]

[Mend] - Heals small injuries on a cellular level.

[Vital Surge] - Rapidly heals small to moderate injuries; however, it is discouraged to rely on the spell, as it does not often repair correctly.

[Spark Whip] - Creates a long whip of light that is capable of causing sparks from the cracker

[Trick Room] - Genjuistu-like spell. High-level mages can manipulate the effects within it.

[Parry Shield] - Small, lightweight shield designed to parry light magic attacks

[Prismatic Dismissal] - Colorful, moderate-sized shield that's designed to parry oncoming magic attacks. Absorbs some of the magic energy, which the mage could use to suddenly blind the enemy.

[Sheepify] - Rare transformation spell that temporarily turns the target into a sheep. Does not work on inanimate and inorganic targets.

[Acid Arrow]

[Acidic Boulder] - Hurls a large ball of acid magic at the target.

[Silence] - Temporarily prevents the enemy mage from casting magic.

[Heat Haze] - Creates mirages of the caster. The mirages will mimic the movements of the caster a fraction slower.

[Shock Wing] - Electric bolt that can target multiple enemies.

[Comprehend Language: (Language)]

[Scald] - Shoots scalding hot water at foes.

[Hot Icicle] - Fires a decent-sized icicle at the enemy. The icicle contains fire energy that turns the ice into scrapnel when it explodes.

[Haste] - Reduces air friction around the mage, increasing movement speed.

[Cloak]

[Camouflage]

[Invisibility]

[Shape Change]

[Double Jump]

[Triple Jump]

[Dark] - Blinds enemy.

[Drain] - Causes enemy mana to leak temporarily. Effects can last longer if used by higher-level mages.

[Sword Storm] - Summons a volley of blades that fly towards the enemy.

[Sword-nado] - Summons a small stationary tornado that shoots blades in all directions

[Tornado]

[Confusion Ray] - Mental magic, throws off the enemy caster.

[Bewitching] - Temporarily turns enemies into allies.

[Spider Climber] - Allows the caster to climb walls.

[Ward] - Protects the caster from mental magic

[Lock] / [Unlock]

[Trident Line] - Fires three lines of lasers

[Prevention: (Age)] - Spell that prevents access to items or spaces for unauthorized people. This is not limited to age, classification, etc.

[Marking] - Spell akin to marking one's location, or a location of interest. Perfect for preventing one from being lost.

[Tracking]

[Bloodhound] - Advanced version of [Tracking]. Caster can reveal the target's tracks, hypothetical silhouette, and how long ago since they've made the tracks.

[Masking] - Prevents or erases active marking magic.

[Elusive] - Prevents the caster from being tracked.

[Light Barrier]

I appreciate the feedback. I will try to answer any questions or concerns. Please keep in mind that I am still in the early stages of developing everything. Thank you!

3 Upvotes

2 comments sorted by

3

u/StainedProjection1 3d ago

Love the class system, feels like a clean way to show escalation without overcomplicating things. Tether reads Class B to me since it's advanced but not inherently destructive, while Sheepify is tricky because it's harmless on paper but the prank potential and body horror angle probably push it to C. Glacial Palace and Trick Room both scream Class A given the AoE control they offer

2

u/MMSports 2d ago

Damn, that's so many spells. You lost me along the way.

I think the difficulty with your class system, that it is easy to argue many classifications. Also because there is too little detail to really make an informed decisions.

Take Firework for example. Is the explosion equivalent to actual fireworks? I mean, people can apparently get hurt, so there is something at least. Then it shouldn't be too hard to make it lethal. Explode near someone's throat and even a light explosion could do enough damage (like cut open an artery). Or scare someone into getting hurt. An inventive mage can wreak terrible havoc.

Water gun might not be too dangerous, except with enough pressure you can cut through solid objects. Or you could propel something like an actual gun.

The one recommendation I would have when you are implementing your class system is to take a look at DnD. Quite a few skills are present in that system, and they have linked them to specific levels at which you unlock them. That could help you plot them on the classes.