Whether it be Sorcery or Martial Arts, each are segregated into 'tiers' depending on their potency from 1st Tier to 10th Tier, where 1 is the lowest and 10 is the highest.
The indication of the Spell's or Tech's tier is the number of rings around their circle. In the picture shown above is the Spell circle of Doomsday Meteor, it got ten outer rings so this spell is a 10th Tier spell.
Do note that not all people can perform a tech or cast spells from every tier as the mortal body can only withstand so much pressure and stress that will lead to permanent damages to the body or even death.
1st to 3rd Tiers - Ordinary and untrained furson
1st to 6th Tiers - Ordinary and trained furson, Ancestral Blood and untrained furson
1st to 9th Tiers - Ancestral Blood and trained furson
1st to 10th Tiers - A furson who made a contract with a monster whether if he or she be an ordinary, Ancestral Blood, trained or untrained
There is a way to bypass this limitation. Spells and Techs can be 'stored' in crystals. These crystals are one-time use, breaking and using up the spell or tech that was stored in it. With this an Ordinary furson can perform a 5th Tier Spell in this method, albeit limited number of times depending on how many of these crystals that furson possessed.
Here is an example of the Tiering, in this example we are seeing a healing spell.
1st Tier: Ply (heals one injured just a bit)
2nd Tier: Wish (heals injured in a small area just a bit)
3rd Tier: Rise (revives one incapacitated back but not so healed)
4th Tier: Pure Ply (heals one injured moderately)
5th Tier: Pure Wish (heals injured in a small area moderately)
6th Tier: Arise (revives one KO'd and incapacitated back in full health)
7th Tier: Earnest Ply (heals one injured a lot)
8th Tier: Healing Wish (heals injured in a medium area a lot)
9th Tier: Resurrection (person returns to full health immediately once incapacitated)
10th Tier: Miracle (heals injuries in a large area back to full health and grants affected with Resurrection)
The indication of the Spell's or Tech's tier is the number of rings around their circle. In the picture shown above is the Spell circle of Doomsday Meteor, it got ten outer rings so this spell is a 10th Tier spell.
Do note that not all people can perform a tech or cast spells from every tier as the mortal body can only withstand so much pressure and stress that will lead to permanent damages to the body or even death.
1st to 3rd Tiers - Ordinary and untrained furson
1st to 6th Tiers - Ordinary and trained furson, Ancestral Blood and untrained furson
1st to 9th Tiers - Ancestral Blood and trained furson
1st to 10th Tiers - A furson who made a contract with a monster whether if he or she be an ordinary, Ancestral Blood, trained or untrained
There is a way to bypass this limitation. Spells and Techs can be 'stored' in crystals. These crystals are one-time use, breaking and using up the spell or tech that was stored in it. With this an Ordinary furson can perform a 5th Tier Spell in this method, albeit limited number of times depending on how many of these crystals that furson possessed.
Here is an example of the Tiering, in this example we are seeing a healing spell.
1st Tier: Ply (heals one injured just a bit)
2nd Tier: Wish (heals injured in a small area just a bit)
3rd Tier: Rise (revives one incapacitated back but not so healed)
4th Tier: Pure Ply (heals one injured moderately)
5th Tier: Pure Wish (heals injured in a small area moderately)
6th Tier: Arise (revives one KO'd and incapacitated back in full health)
7th Tier: Earnest Ply (heals one injured a lot)
8th Tier: Healing Wish (heals injured in a medium area a lot)
9th Tier: Resurrection (person returns to full health immediately once incapacitated)
10th Tier: Miracle (heals injuries in a large area back to full health and grants affected with Resurrection)
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