Tier 1 · above the water
Arcane
Spells you compose yourself.
Runes, shapes and modifiers put together into a spell of your own. It has its own data, its own screen and its own casting, apart from every school below it - the one part of the mod where the spell is yours before it is anybody else's.
Tiers 0-4 · above the water
Elemental
Fire, water, light, space, void and arcane.
The skills anyone can find: five tiers across six schools, four keys to cast them from. Every skill takes a budget of points you divide between damage, speed, size, duration and efficiency - and damage points above zero compound, so a spell you specialise hits like a weapon. The Spell Creator fuses two you own into a third.
Classes · above the water
Classes
Sixteen, in a tree.
Blacksmith to Divinesmith, Warrior to Berserker and Warden, Mystic, Spell Creator to Magic Originator. Class XP buys the next rung. A few chains are in no menu at all - the Sword Summoner is found by offering four swords under a night sky.
Layer -1 · below the water
Blood
Paid for in hearts.
Seven actives billed to a Vessel first and to your own health after it - as true damage, which no armour or barrier takes anything off. Kills and bites spill pools you can pull back into the Vessel, or leave on the ground to spend.
Layer -2 · below the water
Dark
Shadow and corruption.
The second layer down: shadow, the void and corruption that builds the more the school is used.
Layer -3 · below the water
Sword
Steel you can see orbiting your head.
Four rungs, found by a rite, not a menu. The whole kit counts in swords - four, seven, ten, twelve - racked from real weapons, standing in one of six stances, each hitting for the weapon it is.
Layer -4 · below the water
Primordial
Catastrophes that read the land.
Cyclone, Fault Line, Skyfall, Caldera, Tsunami, Upheaval. Each measures the ground where it breaks - open sky, stone, heat, water, mass - and is stronger or weaker for it. Where you stand is the build. The ground it borrows comes back.
Layer -5 · below the water
Eldritch
Paid for in being noticed.
Six calls to things in the deep, paid in mana and in Notice. At 50 Notice nearby hostiles turn on you; at 100 something grasps at you every ten seconds. The more you are noticed, the stronger each call.
Layer -6 · below the water
Authorities
Rules, not spells.
The bottom of the iceberg. An Authority does not cast something into the world; it owns one of the world's rules. One holder a world each, and each works by a different shape - which is why every one of them has its own chapter below, and its own thing to try.