Spells

Necessary Information
All spells are organized into twenty degrees. Each degree of spells is harder to cast than the degree before them. There are two types of spells: elemental and standard. Standard spells can be learned by any warlock, whereas elemental spells are different based on what element the warlock casting it is. The first five degrees are beginner spells, the sixth through tenth degrees were intermediate spells, the eleventh through fifteenth degrees were advanced spells, and the remaining spells were spells of legend. Warlocks earn a degree by mastering four set spells from a degree: three standard spells, and one elemental spell. Degrees go in order from one to twenty, and it is impossible to earn the next degree without first mastering the one you are on. After earning a degree, the warlock receives an elemental armband, which differs in appearance based on the warlock's element. A warlock hits their ceiling when they are unable to learn how to cast spells higher than the degree they are on, either from a lack of potential, or lack of trying. After passing the twentieth degree, a warlock can continue their studies and eventually become a master. A master has no degree stripes, just a solid elemental armband. For example, the first degree is earned by mastering the elemental spell Shine, and the standard spells of Repair, Unconceal, and Telekinesis. At an arcane academy, students are not allowed to attempt spells more than two degrees above their degree, as it can be dangerous to learn much higher than that above one's degree. However, with an extreme amount of determination, a fifth-degree warlock could cast a twentieth-degree spell. Many spells require a trigger phrase, an imagination, and motions. For example, the Elemental spell Shine requires a warlock to say Shyneo, imagine their palm lighting up, and not have a closed hand. It is also possible to cast wild arcanery that isn't technically a spell, but this is very dangerous. There are also off-the-book spells, which are separate from wild arcanery. Off-the-book spells aren't illegal spells. They are simply spells that aren't included in the standard eighty. Off-the-book spells are still ranked based on the recommended degree needed to cast them.

The Three Principles of Arcanery
Arcanery has three principles that are always true. They are the guiding laws of arcanery.

The First Principle
Spell-casting is like traversing through a thick forest. At first, there is no path and you have to make one. After, the more you tread on this path, the clearer it becomes.

The Second Principle
The sharper and stronger your mind grows, the less energy you will expend. With practice, your ability to concentrate will improve, allowing you to cast spells of a more complex nature.

The Third Principle
Expanding on the natural tendencies of your element in a controlled manner is the path to mastery.