The mages of Westumberland utilize Magic, but in a slightly different form.
Let's break it down.
MANA
The inner 'juice' required to activate spells. Humans with the ability to wield magic are all born with a predetermined mana capacity. But for mana capacity to grow, the wielder has to undergo constant training, practice, and magic exercises.
Just like normal growth, mana capacity stops increasing after the age of twenty-five. After that, it can only be magnified through the use of certain artifacts.
Example: A magic wielder who undergoes no training in his life, will forever remain an E-Rank Spellcaster. However, if he undergoes training, and reaches C-Rank by the age of 25, then he will remain a C-Rank forever. But say he defeats a dragon and acquires a dragon gem, his mana will be boosted higher, giving him a higher rank.
Mana capacity can be confirmed with the aid of mana crystals, which glow with different hues and intensities dependent on the mana output of the wielder.
(In very rare cases, some humans are born with insanely high mana capacity)
MAGIC RANKING SYSTEM
Determined by mana capacity. Also determines what spell tier can be used.
E - Beginner Spellcaster
D - Intermediate Spellcaster
C - Advanced Spellcaster
B - Mage
A - Arch Mage
S - Grand Mage
EX - ???
Note: Each rank can use spells in their respective tier, or lower. i.e. E-Rank Spellcasters can only use E-Tier Spells. C-Rank Spellcasters can use C-Tier spells and lower. Only on rare occasions can a mage use a spell higher than their rank.
(Warning: Casting a spell above your rank is pretty risky. 7 times out of 10, you're gonna die)
SPELLS
Verbal activation required for magic to be complete. They are ranked from E-Tier to S-Tier, dependent on the gravity of the spell, and the amount of mana required to activate it.
MAGIC SPELL CATEGORIES
1. COMMON SPELLS: These are normal spells known to everyone. e.g. levitation, cloaking, object lumination, detection Etc. It can be used by any mage, regardless of rank or bloodline. But the duration of the spell is dependent on the rank of the mage.
2. ELEMENTAL SPELLS: These are spells designed to manipulate one of the four elements i.e. Water, Air, Fire, Wind. Each mage, regardless of bloodline, is born with the ability to manipulate one of the elements, slightly dependent on the place of origin e.g. Mages born in Viridale and Brannersport are more inclined to use earth manipulation spells, while mages in Caelthorne and Xindao rely on Wind. Mages in Erentha use Water Manipulation, while those in Tochiko and Pentra tend to use fire. As a mage progresses, the number of elements they can use increases i.e. C-Rank mages learn to manipulate two, B-Rank mages can manipulate three, while A-Rank mages and higher can manipulate all.
3. BLOODLINE AFFINITY SPELLS: Very powerful spells that can only be used by those who possess the bloodline trait that allows them to manipulate such phenomena. Cannot be used by other mages, unless with the aid of artifacts.
Note: Not all members of the same bloodline can use the same spells. Each mage may have a go-to spell for a particular sub-phenomena they are known for e.g. one body affinity mage is a speed expert while the other primarily focuses on strength.
There are eight known Bloodline Affinity Spell Categories.
A. Body Affinity (Bloodline: Borain)
B: Nature Affinity (Bloodline: Lillith)
C. Mind Affinity (Bloodline: Nara)
D. Time Affinity (Bloodline: Lin)
E. Space Affinity (Bloodline: Solaris)
F. Weather Affinity (Bloodline: Stormborn)
G. Light Affinity (Bloodline: Elowen)
H. Dark Affinity (Bloodline: Daevalia)
There are other bloodline affinity spells belonging to lesser noble houses. But these listed above are the most powerful.
D. FINAL AWAKENING SPELLS: ???
Can't really explain this without giving spoilers, but your guess is as good as anyone's.
More information dropping soon. Enjoy the book...