Biodata

Name Wizardry
Alias(es) Sorcery; spells; Tricks (for basic cantrips)
Affiliation Practiced by Wizards and Wizard Apprentices
Occupation/Role Extraordinary arts wielded through Mental Power, runes, elements, and imprinted spell structures
First Appearance Chapter 1

Overview

Wizardry is the extraordinary power system practiced by Wizards. It is cast by using Mental Power to communicate with and direct natural elements through rune-based structures. Its effectiveness depends on the caster's Mental Power, talent, mastery of the relevant knowledge, rune construction, elemental resonance, and available materials. 1 2 179 412

The term covers several levels of magical knowledge, from basic Tricks to Zero-Ring Wizardry, First-Ring Sorcery, and domain-class Wizardry. A Wizard's growth is closely tied to learning and mastering Wizardry, since mastery can improve Ian Green's quantified talent. 1 18 28

At higher levels, Wizardry becomes integrated with a Wizard's Mental Power crystals, elemental domain, extraordinary physique, and elementalization. The Four Symbols Resonance Method is an exceptional system capable of supporting up to five Mental Power crystals and a corresponding five-spell cycle. 176 291 327

Power Progression

Stage Wizardry development Documented result
First-class Wizard Apprentice Condenses the first extraordinary Mental Power Rune. Ian completed his first Mental Power Rune and became a First-class Wizard Apprentice. 7 8
Second-class Apprentice Witch Arranges twenty Mental Power Runes into a stable structure and begins developing advanced elemental runes. Ian developed the Spirit Wind, Tide, and Cornerstone Runes as part of his four-element path. 67 88
Third-Rank Wizard Apprentice Condenses a core rune, which connects Advanced Runes, accelerates spell-switching, and produces an elemental resonance field. Ian's Mental Power doubled in quantity and quality after forming his core rune. 119
Peak Wizard Apprentice Completes the Unbreakable Rune and continues building Mental Power and First-Ring Sorcery foundations. Ian condensed the Unbreakable Rune and reached Peak Wizard Apprentice. 150
Early First-Ring Wizard Condenses the first Mental Power crystal around a fully comprehended and imprinted First-Ring Sorcery. Ian imprinted Blazing Flame Grip, formed a Mental Power crystal, and gained a partial Elemental Crown. 185 186
Mid-First-Ring Wizard Condenses a second Mental Power crystal and a second innate Wizardry, allowing a rudimentary domain. Ian gained Flowing Wind Barrier and created a fire-and-wind rudimentary domain. 219
Late First-Ring Wizard Completes the third-crystal stage and develops a true domain through multiple solidified Wizardries. Ian completed the Lava Storm Domain and later perfected the connection among his three Mental Power crystals. 244 271
Four- and Five-Crystal First-Ring Wizard Expands the Four Symbols system with Water Curtain Tianhua and the fifth fixed Wizardry, Four Symbols Unity. Ian became a Four-Crystal Wizard, later reached Five-Crystal perfection, and obtained the fifth layer of the Four Symbols inheritance. 271 291 307
Second-Ring Wizard Condenses extraordinary organs into an extraordinary physique and develops elementalization. Ian condensed the Four Symbols Sacred Body during his Second-Ring breakthrough. 327 334
Mid-Second-Ring Wizard Continues strengthening extraordinary organs, physique, domains, and elemental control. Ian's Four Symbols Sacred Body gained stronger elemental resistance, spell enhancement, and balancing suppression. 349
Late Second-Ring Wizard Gains increasingly powerful Second-Ring Wizardry and advanced extraordinary organs. Ian advanced to the late Second Ring and gained the Four Symbols Mirror Eye. 380
Late-Stage Peak Second-Ring Wizard Perfects elemental rhythms, Mirror Eye development, and high-level Resonance Meditation. Ian reached the late stage of Peak Second Ring after bringing all four elemental rhythms to perfection and completing the Four Symbols Mirror Eye. 412

Classification

Type Description Examples
Tricks / Cantrips Basic spells attached to the Basic Meditation Method. They are not considered Sorcery and generally have limited power. 1 2 Ignition, Glimmer, Water Condensation, Light Spell
Zero-Ring Wizardry Apprentice-level Wizardry. It may be classified by quality and can be imprinted as Mental Power Runes. 12 24 30 Mental Power Impact, Wind Blade Spell, Elemental Barrier
Secret Arts Specialized Wizardry with unusual effects or demanding cultivation requirements. 65 77 Spirit Pattern Resonance Art, Mirror Heart
Inherited Sorcery Core legacy Wizardry passed down through an inheritance; some are tied to advancement paths. 145 Eye of Fire Source, Robe of Fire Source, Hand of Fire Source
First-Ring Wizardry Formal Wizardry requiring substantially more complex rune structures than Zero-Ring spells. A complete First-Ring Sorcery is required to advance to First-Ring Wizard. 145 178 Blazing Flame Grip, Flowing Wind Barrier
Solidified / Fixed Wizardry First-Ring Wizardry imprinted into a Mental Power crystal. Fixed Wizardry can grow alongside its Wizard and can be cast completely instantaneously. 176 186 Blazing Flame Grip, Flowing Wind Barrier, Earth Vein Tremor
Top-Tier Wizardry High-level First-Ring Wizardry, generally used by late First-Ring Wizards or Four-Crystal Wizards. Domain skills fall within this category. 270 Water Curtain Tianhua, Four Elements Rotation
Talent Wizardry Wizardry gained through a talent breakthrough rather than ordinary study. 179 Principle Insight
Domain Wizardry Wizardry that establishes or enhances an elemental domain; its power rises through combinations of Mental Power crystals and resonant elements. 219 261 Lava Storm, Four Elements Rotation, Balance Domain
Second-Ring Wizardry Wizardry intended for Second-Ring Wizards, commonly requiring a developed extraordinary physique, higher-quality Mental Power, and substantial resources. 393 407 Wind Curtain Water Wall, Life Ring
Replenishment Wizardry Wizardry used to further strengthen and replenish an extraordinary physique or related cultivation system. 409 412 Elemental Transmutation

Core Mechanics

Mental Power and Runes

Wizardry requires Mental Power. Apprentice Wizards condense Mental Power Runes in their Mental Power Space; these runes support spellcasting and determine advancement through the apprentice ranks. 1 16 67

  • A First-class Wizard Apprentice is formed by condensing the first extraordinary rune. 1 8
  • A Second-class Apprentice Witch arranges twenty Mental Power Runes into a stable structure. 67
  • A Third-Rank Wizard Apprentice condenses a core rune, improving Mental Power, rune-switching speed, and elemental Wizardry. 119
  • First-Ring Wizards condense Mental Power into crystals using a fully comprehended First-Ring Sorcery as a foundation. 145 185
  • Multiple Mental Power crystals can connect to create domains; two form a rudimentary domain, while three can create a true domain. 219
  • Most First-Ring Meditation Methods support three Mental Power crystals, while superior systems can support four or five. The Four Symbols Resonance Method supports five crystals and a corresponding five-spell system. 176
  • At three-crystal perfection, the activation interval between the three connected crystals nearly vanishes, increasing domain casting speed and reducing expenditure. 271
  • The fifth fixed Wizardry of the Four Symbols system, Four Symbols Unity, merges the four elements into the higher-order Power of Four Symbols. 291

Elements

Elemental Wizardry is strengthened by a caster's affinity and resonance with the relevant elements. Higher elemental affinity improves perception, familiarity, and the practical power of spells. 179

  • The Spirit Wind Rune makes Mental Power lighter and sharper while strengthening wind-element Wizardry. 72
  • Elemental resonance can amplify Wizardry within a domain; Ian's fire-and-wind territory increased matching Wizardry by at least 30%. 219
  • The Elemental Crown amplifies elemental Wizardry; after two enhancements, Ian's crown provided a 30% increase. 241
  • At high levels, resonance and elementalization become essential requirements for advancing to the Second Ring. 286
  • Ian raised each of his four elemental resonances to 99.5% before preparing for his Second-Ring advancement. 326
  • Perfected elemental rhythms and complete Four Symbols Mirror Eye development further improve a Wizard's understanding, control, and potential countermeasures against elemental phenomena such as the Mist Zone. 412

First-Ring Domains

First-Ring Wizards build domains by linking their Mental Power crystals and fixed Wizardry. The number of crystals, the compatibility of solidified spells, domain integration, resonance, and proficiency all affect a domain's power and efficiency. 219 251

  • Two Mental Power crystals can establish a rudimentary domain, but maintaining it continuously consumes Mental Power. 219
  • Three connected crystals can form a true domain that requires almost no Mental Power or magical power merely to maintain. 219
  • Ian's Lava Storm Domain combines Flame Hand, Flowing Wind Barrier, and Earth Vein Tremor. 242 244
  • Water Curtain Tianhua expands the Four Symbols domain's concealment, perception, and environmental-control functions. 285
  • Four Elements Rotation is a high-consumption domain skill that uses the interaction of all four elements to destroy targets within the Four Symbols Domain. 285
  • Balance Domain can suppress the strength of stronger opponents by pulling them toward Ian's own level, with the effect depending on the gap between both sides. 377

Second-Ring Physiques and Extraordinary Organs

Second-Ring advancement relies on condensing extraordinary organs. Four extraordinary organs can form an extraordinary physique, which becomes the basis for further elemental resistance, elementalization, and high-level Wizardry. 327 353

  • Ian condensed the Four Symbols Sacred Body, a top-tier extraordinary physique, during his Second-Ring advancement. 327
  • The Four Symbols Sacred Body balances the four basic elements, strengthens elemental resistance, and can interfere with opponents' elemental balance. 349
  • Its later development increased Ian's resistance to wind and fire by over 30% while providing comparable enhancement to wind- and fire-element Wizardry. 349
  • Replenishment Wizardry and Life Ring improved Ian's physique beyond the apparent limits of an ordinary top-tier physique, though he had not yet broken through to a higher level. 407 412

Proficiency and Mastery

Wizardry progresses through proficiency levels, with higher mastery improving a spell's performance. For Ian, reaching Master Level can also increase his talent. 2 18

Documented mastery Result
Ignition Spell — Master Level Increased Ian's talent by 1 point. 2
Mental Power Impact — Master Level Increased Ian's talent by 3 points and produced a special rune that enables instant casting. 18
Wind Blade Spell — Master Level Increased Ian's talent by 5 points; its Energy Intensity reached 4 during testing. 28
Elemental Barrier — Master Level Increased Ian's talent by 3 points. 30
Spirit Pattern Resonance Art — Master Level Increased Ian's talent by 20 points. 77
Flowing Wind Barrier — Master Level Increased Ian's talent by 200 points and helped raise his talent to 6,000. 233
Water Curtain Tianhua — Master Level Improved its range and its ability to conceal aura. 285
Inscribed Hurricane — Master Level Increased Ian's talent by 500 points and triggered a Completion Manifestation that evolved the storm to perfect grade. 390
Flame Demon Component-1 — Master Level Increased Ian's talent by 800 points. 333
Four Symbols Furnace Chapter — Master Level Increased Ian's talent by 2,000 points. 350

Casting Methods

Incantation Casting

Most Wizardry is initially cast through incantations and Mental Power guidance. For example, Ian casts the Wind Blade Spell with the incantation “Hekamoise,” forming a projectile powerful enough to leave a visible mark in stone even at Beginner Level. 24

Instant Casting

Some Wizardry can be cast without an incantation once its runes are sufficiently condensed or otherwise supported.

  • Ian's Mental Power Impact gained an instant-casting rune after reaching Master Level. 18
  • Ian can instantly form Wind Blade Spell at close range, allowing him to kill Ross before Ross can establish a meaningful defense. 33
  • Instant-cast spells are commonly stored in certain Witchcraft Artifacts, though such artifacts are of little use to Ian because of his own casting ability. 74
  • Fixed First-Ring Wizardry imprinted into Mental Power crystals can be cast completely instantaneously. 176
  • Four Symbols Unity removes the need to separately switch among fire, water, earth, and wind, allowing the Power of Four Symbols to support rapid multi-element casting. 291

Materials and Resources

Many spells require spellcasting materials, while higher-grade Wizardry and advancement resources are expensive or restricted. 36 86

  • Ian favors elemental Wizardry because it generally requires fewer materials than alternatives such as Black Sorcery. 36
  • The Academy regulates access to stronger Wizardry, particularly excellent- and outstanding-grade spells. 24 86
  • First-Ring advancement requires a Soul-Burning Potion, a compatible elemental pool, and a fully comprehended First-Ring Sorcery. 145 185
  • First-Ring Wizards receive restricted annual opportunities to exchange for First-Ring Wizardry, while higher-quality spells and additional exchanges require contribution points. 188
  • High-level Wizardry, Second-Ring cultivation, and extraordinary physique development require increasingly rare resources, including elemental essences, top-tier cores, and replenishment materials. 380 407 412

Notable Wizardry

Wind Blade Spell

An excellent-grade wind-element Zero-Ring spell that condenses cutting blades of wind. It is notably stronger than ordinary-grade Wizardry even at Beginner Level. 24

  • Can form multi-meter wind blades at higher proficiency. 28
  • Its sharpness can cut through protective gear and decapitate opponents. 28 33
  • Reached Master Level and granted Ian 5 talent points. 28

Mental Power Impact

A Zero-Ring spell that releases Mental Power as a force capable of pushing or disrupting targets. 12

  • Initially toppled a chair only with difficulty. 12
  • Reached Master Level and granted Ian 3 talent points. 18
  • Its special rune allows instant casting. 18

Elemental Veins

An outstanding-grade defensive Wizardry initiated by Ian after becoming a Second-class Apprentice Witch. 86 87

  • Serves as a powerful defensive spell. 87
  • Requires considerable resources and spellcasting materials. 86

Blazing Flame Grip

A fire-element First-Ring fixed Wizardry selected by Ian as the foundation of his first Mental Power crystal. 177 185

  • Manifests numerous fiery tentacles capable of attacking at range or restraining enemies in close quarters. 177
  • Can burn away an opponent's magical power and return that energy to the caster. 177
  • Its imprinted form became Ian's first fixed Wizardry after his First-Ring advancement. 186

Flowing Wind Barrier

A powerful wind-element First-Ring fixed Wizardry that creates a dynamic air domain resonant with the caster's Mental Power. 216

  • Can deflect physical attacks, disrupt energy trajectories, extend the caster's senses, and permit short-range blinking. 216
  • Its five runes include two mid First-Ring runes and nearly three low First-Ring runes, making it exceptionally strong for its level. 216
  • After Ian's mid-First-Ring advancement, it formed an almost one-hundred-meter wind territory that could be used for defense, acceleration, and elemental control. 219
  • It can combine with Blazing Flame Grip to establish Ian's fire-and-wind rudimentary domain. 219

Lava Storm

A domain skill created through the interaction of Ian's fire, wind, and earth fixed Wizardry. 242 266

  • It combines Flame Hand, Flowing Wind Barrier, and Earth Vein Tremor to create a destructive elemental domain. 242
  • Ian comprehended the skill under pressure during the core-member preliminary trial, where a single strike destroyed large numbers of elemental creatures. 266
  • Three-crystal perfection increased its power by at least 20%, nearly halved its casting time, and reduced its consumption by at least 30%. 271

Water Curtain Tianhua

A top-tier water-element First-Ring Wizardry given to Ian by Kieran. It is the final water-element spell Ian needs for the Four-Crystal stage. 270

  • Generally belongs to late First-Ring or Four-Crystal Wizards. 270
  • Releases water mist over an area spanning several miles, concealing the caster's aura while expanding their perception of targets within the curtain. 271
  • Prolonged inhalation of its mist allows the caster to control and detonate mist that has entered an opponent's body. 271
  • Reached Master Level, improving its range and its ability to conceal aura. 285

Four Elements Rotation

A Four-Crystal domain Wizardry inherited from the Four Symbols Wizard. 275

  • Uses the interaction of four elements within a domain. 275
  • Ian used it to defeat Mental Power lifeforms guarding a secret-realm inheritance. 285
  • Its inheritance includes Mental Power lifeforms that can supplement the inheritor's elemental knowledge and experience. 275
  • Its full activation can form a destructive black-hole-like phenomenon, but consumes nearly half of Ian's Mental Power. 285

Four Symbols Unity

The fifth fixed Wizardry of the Four Symbols Resonance Method. It can only be learned by a Wizard who has obtained the first four levels of the inheritance. 291

  • Merges earth, fire, water, and wind into the Power of Four Symbols rather than operating them as separate elemental forces. 291
  • The Power of Four Symbols can cast Wizardry of all four elements while making the Four Symbols Domain substantially more versatile. 291
  • It eliminates the usual delay involved in switching between elemental affinities and supports rapid multi-element instant casting. 291

Principle Insight

A First-Tier talent Wizardry acquired when Ian reached Silver Moon-tier talent. 179

  • Consumes stored “stardust” to rapidly analyze and forcibly comprehend difficult knowledge. 179
  • Raised Ian's Flame Hand proficiency from Beginner 80 to Proficient 30 in a single use. 179
  • Has a long recovery period of roughly one month. 179

Inscribed Hurricane

A high-level storm Wizardry developed through Ian's repeated study of storm inscriptions. 390

  • Reaching Master Level triggered a Completion Manifestation that evolved the storm to perfect grade. 390
  • Its perfect-grade form can undergo extreme compression, shrinking into penetrating azure light. 390
  • It can create multiple internal storm cores, reducing Mental Power strain and improving control over the entire storm. 390

Wind Curtain Water Wall

A top-tier Second-Ring Wizardry obtained by Ian from the Academy's secret repository. 393

  • It is one of Ian's high-level Second-Ring Wizardry acquisitions after becoming a Reserve Elemental Child. 393

Life Ring

A top-tier Second-Ring Wizardry purchased by Ian from the Truth Tower. 407

  • Ian acquired it to resolve the separation between his spirit and flesh. 407
  • Its effects successfully resolved that mind-body separation and aided the development of his Four Symbols Sacred Body. 407

Forbidden Wizardry

Black Sorcery

Black Sorcery is prohibited among White Witches. Ian identifies the Blood Hand spell as Black Sorcery and subsequently decides to prioritize elemental Wizardry instead. 36

  • Forbidden status makes it dangerous to possess or practice. 36
  • It may demand more specialized materials than elemental Wizardry. 36

Advancement Requirements

Advancement Wizardry-related requirement
First-class Wizard Apprentice Condense the first extraordinary Mental Power Rune. 1
Second-class Apprentice Witch Arrange twenty Mental Power Runes into an orderly, stable configuration. 67
Third-Rank Wizard Apprentice Condense a core rune in the Mental Power Space. 119
First-Ring Wizard Reach the Mental Power limit, fully comprehend and imprint a First-Ring Sorcery, then use a Soul-Burning Potion and a suitable elemental pool. 145 185
Second-Ring Wizard Meet requirements involving elemental resonance, Mental Power, domain completion, and true elementalization. 286
Second-Ring Wizard (Four Symbols path) Complete the required First-Ring preparation, use an advanced Elemental Pool, and condense the Four Symbols Sacred Body as an extraordinary physique. 326 327

Trivia

  • Basic Tricks are explicitly distinguished from Sorcery by Instructor Victor. 1
  • Formal First-Ring Wizardry is dozens of times more structurally complex than Zero-Ring Wizardry. 150
  • Apprentice Wizards can only construct a Wizardry prototype of First-Ring Sorcery; it cannot reach Master Level and manifests only a fraction of the complete spell's power. 160
  • Ian's panel ensures that learned Wizardry proficiency does not regress. 2 286
  • A complete First-Ring Sorcery Model can contain more than ten times the rune complexity of top-tier Zero-Ring Wizardry. 177
  • Ian's unusually extensive Master-Level knowledge gives him near-perfect control of Mental Power and allows him to rapidly adapt to unfamiliar imprinted Wizardry in dream realms. 306
  • Wizardry research can improve standard spell structures by adapting energy-input ports, conversion layers, and effect-output terminals to an individual caster. 234 258

Appearances

984
Total Mentions
273
Chapters Appeared
3.6
Avg. per Chapter