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, and elements
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, and available materials. 1 2 179

The term covers several levels of magical knowledge, from basic Tricks to 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

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, Water Curtain Tianhua
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

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

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

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
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

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

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

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
  • Reached Master Level, improving its range and its ability to conceal aura. 285

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

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

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

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