"This means magic can truly take flight, with staggering potential enough to sustain a high-magic civilization!"
At the end of the article, the expert from Arcana Review offered a relatively vague but laudatory conclusion. Anyone with a discerning eye could tell he was supporting Roland and the Seris Magic Cards.
"What is a high-magic civilization? Opinions differ across the various planes and worlds, but one fairly widely accepted definition is that its upper limit of magic power reaches the legendary level, possessing might comparable to the gods, while its lower limit is judged by the prevalence of zero- to third-rank mages and their corresponding level 0-3 spells!
A true high-magic civilization must achieve both heights that reach the heavens and benefits that extend to ordinary people.
Occasionally producing one or two grand mages, or even legendary mages, does not make a civilization truly high-magic.
This is because, during that same period, the compatriots of that grand mage or legendary mage might not even have mastered lower-tier spells properly.
The civilization they belong to might still be at the Witchcraft Era level of overall magical development, and their personal achievements can do nothing to change that.
Now look back at our Atrelin, a textbook example of a high-magic civilization.
Over the years, we have had ten legendary mages who ventured into the sea of stars or attempted to kindle divine fire. Our upper limit fully meets the requirements.
As for the lower limit, with arcane reform and the spread of magic, all mage apprentices and apprentice mages have gained the freedom to cast through the magic network.
Under the standard rules, zero-rank mages receive a daily quota of two level 0 spells. First-rank mages receive four level 0 spells and two level 1 spells, while second-rank mages receive six level 0