Magecraft or Thaumaturgy is the artificial reenactment of a miracle, a supernatural phenomenon, using a Mystery. Magecraft is the ability to bring about what is possible through science with supernatural means; although the process is considered a miracle, the end result is not. The limits of Magecraft have changed with time, as science evolved and Magic from the past became possible through science.
There is no impossibility for Modern Magecraft within the rules of the world, and with enough effort and time spent studying the appropriate school, anything within the limits of human intellect is possible. However, because Magecraft acts as the re-enactment of Mysteries that already exist in the world, it is impossible for it to create new Mysteries; even with an infinite amount of research, there is a "wall" that prevents the wisdom of humans from doing so in the current era. The realm past this "wall" is known as Magic. Modern Magecraft remains far inferior to Magecraft from the Age of Gods in terms of magnitude, due to the fact that magi from the past acquired their magical energy directly from the Root. The difference between the Magecraft of the past and the Magecraft of the present can be explained by the difference in civilisations - while the civilisation of the Age of Gods existed side-by-side with the truth, the civilisation of the Age of Man exists in order to search for the truth.
In The Great Heracles Hunt, Magi have access to 1 A-rank spell, 2 B-rank and C-rank spells and 3 D and E rank spells. However ones FIN score will limit these as for example; C-FIN will leave the magus with 3 E-rank spells, 3 D-rank spells and 2 C-rank spells.
The cost of spells is also tied to their rank. E-rank spells cost 20 prana points to cast, with each subsequent rank increasing in cost by 20 prana points, until A-rank spells, which cost 100 units to cast. In addition, each spell is associated with a spellcasting speed, based on the rank of the spell. This represents the heightened concentration that higher-ranking spells require, demanding more and more attention from the spellcaster.
These cast times and their effects are as follows:
Single Action (E-rank) - At this rank, Magecraft can be performed almost instantly and with little to no concentration. The caster can Move, Attack, Dodge, and Parry during the turn that the spell was cast.
One-Line (D-rank) - At this rank, the spell is a single phrase composed of at least one word. The caster can still launch other close-range attacks in addition to casting the spell, as well as dodge and parry incoming attacks while casting, but large-scale movement (such as closing in on a distant opponent) is impossible.
Two-Line (C-rank) - At this rank, the spell is composed of at least two phrases. At this point, the concentration required for spellcasting makes carrying out any additional attacks while spellcasting unviable. The caster can still dodge and parry incoming attacks.
Five-line (B-rank) - At this rank, the incantation required to manifest the magecraft is composed of at least five phrases. Only minor physical movements, such as parrying incoming melee attacks, can be carried out.
Ten-count (A-rank) - An “Instantaneous Contract”. At this level, the spell is composed of at least ten phrases and requires the user’s complete and utter focus. No actions other than spellcasting can be undertaken and incoming attacks cannot be dodged nor parried.
Elements are a part of Nasuverse cosmology and play an important role in Thaumaturgical Theory.
A magus normally has the capacity to manipulate at least one of them. However, there are cases of those who can manipulate Elements that are completely different from any of the ones specified above. Within the Mage’s Association, individuals like these tend to either very selective houses or not be part of the Association at all. Cases of magus who possesses more than one Elemental Affinity, and even affinity to Compound Elements, are also known. The majority of Magi are limited to The Great Five Elements.
In The Great Heracles Hunt, one’s elemental affinity will affect the nature of your magecraft:
Fire
Earth
Water
Wind