Astras
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2All the mages are determine by strength and in this scenraio you have arcane magic they catorise it in this tier as it determines thier strength
S-Tier (Supreme)
Arcane Magic — The classic "pure magic," versatile and often limitless in scope. Masters reality itself.
Elemental Magic — Fire, water, earth, air. Universally powerful and iconic.
Healing Magic — Essential in any party; saves lives and keeps adventurers going.
A-Tier (Excellent)
Necromancy — Commanding the dead is terrifying and useful, though morally questionable.
Illusion Magic — Deception, trickery, and mind games — brilliant for clever strategists.
Divination — Seeing the future or hidden truths gives a huge advantage.
B-Tier (Solid)
Enchantment — Buffs, charms, and mind control. Strong but situational.
Transmutation — Changing matter or form. Creative but often limited in scope.
Blood Magic — Powerful but dangerous, often with heavy costs.
C-Tier (Niche)
Shadow Magic — Cool aesthetic, but usually weaker than elemental or arcane.
Runic Magic — Requires preparation and symbols; slower but reliable.
Sound Magic — Rarely seen, creative but not as impactful as others.
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