Quick answer
Official materials frame magic as something learned and practiced in Mossport rather than a simple spell list. Classes, assignments, and the College appear to be the structure through which the player builds practical magical knowledge.
Likely guide structure after launch
The post-release version of this guide should separate class unlocks, assignment requirements, exam prep, spell or skill categories, and town-use cases. That will keep the guide useful without mixing story spoilers into basic system help.
- Class overview and unlock conditions.
- Assignment types and preparation tips.
- Exam requirements and spoiler-safe study checklist.
- Magic use in business requests and town problem-solving.
Magic guide taxonomy
| Guide section | Post-launch fields | Spoiler risk |
|---|---|---|
| Class unlocks | Class name, grade, prerequisite, teacher, first available date. | Low if story context is omitted. |
| Assignment magic | Required skill, target location, item/tool, reward, failure condition. | Medium if tied to named character events. |
| Exam prep | Readiness checklist, practice source, retake rules, unlock result. | Medium; hide answer-specific details when needed. |
| Town services | Request type, customer/location, required class, material, route. | Low to medium depending on story outcome. |
| Advanced spells | Use case, cost, cooldown/timing, unlock source, limitations. | High if late-game or story-gated. |
Current safe advice
Wishlist or follow the official sources, learn the Mossport terms, and ignore any page claiming complete spell lists before reliable evidence exists.

