In order to make it easier to teach and learn individual sorts of Magic, they are divided into several different categories and classifications which keep them ordered and listed. The five classifications (though there is, in technicality, a sixth classification that comes first, though this is merely the difference between Divinity and magic, so it's not listed normally), in order from the most to least inclusive, are: Divisions; Spheres; Configurations; Forms; Techniques. As with the use of Genus and Species in Taxonomy, you would typically only need to list the Technique and Form to identify a sort of Magic.
As it would take too long to list every Technique, or ever every Sphere, the Divisions will be given here, then Spheres and down will be listed in more detail in a later chapter. There are five Divisions, being Psyonics, Rites, Physical Manipulation, Energy Manipulation and Soul Manipulation.
Psyonics: Psyonics were mentioned earlier, and everything listed within this Division are purely, entirely mental effects, such as Telepathy. An interesting and key point about Psyonics is that it can be used by anyone, even Humans, though the power that a Magi possess enhances these effects and makes it easier to use.
Rites: Rites are a topic that quite commonly comes under debate as to what really classifies as a Rite. The most common form of Rite would come under Seals, such as the one used in the chapter prior, however, the term does include any form of Ritual or procedure that causes a magical effect. This Ranges from seals, to Summoning and Binding.
Physical Manipulation: One of the two largest Divisions, Physical Manipulation (PM) is the overarching term used for any Magic that directly effects physical objects and matter (solids, liquids and gasses), which includes most forms of chemical reactions as well as simply controlling physical things.
Energy Manipulation: Energy Manipulation (EM) is the other of the two main Divisions, in that it can, in theory, cover everything else, though it's given it's own grouping for ease of sorting. Within the EM Division is anything and everything that relates directly to the direction and control of energy, and things in high energy states, such as Telekinesis and Thermokinesis (Pyro/Cryomancy).
Soul Manipulation: Soul Manipulation is one of the more unusual Divisions, in league with Psyonics, as it requires less external control and direction of energy as most other types of Magic. Everything in the SM Division is entirely involved with the direction, manipulation and application of your own Soul and Aura, as well as the Souls and Aura of others.
As an Apprentice or Student, a Magi will typically choose a set of Forms (as defined above) to learn, that makes up the primary section of their magical knowledge. Four Forms are typically chosen to learn, one Primary, one Secondary and two Tertiary, as well as however many Supplements the Student may choose.
This is the system that is used by most official institutes as a standardised grading and study system, though a Magi is able to learn as much as they wish in however many ways as they wish. For example, one could learn anything in any order in their own time with an official grading being their choice, or they could follow the advised system, or even take the advised system, but, take two primaries or Secondaries, it's entirely the choice of the learner.
Primaries: The form that an Apprentice would learn typically takes up the majority of their studies. It is called a Primary because that is what it is, if you choose something as your Primary Form, then by the time you've completed your education in it, you will be able to use it like a master. Almost any Form can be taken as a primary, but there are some forms that are so in depth that they can only be taken as a Primary, or at a push, a Secondary.
Secondaries: These will take almost as much importance as the Primary, though by comparison, a significantly smaller amount of time, effort and skill is devoted to it. As with Primaries, anything can be taken as a Secondary, but some things are too complex to be learned at any less of a degree.
Tertiaries: Compared to the time spent on each of the singular Primary and Secondary Forms, the fact that most people take two Tertiaries show that they are significantly easier to study.
Supplements: Normally very small, very simple forms of Magic that are easy to do, but useful either in day-to-day activities, such as a light or candle flame, or act as good basic training exercises. Most Magi know dozens of Forms that count as Supplements.
It has been said above that some things can be taken at at certain level of study due to their complexity, though some things can be taken at any degree of study. The way this is measured is with a numerical Complexity Rating between One and Four. The higher the Complexity Rating, the more time a Form needs to be studied to make effective use of it, however, even if something is Rated as a Four, in most instances, it can still be practised to the degree that it becomes as complex and useful as something that is Rated One.
Four: Forms Rated Four are some of the easiest Magical processes to complete, and are actually surprisingly rare due to this; a Form has to be so easy, yet still so unique, to be classed as a Fourth Rate Form that it's not that often you'd find one, though they're typically the first things you learn. Forms Rated under Four include Forms like how to draw Energy from the Stream (Ambient Siphoning) and stabilising the flow of energy through your body.
Three: Third Rate Forms, on average, take anywhere from one to four years to learn fully. Most Forms are Rated Three.
Two: Forms Rated Two can typically take several years (anywhere from four to ten) in order to be able to be used efficiently. Most forms of Seals above a basic level are Second Rate.
One: First Rate are so complex that they typically need to be taken as a Primary, either due to their sheer difficulty or the fact that they need to reach a certain point before anything can be done with them and, due to this, require at least a decade of study. A key example is Teleportation.
There are three supplementary Ratings that aren't commonly used due to their rarity. These extra Ratings would be added as a second digit, after the base Rating. They are:
Null (∅): Null is added to denote a Form of Magic that exceeds the complexity of a First Rate Form by what would, in most cases, be considered several orders of magnitude were there an SI measurement for complexity, any Form Rated as Null would likely take several entire Human lifetimes at a minimum to be able to fully learn and wield. Null implies difficulty alone, meaning it is used on it's own without a base Rating (meaning a Form is Rated simply as "∅", instead of "1-∅"). An example of a Null Form is Name Reading.
Prohibited (Δ): The Prohibited Rating is added to any Form that is typically considered taboo, too dangerous or requires physical self sacrifice to use (or the sacrifice of another living being). To this end, Prohibited Forms are divided into three further tiers, I, II and III, which designate the "level of restriction".
A Prohibited Form designated I isn't strictly illegal, but it's taboo to use, and public use without good reason can get you arrested for gross public indecency. If designated II, then the previous standard applies though to an even higher degree, to the point that law enforcement forces are authorised to subdue the user with extreme force, and the use of the Form requires an extensive training course and a licence. If designated III, then the Form is strictly illegal and can likely cause you to be killed on sight by law forces. A full Prohibited Form Rating would look similar to "2-Δ-II". Examples of prohibited Forms are Blood Magic and Soul Splicing.
Hereditary (η): A Hereditary Form is one that, as would be implied by the name, are Forms that are passed down through specific families and bloodlines as a genetic trait and are otherwise impossible to replicate or learn, though it does also cover any natural or unnatural mutations that may cause unique Forms to develop in an individual. Most Hereditary Forms can be gained from an existing user, normally via a transplant or transference of some sort. Hereditary Forms would be written "2-η", for example. Examples of Hereditary Forms are Fel Magic and Arcane Magic.