Super-Tier Magic

Ultimate magic in YGGDRASIL beyond tier magic, called the "11th tier" in the Slane Theocracy.
- It consumes no MP but has a daily limit: 1 use when learned, plus 1 every 10 levels after level 70, so a typical level-100 player has 4 a day
- One can learn one per level gained; some (such as 〈Wish Upon a Star〉) also consume experience points
- Before activation a pale spherical three-dimensional magic circle about 10 m in diameter unfolds, and the caster must stand and wait; defense drops meanwhile, and taking a certain amount of damage interrupts it; cash items can shorten the wait
- After activation the whole party suffers a forced cooldown that no item or skill can remove, so "whoever casts super-tier magic first loses" is conventional wisdom
- As it is magic, it cannot be used in states that forbid magic, such as Ainz's Perfect Warrior transformation
- The Slane Theocracy calls it the 11th tier; the Web novel says it was used both 500 and 200 years ago
- Web novel: generally usable 3 times a day; the more one side uses, the longer the additional cooldown; there are also skills and spells that strengthen super-tier magic
- NPCs generally cannot use super-tier magic, but some classes can use it at a cost (few in number); there is no class-exclusive super-tier magic, but some can be learned by completing events (Arcadia reply to comments)
- In large-scale battles the first priority is interrupting anyone about to cast super-tier magic by every means — teleport raids, magic barrages, ultra-long-range sniping and so on (Vol. 9)
Notes
"World-class magic" is not a term from the original work; the closest things are World Items and the ultimate techniques gained at max level in classes such as World Champion and World Disaster.
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