Guide
Magic System Guide: Magic Level, Ranks and Star Magic
Magic Level, rank titles, overworld spells, Star Magic discovery and the 4-star advancement path.
Magic is three things that are easy to confuse. Magic Level is your Roco's own progression. Star Magic is a field spell you aim at the world. Magic Dust is the material that Jini star-up consumes. None of them is a second combat skill bar, and only the Dust economy has numbers we can defend.
Magic Level and rank titles
Magic Level rises mainly through the main story and the Magic Handbook courses, not through catching. Handbook courses are the reliable block of progress, and the combat lessons inside the Handbook also pay Magic Dust, which links the two tracks without merging them (CN build, Season 3).
Rank titles sit on top of that level. Community coverage says the tiers exist and each one opens more Handbook content, but no CN post names the titles or their thresholds. We will not invent a table; read the Magic Level screen in-game.
What Magic Level does not govern matters just as much: star level, Nature, individual values and skill unlocks all belong to cultivation. A high Magic Level with an unbuilt team still loses boss fights. The cultivation guide covers that side of the account.
The Magic Handbook is the actual curriculum
The Handbook unlocks through the main story. Clear every course as soon as it appears: it is the largest early block of player XP, and the combat lessons inside it pay Dust (CN build, Season 3). Its second page holds Flower Seed runs, which are repeatable XP, Codex progress and eggs at the same time.
The Handbook is also where the game introduces Magic Touch, the interaction verb for scene objects. If a world object glows or shows a spell prompt, try Magic Touch before you assume it is decoration.
There is no complete course list or per-level unlock table in the corpus. Treat the in-game Handbook as the source of truth, and do not trust a copied curriculum from a launch-week post.
Star Magic: the spell you use every day
Star Magic is charged and thrown. Against a wild Jini it stuns the target, and a stunned target plus a strike from behind plus a ball is the highest-odds capture loop documented in CN guides (CN build, Season 3). It is also a combat spell, so the same resource covers capture and damage. The combat system guide explains where it fits in a turn.
Not every Jini reacts the same way. Documented exceptions are behavioural: a dandelion-type breaks into three smaller bodies, shell-types flip over, and at least one species becomes happy instead of stunned (single source, English fan guide). That changes what you do after the hit, not the capture rule.
Casting at the ground or at your own companion also triggers reactions, including small scenes that are easy to miss (single source, English fan guide). That is the hidden-interaction layer of the spell, not a progression path.
The learning path is the weakest part of the record. Community notes place Star Magic in ancient caves and tie it to a 4-star advancement step; no CN guide in the corpus walks through the cave or states the star requirement. Treat the exact unlock as unverified and follow the in-game prompt when it appears.
Four-star advancement
Four-star advancement is the part of this system we can describe least. The outline is that Star Magic has an advancement step at four stars, and that the step belongs to discovering the spell rather than to Jini star-up. The corpus does not contain the requirement, the cost, or what changes afterwards.
Two practical notes follow. Do not spend Dust chasing a magic step you cannot see in the interface, and do not confuse "4-star" here with a Jini's star level; they use different resources and different screens. If the global build renumbers either track, the in-game label wins.
Magic Dust: income and sinks
Dust is a star-up material, not a magic-level currency. Taking one Jini from 1 to 5 stars costs 900 Magic Dust and 88 Element Shards, plus a small amount of Shells (CN build, Season 3; single source). Later star levels add Soul Ring Seals and millions of Shells, which is why Dust should follow one carry rather than six.
Income, in the order that matters:
- One-time shop conversion. Annie's Shop exchanges Unicorn Coins for Dust, and Vera's Shop exchanges Kingdom Emblems; together they pay 3,800 Dust (CN build, Season 3; single source). That is a one-time total, not a daily rate.
- Flower Seed runs. About 30 Dust per run (CN build, Season 3; single source), repeatable, and the reason daily stamina should never sit full.
- Handbook combat lessons, shops and events. Small amounts that add up early, when a single star level is still a real power spike.
Spend in that order. A second star on a support is usually worse than the first star on your carry.
What is still unconfirmed
The gaps are worth stating plainly: no rank-title table, no per-level unlock list, no complete curriculum, and no verified 4-star requirement or reward. We also cannot confirm whether Magic Level gates specific overworld spells. When the CBT build is playable, those are the first screens to check. Until then, treat any "magic tier list" you see as guesswork. The beginner guide covers the first two days.