Yaarel
🇮🇱 🇺🇦 He-Mage
Hummm, intriguing. D&D is also divisible in four tiers. Even for spells cast by spellcasters, there could be a progression. Spells level 1-3 are the one you can cast on your own, 5-6 require access to a power source of sort, 7-8 a power source and an meteorological, tidal, or astrological event of sort. 9th level spells require a sacrifice of something valuable on top.
This is a quote from an other thread.
Folkbelief also has big magic, like floating cities, a queen giving birth to a draconic serpent, a grave becoming a portal into the realm of the dead, a sleep-enchantment broken only by the kiss of true love, and so on.
For these kinds of story elements, use D&D rituals. Rituals can be almost anything. Rituals can have any effect and any requirement. Think of examples from folkbelief to determine the requirements of a ritual.
First ritual: find the mage who knows the answer.For example, in one story, monarchs lack an heir and resort to magic to conceive. Finding someone who knows how to do magic is the first use of magic. Eventually this mage tells them to go to their garden and pick one white rose and one red rose. If they eat the white rose, their heir will lead their citizens in a time of great wealth, and if they eat the red rose, the heir will become a great conqueror of many nations. Wanting the best for their citizens, the monarchs eat both. They give birth to a serpent, a dragon, as their heir. For D&D, these are series of rituals.
Second ritual: do one or the other but not both
Third ritual: did both. Calamity ensues.
Fourth ritual: someone else found the (poetically just) ritual to save the heir.
They lived happily ever after.