Magic Ratings

The following is an unofficial draft! The details may change when Cyber gets around to writing the full article.
The Seventh Circle Initiative uses a standard 10 point scale to rate the amount and power of magic present on a plane, primarily for determining how potentially worrying interplanar trade is. (They have similar scales for technology and magitech, for similar reasons.) Magic ratings are defined by what magic is widespread on the plane; local concentrations of more advanced magic warrant a note rather than an increased rating.

Magic –
Magic – denotes a plane with no magic whatsoever, usually because it has no permanent sapient inhabitants, or because magic does not function there. Agahia is currently rated as magic – due to its lack of surviving residents, while Rhyse is magic – due to magic not working, even for planeswalkers.

Magic 0
Magic exists but is not usable except in rare instances. Daisite is an example of magic 0 as only a handful of individuals on the plane have access to magic.

Magic 1
Magic exists, but is very limited in either power, making it mostly just used for minor convenience, or limited in reliability. Feraguo is an example of a magic 1 plane.

Magic 2
Very simple magic, such as healing, light generation, and simple illusions. Lorwyn is a magic 2 plane.

Magic 3
Magic 3 is the most common rating for planes. Magical flight and low quality necromancy are key points to get magic 3. Innistrad is a canon example.

Magic 4
Shapeshifting, personal time dilation, and low-level weather manipulation are marks of magic 4. Feanav is an example of a magic 4 plane, although the supernatural beings operate at higher levels.

Magic 5
Effective teleportation and soul trapping are a marks of magic 5. Shadowmoor and the Forgotten Realms are examples of magic 5 planes.

Magic 6
Medium-to-large-scale landscape alteration, weather control, ability to create/summon objects from nothing on a sufficient scale to replace actual crafting of objects, global magical communication networks, artificial life, ressurection-quality necromancy, and city-scale combat spells are the types of spells that earn a plane a magic 6 rating. Zendikar is a magic 6 plane.

Magic 7
Magic 7 begins to shape things outside its immediate vicinity, such as being able to see or influence things far beyond normal sight. Roads may be pointless as teleportation magic is so easy and widespread.

Magic 8
Low-level chronomancy and planar enchantments are examples of magic 8. Ravnica peaks at magic 8 (though is likely 7 discounting the Guildpact and limited chronomancy).

Magic 9
Proper time travel is a mark of magic 9. The Spindle is the only known magic 9 plane.

Magic 10
Magic 10 would represent full reality-shaping by magical means. Arkadai's simulated reality is functionally a magic 10 plane.