Around 10-14 or so is okay, I think.
There is a list for the pen & paper TDE system :
This is about talents, not spells :
"Talents in Aventuria :
Journeyman - 7
Senior Journeyman - 10
Master - 15
18 - a person known (in its own profession) even outside the borders of the own province
Over 21 - Person is known as an expert even outside of the own profession (in TDE 3rd edition 21 was being a living legend)
Weapons : Use of the main weapon :
Guardsman & Bandit - 7
experienced Weibel (the "Weibel" is a military grade exclusive for Aventuria) - 10
Veteran, specially selected solitary fighter or the army, budyguard - 15 or more
Academy Trainer & "Swordmaster" - 18
legendary heroes - 21 or more
Unfortunately I can't say anything about magic, since the rule books are expensive for me I don't have the magic related one.
yet still mindblowingly
overly complex summary
This is one of the greatest disadvantages of the TDE rules set : It is so much complex. But the fans (those that remained after the shift from 3rd - 4th edition, at least) praise it for tinkering. They just don't want it any other way. Und unfortunately those are the vocal majority (?) in the official forum, it seems to me …
For years now I demand a much more simplified rules set for beginners, but no-one does something for it. There *does* exist an *extremely* simplified version, but even the TDE Wiki doesn't list it. Instead, it lists a less complex rules set for beginners that fans created - and seemingly no-one uses it, at least no-one writes in the official forums that he or she is using it.
In fact, I often get the impression that beginners and those who want easier rules are not really wanted by the fans in the official forums.
There are even fans in the forums which are argueing with statistics and stochastics why several dice checks are not "fair" …
The only thing they all are able to agree upon is to make the rules much, much, much more modular - so that beginners could play with a rather more simplified version of the rules, and more experienced players can use more complicated rules for tinkering.
Third edition was much more easy, imho, but my memory might have become blurred over time as well.