The Regional Libraries and Classification on Magic
The Regional Libraries are homes to the vast sums of knowledge collected over the centuries by the wizards of the Magisterium. They hold workings from the Archons of the past, Magical items constructed by the imperial senate, and even a few religious relics/works of the Church of the Seven. All in all they compliment the learning and studies of scholars and wizards alike who wish to know more about the many wonders of the regions they are in. As such, their use is strictly guarded and memberships are required to even have access to the base level of knowledge they hold.
In terms of game play, while the Arcane Universities hold spells ranging from level one to four, the regional libraries can hold spells from first level up to level eight with access limited to players. One is also more likely to find ancient magic items of rare (or higher) within the many vaults in the Libraries. Once access has been granted, researching lore about specific subjects in the library's region grant advantage and take half as long as would otherwise be required (given the assistance from the librarians who work within.
Notably, the libraries also hold information as to all the wizards of the region who have gone through the region's Arcane University. This information is closely guarded by House securities and Mages. Though all this information from every Regional library is also magically updated and copied by a powerful artifact within the Grand Library. The Grand Library is located in the Country's capitol at the Craddle and can only be accessed by a First Archon of sufficient skill.
The Follow Regional Libraries are located at the following Major Cities:
Major Cities | Noble House |
---|---|
Demmanos | Romanos |
Suga | Clan Oni |
Kjara | Odinson |
Ginniri | Hanover |
Egara | Aetius |
Marinovica | Petrov |
Theyale | Udaku |
Kinu | Kamose |
The Craddle | The Grand Library |
Classification of Magic
In Halruaal, magic is considered might by the ruling Magisterium. Many in the aristocracy judge a person's ability and usefulness by the difficult of spells they can cast - with an obvious bias towards the Arcane. For the most part, they consider the following categorization of magic:
- Minor Magic: This includes cantrips and first level spells. These are the most basic spells any apprentice or initiate should be able cast and as such aren't typically impressive. It's true that a more powerful practitioner could empower their cantrips to more devastating effects, but the core understanding is still basic.
- Common Magic: These are second to fourth level spells. The Magisterium, a person is not considered a wizard until they are able to cast spells of at least second level spell. In truth, most Arcane Universities won't graduate a student until they can succesfully cast a third level spell.
- Greater Magic: These are fifth to sixth level spells. Anything of this level or higher are typically treated as trade secrets to the schools in which they belong. The Regional libraries contain volumes and treaties on these in sections restricted to members (or graduates) of their houses.
- Grand Magic: These are seventh to eighth level spells. If one can cast these effects, they are considered powerful wizards and formidable. Archons will typically try to either recruit them, or eliminate them as possible threats. Spells of this magnitude are locked behind the strongest security that a House could provide and instruction in them are seen as rewards.
- High Magic: These are ninth level spells and equivalent circle magic spells of equivalent level. Archons are usually the only ones that can cast at this level or lead circles to enact the effects of them. The spells are mighty enough to shape reality to the caster's whim.
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