The Collegium

The Collegium of Spellspires in Wretinridge

Those who practice magic often face suspicion from commoners. The government seeks to maintain a certain level of control over the use of magic, requiring instructor licensurse to regulate training. Those who wish to learn magic must do so via a recognized apprenticeship in a registered institution. The Wretinridge legal code has an entire section (6.0) dealing with the practice of magic (Law & Order)

The Collegium of Spellspires is the exclusive purveyor of magical education and the sole entity involved in magical research within the city of Wretinridge. It's stated purpose is to: acquire, store, and share (where appropriate) arcane knowledge; safeguard arcane knowledge, items, and beings which pose a threat to civilization; expand the frontiers of magical knowledge; and teach others in its responsible use.

The Collegium is its own Precinct or District in Wretinridge, composed of seven towering spires, each dedicated to one of the seven schools of magic, and an observatory. It is whispered that deep beneath the Collegium is a vault containing a stockplile of Witchrock. Students train to master their chosen disciplines while advancing in rank through rigorous tests that assess both their theoretical knowledge and practical abilities.

 

Seven Schools of Magic

Each of the seven towers within the Collegium is dedicated to one of the following schools of magic:

School of Abjuration – Focuses on protective magic, including wards, barriers, and counter-spells. Students learn to shield themselves and others from hostile magic and physical harm.

School of Conjuration – Specializes in summoning creatures and objects from other planes of existence. Conjurors can call forth allies, create magical aids, and manipulate forces from distant realms.

School of Divination – The art of foresight and uncovering hidden knowledge. Diviners can predict the future, discern secrets, and perceive the unseen. Mystics, oracles, prophets, seers, and diviners all study this school.

School of Enchantment – The school of manipulation and influence. Enchanters craft spells that alter the minds of others, charming, dominating, and beguiling those around them. Outside of necromancy, this School is likely the one most distrusted by the masses.

School of Evocation – Focuses on destructive and elemental magic. Evokers manipulate energy, often using fire, lightning, and other elemental forces for offensive power.

School of Illusion – Masters of deception, illusionists weave magic that distorts reality, creating false images, sounds, and sensations to mislead others.

School of Transmutation – Dedicated to the transformation of matter. Transmuters can alter physical substances, turning lead to gold or changing the shape of living creatures.

(Note that corruptive magicks and necromancy are prohibited by the laws of Wretinridge.)

 

Spellspire Towers

Each of the seven towers corresponds to one of the magic schools and serves as both an academic and practical center for students pursuing that discipline. The towers are:

The Wardspire (Abjuration)

The Shifting Spire (Conjuration)

The Veilspire (Divination)

The Enchanter's Hold (Enchantment)

The Stormspire (Evocation)

The Mirage Spire (Illusion)

The Alchemist's Peak (Transmutation)

Within the walls of each magically-infused and protected tower are libraries, laboratories for magical research, study halls, and practical training areas with skilled professors and archmages overseeing the students' education and advancement.

 

Seven Ranks of the Collegium

Students progress through seven general tiers during their time at the Collegium:

Aspirant - individuals thought to have some magical aptitude who have registered with the Collegium or applied to one of its academic programs.

Apprentice – entry-level rank for those newly initiated into magical study. Apprentices are expected to master basic spells and the principles of all schools. They choose a school of focus and are granted limited access to the bottom floors of the respective tower.

Magi – After demonstrating mastery of fundamental magic, magi take on more advanced studies. They are trusted with researching new spells and contributing to magical knowledge.

Wizard – A wizard is a practitioner of significant magical ability. They are often tasked with apprenticing others and researching complex spells and magical phenomena.

Magister – Magisters are accomplished scholars and spellcasters capable of assisting in the creation new magical systems and contributing to the advancement of their school. This is the entry level for professorship at the Collegium.

Grand Maester - The second highest ranking individuals within the Collegium, and the highest rank even the most talented can realistically hope to achieve in a lifetime of study. Grand Maesters are granted unrestricted access to their tower, aside from the Archmage's personal living quarters and private study.
 

 Archmage – The highest honor a practitioner can achieve within the Collegium. Archmages have the authority to oversee an entire school of magical research and command a Spellspire of the relevant school of magic according to their specialty. Archmages are given the duty of safeguarding the priceless accumulated wisdom of the highest levels of their school, and this title is limited to seven individuals at any one time.

 

Five Tests of the Collegium

To progress through the ranks, students must pass rigorous tests. Each test is designed to assess their abilities in different aspects of magic and their personal growth as spellcasters:

Test of Knowledge – A written examination covering the history, theory, and application of magic. Aspirants are tested on their understanding of magical theory, the principles all schools, and any cantrips, glamours, or spells they may have learned. Upon success, they join the Collegium as an Apprentice to begin their studies.

Test of Will – A test of mental fortitude and self-discipline. Apprentices are put through a series of mental challenges, such as resisting illusions, solving arcane puzzles, and controlling their magical powers under stress. Successful apprentices are promoted to Magi where they select their school of magic specialism.

Test of Power – A practical test where Magi demonstrate their magical strength by casting spells under controlled conditions. Evokers may need to show their destructive capabilities, while diviners may demonstrate their foresight. Successful Magi are usually sent on a specialized quest or given some test of their skill before being promoted to Wizard.

Test of Innovation – Wizards must create a new spell or magical technique within their school. This test challenges their creativity and understanding of the fundamental principles of magic. Upon success they become a Magister. At some later point, if recognized by their superiors for persistence, wisdom, and talent beyond that of their peers, they will be further promoted to Grand Maester without formalized testing.

Test of Mastery – The final test, where one must prove complete mastery of their chosen school. This may involve performing complex rituals, overcoming dangerous magical creatures, or solving an arcane mystery. Only those who pass this test can be considered true Archmages.


 

Students who do not pass a test risk becoming mad or even death. The risks of such consequences increase with the rank of the test. Many students go mad and are sent to Starlight Sanctum to recover, though most never return.

 



Source/Inspired by: GooeyCube Darkenhaven & Monte Cook Ptolus




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