- Apprentice — Apprentice magic users are granted access to all first level spells and are granted the right to own a spell book (wherein are copied all first spells known by the apprentice) and to wear a magic user's robe (where coloration may indicate the identity of the apprentice's master, guild or school).
- Scribe — Scribes are granted the right to wear the symbol of a golden feather upon their robe (normally in the form of a broach or other kind of jewelry). This symbol grants to its bearer the right to use their guild's library and to purchase those materials necessary to create spell scrolls.
- Astrologer — During this final apprenticeship level, magic users are trained in the sciences — particularly in how the movement of the stars affect magical energies. They are granted the right to wear the symbol of a star upon their robe.
- Thaumaturge — At this point, all magic users must make a choice. Either they make formal ties with the Church (either individually or through a guild) or they become renegade. Those who choose the former are granted the right to wear a magic user's hat (a tall pointed hat with either a wide brim or no brim at all depending upon the region or guild). Those who choose the latter normally find themselves hunted down and imprisoned or killed.
- Magician — Magicians are granted the right to wear the symbol of the star on their hat. This grants them the right to request access to the library of any magic user's guild.
- Sorcerer — Sorcerers are granted the right to wear the symbol of the crescent moon upon their robes and hat. They can expect hospitality from any guild.
- Magus — Magus are granted the right to openly carry a staff. It grants the bearer the right to hear cases before civil and ecclesial courts.
- Wizard — Wizards are granted the right to carry ornate staffs. They cannot be denied access to any library without scandal (and most probably a visit by one or more inquisitors).
- Archmage — where arch means over. These magic users have the right to start their own guild or school and to take on apprentices.
Obviously, these level titles indicate a very robust guild structure that (based on some of the comments from my last post) will rub some players the wrong way. Understandably, this guild structure is not for everybody nor for every table. This is one of the reasons I think level titles should be tailored to each campaign world (taking into consideration the temperament and desire for each gaming group).
This particular list is based upon the implied culture found in Holmes. Arcane magic is something extremely dangerous that needs to be heavily monitored. This is why there is so much cross-pollination and self-regulation implied in the rights granted to various levels. Although magic users working outside this structure run the real risk of being constantly hounded by authorities, it must be understood that players always have that option. While they might be able to find more freedom when it comes to the kinds of research they want to do, their resources will be severely limited — primarily to that which they find while adventuring.
Personally, I like these robust structures because they encourage player choice and creativity because it helps make their choices matter.