
First off, there's a few lore compilations of mine that I'm going to be referencing extensively, so I'll go ahead and throw those up here. I know that they should answer a couple of your questions outright.
-Aether and Magic Lore Compilation Index
-Schools of Magic, Arther Sources, Foci, Channeling Aids, and Aetherial Tattoos
-Arcanum, Carbuncles, and Mealvaan's Gate Lore
-Older Scholar Lore Overview
1] The tomes likely contain both a wealth of military strategies as well as the glyphs and spells to enact them. The tome of Golbas Rombas, who saved Nym from the Sixth Umbral flood using the Maelstrom stratagem, contained a number of cunning strategies, as well as the means to cast them. As to what, exactly, those texts say specifically, I couldn't tell you. This is probably the best answer you'll find:
2] This came up in a recent thread. Yes, using arcane quickening arts (specifically referred to as Bibliomancy when animating books) on inanimate objects is quite a common practice in Sharlayan. Considering Nym utilized golem magicks and many other types of familiars, it's possible the Sharlayans learned of it via Nymian texts (though that's not to say Mhach and Amdapor didn't also extensively practice golem magicks alongside Nym).
3] Currently in the realm of headcanon, but theoretically possible. This question gets covered in that second link at the top!
4] This is another theoretical, but possibly. I think I briefly mentioned it in the very top link, but magic is not static. Mages are always learning, experimenting, and mixing various forms of magic. (Look at Red Mage or Scriptomancy or how the Nymian Scholars originally created faeries as inter-ship messengers before discovering they were really really powerful aetherial beings.)
If you want to create a geometry that summons fire, then have your character formulate a geometry that conjures fire! Basically what you learn in game or what you learn from job quests / the soul crystal is what his being taught and proven to work. But beyond that is a wider realm of possibilities.
I like to think of it like this: At Hogwarts they teach you the basic spells that everyone knows like expeliarmus, but then you see Dumbledore do all kinds of crazy stuff like giant water bubble or transfiguring flying glass shards into sand. And it becomes obvious that there's still a lot of learning to do beyond your graduation at Hogwarts because they don't teach you that stuff. It's the same with the guilds (and I think 1.0 illustrated this much better as you only got guild-issued quests at lvl 20, 30, and 36). There's stuff they can teach you, but actually going out, improving, and learning new things is done on your own.
Hope this helps answer your questions! ^^
-Aether and Magic Lore Compilation Index
-Schools of Magic, Arther Sources, Foci, Channeling Aids, and Aetherial Tattoos
-Arcanum, Carbuncles, and Mealvaan's Gate Lore
-Older Scholar Lore Overview
1] The tomes likely contain both a wealth of military strategies as well as the glyphs and spells to enact them. The tome of Golbas Rombas, who saved Nym from the Sixth Umbral flood using the Maelstrom stratagem, contained a number of cunning strategies, as well as the means to cast them. As to what, exactly, those texts say specifically, I couldn't tell you. This is probably the best answer you'll find:
Gerolt Wrote:Anyroad, 'tis a copy o' the Omnilex ye want, a right bleedin' rare grimoire what's supposed to contain all the military tactics ever conceived by man.
2] This came up in a recent thread. Yes, using arcane quickening arts (specifically referred to as Bibliomancy when animating books) on inanimate objects is quite a common practice in Sharlayan. Considering Nym utilized golem magicks and many other types of familiars, it's possible the Sharlayans learned of it via Nymian texts (though that's not to say Mhach and Amdapor didn't also extensively practice golem magicks alongside Nym).
3] Currently in the realm of headcanon, but theoretically possible. This question gets covered in that second link at the top!
4] This is another theoretical, but possibly. I think I briefly mentioned it in the very top link, but magic is not static. Mages are always learning, experimenting, and mixing various forms of magic. (Look at Red Mage or Scriptomancy or how the Nymian Scholars originally created faeries as inter-ship messengers before discovering they were really really powerful aetherial beings.)
If you want to create a geometry that summons fire, then have your character formulate a geometry that conjures fire! Basically what you learn in game or what you learn from job quests / the soul crystal is what his being taught and proven to work. But beyond that is a wider realm of possibilities.
I like to think of it like this: At Hogwarts they teach you the basic spells that everyone knows like expeliarmus, but then you see Dumbledore do all kinds of crazy stuff like giant water bubble or transfiguring flying glass shards into sand. And it becomes obvious that there's still a lot of learning to do beyond your graduation at Hogwarts because they don't teach you that stuff. It's the same with the guilds (and I think 1.0 illustrated this much better as you only got guild-issued quests at lvl 20, 30, and 36). There's stuff they can teach you, but actually going out, improving, and learning new things is done on your own.
Hope this helps answer your questions! ^^