| 1A - Monsterology | First floor | 1-12 | 120 | Monster books, creature ecology, bestiaries, dragons, and monster behavior. |
| 1B - Astrology and Divination | First floor | 13-24 | 120 | Prophecy, omens, tarot, crystal reading, zodiac signs, and fortune-telling. |
| 1C - Curses and Dispels | First floor | 25-36 | 64 | Curses, countercurses, sealing rites, and curse-breaking analysis. |
| 1D - Bard and Music | First floor | 37-48 | 64 | Chanting, enchanted music, bard spells, hymns, and magical sound theory. |
| 1E - Necromancy | First floor | 49-60 | 120 | Ghosts, undead command, necromantic rituals, skeletons, zombies, and afterworld theory. |
| 1F - Transfiguration | First floor | 61-72 | 120 | Transformation magic, mimicry, object alteration, therianthropy, and identity preservation. |
| 1G - Magical Artifacts and Enchanting | First floor | 73-84 | 64 | Magical items, relics, crafting, rings, armor, enchantment, and gear repair. |
| 1H - Stealth | First floor | 85-96 | 64 | Invisibility, shadow magic, concealment, stealth combat, and hiding techniques. |
| 1I - Illusion Magic | First floor | 97-108 | 120 | Illusions, hypnosis, perception, sensory tricks, and mental defense. |
| 1J - Summoning Magic | First floor | 109-120 | 120 | Summoning circles, contracts, dragons, heroes, catastrophic entities, and otherworldly beings. |
| 1K - Healer and Healing Magic | First floor | 121-128 | 80 | Healing, poison cures, disease treatment, healer ethics, and restoration of mind. |
| 1L - Holy Magic | First floor | 129-136 | 80 | Holy power, purification, undead protection, barriers, and sacred target selection. |
| 1M - Destruction Magic | First floor | 137-156 | 160 | The Book of Spells elemental and high-tier spell series from novice to legendary. |
| 1N - Alchemy and Potion-Making | First floor | 157-176 | 160 | Herbology, potions, synthesis, homunculi, alchemical tools, and transmutation. |
| 2A - Warrior | Second floor | 177-188 | 120 | Warriors, weapon use, parrying, battle logic, armor, berserkers, and sword saints. |
| 2B - Archery | Second floor | 189-200 | 120 | Bows, arrows, arcane archery, hunters, fairies, and ranged tactics. |
| 2C - Daily Magic | Second floor | 201-218 | 96 | Everyday spells for home, commuting, job hunting, storage, cooking, sleep, and speech. |
| 2D - Mathematics | Second floor | 219-236 | 96 | Sorcery mathematics, magic circles, probability, mana equations, and magical analysis. |
| 2E - Magical Art | Second floor | 237-248 | 120 | Magical artwork, living paintings, puppets, automata, circles, and drawing spells. |
| 2F - Management | Second floor | 249-260 | 120 | Institutions, guilds, training systems, party management, logistics, and discipline. |
| 2G - Economics | Second floor | 261-278 | 96 | Arcane markets, currency, patents, taxes, inflation, tariffs, logistics, and black markets. |
| 2H - Sociology | Second floor | 279-296 | 96 | Labor, work culture, social structures, inequality, lifespans, media, and mana society. |
| 2I - Psychology | Second floor | 297-308 | 120 | Emotion, confidence, mind reading, happiness, backseat gaming, and psychological analysis. |
| 2J - Philosophy | Second floor | 309-320 | 120 | Ethics, metaphysics, self, science, determinism, soul, mind, body, and magical truth. |
| 2K - Jurisprudence | Second floor | 321-338 | 96 | Magical law, courts, contracts, constitutions, civil liability, guild law, and forbidden magic. |
| 2L - Romance Novels | Second floor | 339-356 | 96 | Love-themed fiction, cursed romance, moonlit pacts, archmages, tycoons, and love potions. |
| 2M - Mystery Novels | Second floor | 357-364 | 60 | Detective fiction, reapers, astrologers, tribunals, pirates, and mystery cases. |
| 2N - History | Second floor | 365-372 | 60 | Origins of magic, civilization, exploration, warfare, ancient manuscripts, and demon kings. |
| 2O - The Travels of Otherworld | Second floor | 373-384 | 80 | Magicless-world books about the internet, data, Wi-Fi, corporate life, and strange technology. |
| 2P - Dungeons | Second floor | 385-392 | 60 | Dungeon architecture, abyss dungeons, resources, creatures, routes, tactics, and expeditions. |
| 2Q - Language | Second floor | 393-400 | 60 | Elvish, demonic, fairy, dwarvish, draconic, language origins, and inter-species communication. |