Spell levels
Posted: Wed Apr 28, 2004 7:13 pm
Perhaps a good modification of the game engine would be to implement spell levels. This would also provide a means of making more difference between casting and non-casting classes.
This could look like (these are spell levels):
Level 0 All characters with MP may cast these spells. This might include light and vigor.
Level 1 Basic spells - casting classes will have this at level 1. Includes level 1 offensive spells.
Level 2 Some additional spells, including level 2 offensive spells and mend-wounds.
Level 3 Protection/Bless, detect-invis and the like.
Level 4 Includes bind, confuse, level 3 offensive spells and avalanche.
Level 5 Includes protection spells, like pro-fire etc.
Level 6 Level 4 offensive spells and invisibility.
Level 7 Stun and other more powerful spells.
Level 8 Level 5 offensive spells.
Level 9 All spells available.
For a mage, the chart could look like:
Level 1 - Level 1 spells
Level 2 - Level 2 spells
Level 4 - Level 3 spells
Level 6 - Level 4 spells
Level 9 - Level 5 spells
Level 12- Level 6 spells
Level 15 - Level 7 spells
Level 18 - Level 8 spells
Level 21 - Level 9 spells
For a paladin for example it could look like:
Level 1 - Level 0 spells
Level 3 - Level 1 spells
Level 6 - Level 2 spells
Level 10 - Level 3 spells
Level 14 - Level 4 spells
Level 18 - Level 5 spells
Level 22 - Level 6 spells
Level 25 - Level 7 spells
If level 25 is to be an absolute maximum, paladins would never reach the ability to cast beyond level 7 spells. This same list might apply to other warriors.
Of course, this does not mean the character doesn't have to find the spells first, it would merely set an extra criterium which must be met before the spell can be cast.
Such a system would prevent way too low level characters to be casting too big spells (for example, a level 10 mage immolating). Also, wizards would always have an additional advantage in ways of casting compared to other non-wizards of equal level. And the most powerful spells would be restricted to them alone, which is not unrealistic imho.
This could look like (these are spell levels):
Level 0 All characters with MP may cast these spells. This might include light and vigor.
Level 1 Basic spells - casting classes will have this at level 1. Includes level 1 offensive spells.
Level 2 Some additional spells, including level 2 offensive spells and mend-wounds.
Level 3 Protection/Bless, detect-invis and the like.
Level 4 Includes bind, confuse, level 3 offensive spells and avalanche.
Level 5 Includes protection spells, like pro-fire etc.
Level 6 Level 4 offensive spells and invisibility.
Level 7 Stun and other more powerful spells.
Level 8 Level 5 offensive spells.
Level 9 All spells available.
For a mage, the chart could look like:
Level 1 - Level 1 spells
Level 2 - Level 2 spells
Level 4 - Level 3 spells
Level 6 - Level 4 spells
Level 9 - Level 5 spells
Level 12- Level 6 spells
Level 15 - Level 7 spells
Level 18 - Level 8 spells
Level 21 - Level 9 spells
For a paladin for example it could look like:
Level 1 - Level 0 spells
Level 3 - Level 1 spells
Level 6 - Level 2 spells
Level 10 - Level 3 spells
Level 14 - Level 4 spells
Level 18 - Level 5 spells
Level 22 - Level 6 spells
Level 25 - Level 7 spells
If level 25 is to be an absolute maximum, paladins would never reach the ability to cast beyond level 7 spells. This same list might apply to other warriors.
Of course, this does not mean the character doesn't have to find the spells first, it would merely set an extra criterium which must be met before the spell can be cast.
Such a system would prevent way too low level characters to be casting too big spells (for example, a level 10 mage immolating). Also, wizards would always have an additional advantage in ways of casting compared to other non-wizards of equal level. And the most powerful spells would be restricted to them alone, which is not unrealistic imho.