Spell Ideas- Sub Schools

My assumption of the spell system is that we will get to choose ranks in various schools, similar to MOM and a few others.  This gives the Sovereign some hard choices which is always a good thing.  Do you go after one branch to get the higher level spells?  Or do you branch out to get pieces here and there for some synergy?

 

If this is the dynamic for choosing spells I’d like to see subsystems between the ranks chosen for the various elements.

 

Example, a Sovereign takes all 10 ranks into Earth.  Thus he can reach the 10th level spells eventually being able to pull chunks of earth from the skies (Asteroids) and launching them at enemies and cities alike. Eventually, he will get every spell that earth magic has.

 

Now say the same sovereign takes 5 ranks of Earth and 5 ranks of Fire.  This will give him access to SOME of the earth spells to lvl 5 and some of the fire spells to the same level, but not all as if he went directly with one element type, but what it does open up is the subset of spells with that combination.  So, now that Sovereign can use spells like Magma, or Volcano, while those spells are not available for the Sovereign that chose Earth, or just Fire with all of their ranks.

 

Resistances are based on the level chosen.  So a full earth magic wielder it's easier to penetrate any creature with Earth resistance(10 ranks), while the earth/fire user will use the level of earth magic ranks they have purchased.(Earth5/Fire5).

 

This type of system I’m sure is more difficult to balance and get right, but would make spell choices an interesting process, as well as adding re-playability factor into what types work best with which strategies.

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Reply #1 Top

I would really like to see these "spell ranks" be part of their genetic code. For your sovereign, of course, you could make picks at channeler reation, but then I would love to see the possibility of the strengths in the different schools be passed on genetically thru the dynasty part of the game.

Reply #2 Top

I think each rank in a skill, say 1 rank in Fire skill, should slightly increase the power of the spell, or decrease the cost of the spell. (or both). And that every 5 ranks in the skill require one less shard.

So 4 ranks of fire skill give more powerful, less expensive fire spells, although you need 1 shard for Fire 1 spells, 2 fire shards for Fire 2 spells, ect. Now, if you had 5-9 ranks, 0 fireshards are required for Fire 1 spells, and 3 shards are required for Fire 4 spells. Having rank 20 or greater in fire skill would allow the Sovereign to cast max level fire spells without any shard requirement, being only limited in his mastery of the fire element by research and available mana.

This way, a Sovereign that invests highly in skill doesn't need to invest in as many mana shards. Its interesting if there could still be a vested interest in gaining more shards though. Perhaps each crystal shard of the same element could start to increase damage of damage spells and healing of healing spells of the sovereign once said sovereign has more than 15 ranks in an element.