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Kurgan wrote:lestodante, question about the new spell system you're seeing there...
Is it clear from the notes just how many spells the Wizard gets in his quest pack?
Did they intend that he still gets to choose 3 of each element from the 'pool' of 8 for each, or does he end up with a total higher than 9 spells in a quest? It sounds like the Elf still only gets one "group" whether it's the unchosen element or else his own exclusive spell group (from which he chooses only 3).
The free choice thing would make the most sense, but I was kind of wondering at first (or maybe just hoping) he'd get an upgrade and have actually more spells. What's stopping him from just always picking the healing + attack spells instead of the utility spells? I'm presuming none of the artifacts actually give him new exclusive spells (are there spell scrolls for any of these?) just let him regain or use the one he has faster (wand of magic, spell ring).
I like the idea of the Wizard earning the right to use more magic, but that's my homebrew idea, not to be confused with what these designers were doing back in the 90's.




therealshrek wrote:The number of Spells always remained consistent, unless you had something that allowed for more, or was
using the XP system that allowed you to increase it. Elf pack for example, the Elf still only could choose 3 if chose Elven magic.




therealshrek wrote:From what I am seeing all the types of Magic will have 8 or 9 at this point. IF it is 9, then the wizard could simply choose all 9 from one category.
But he has the option to still choose 3 spells each from 3 different types. It looks like the new wizard spells are pretty close to Wizards of Morcar
at least as far as types go, and if that is the case, then the question arises as to which new categories are available to who? Especially now
that we also have Bard, Warlock, and Druid. Are these exclusive like "Elf Magic" Or is Elf and druid both available to Elf?
Are Protection, Detection and Darkness wizard only? etc. etc.






lucapaschi wrote:It seems the limit is still at 9, but there’s an object that allows you to keep an extra 3 or 4 you can use, albeit you cannot move in the turn you cast a spell from there.


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