Not sure. Currently town books are readily available but can burn, whereas dungeon books are harder to find but indestructible; this has to be considered when deciding how many of each to have. I'd probably rather go with 5 books for the extra inventory slot. 30 spells is about right.
I'm inclined to leave the banishment spells in for now, but make it so that they (and Destruction and Earthquake) don't affect vault squares.
At this point I'm not looking at a hybrid class for each pure spellcaster class, but rather at designing interesting class concepts and then deciding what magic they need. For example, I don't think there's an obvious halfway class to necromancer, but there are several possibilities which might dabble in death magic.
To the actual spells and order, it mostly looks OK to me; I'm going to keep adjusting what I have rather than adopting it as a whole, though. Some specifics:
I will be trying to get an update out in the next couple of days.
I'm inclined to leave the banishment spells in for now, but make it so that they (and Destruction and Earthquake) don't affect vault squares.
At this point I'm not looking at a hybrid class for each pure spellcaster class, but rather at designing interesting class concepts and then deciding what magic they need. For example, I don't think there's an obvious halfway class to necromancer, but there are several possibilities which might dabble in death magic.
To the actual spells and order, it mostly looks OK to me; I'm going to keep adjusting what I have rather than adopting it as a whole, though. Some specifics:
- probe and telepathy don't feel arcane to me, and I don't really want to give mages stone to mud either
- fire ball I would probably want earlier as a crowd control measure; it can start off weak
- shield and globe of protection are interesting ideas, but I suspect the second is too powerful
- I'd rather have just one recharge spell, I think it can be set up so it scales well enough
- resist cold and resist fire are pretty useless by themselves, I don't think they're worth spell slots
- I still like some spells you've removed, like Disruption, Thrust Away, Door Creation
I will be trying to get an update out in the next couple of days.
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