kimnosuk wrote:Removal of Haste make Charm school even more worthless(which has gone through many deletion of spells)
Charms have been in a strange design-place forever. It is not clear what will happen to them; outright removal is definitely an option.
I think something like 'Elemental Shield' can be compensation for haste spell. The shield gives you not immediate effect, it works like Quazlal's passive power. When you hit by some elemental like fire, ice, or else, you will be given temporary resistance for it, and minus for opposite elemental kind.
I was about to say "no, no, can't be done", but the final twist is interesting. Still not sure whether it'd be a good spell, but you made it discussion-worthy, in my opinion.
amaril wrote:Is there anything wrong with purely strategic spells, in the manner of r/dmsl?
Yes, I think so. Spells are a gameplay mechanic with several costs: one turn to cast, MP, hunger, spell slots, experience. The most relevant of these should be, in my opinion, the turn and the MP cost. These are tactical, i.e. short-term costs. I don't think it's a good idea to work off the long-term XP costs. For example, no matter where we put a strategic spell (i.e. whatever its level), there will be a point before you woulnd't use it (XP cost too high), and a point after which you should use it (XP cost cheap by then). Sure, players have to find the sweet spot (XP interval) when to pick up such spells, but I am sure that this is much less interesting than the decisions ordinary spells face: when to use, how to use.