I have replaced the old magic school description with the new ones. It makes much more sense now. This way White Magic won’t be only healing/protecting spells: will be spells related to life, purity, holiness and so on.
So I can add a white magic spell like “Summon Unicorn”. And also I can add a black (death) magic spell like “Vampiric Bite”.
The discriminating factor is the spell origins, rather than the spell type. Definitely much better.
Each spell will be classified in: healing, damaging, summoning, empowering, weakening and miscellaneous spell.
Will have different effect type: single shot, recurring (for example a regenerating spell that heals XX Hp every turn)
And target: single target, area of effect, or all target
It is a pity thought that the most powerful black magic spells will be available only in the second chapter of the game, when the dark elves race will be introduced… but I really have no choice since I prefer to add few races each episode but make them well, rather than having all the races from the 1st episode but doing them quickly, badly, without good characterization.
Ok now I have to start writing down the spells for each deity. Six schools of magic, 3 races each one with 2 deities and 10 levels means 360 spells already…! but surely I won’t add new spells on each level. Or I can have same spells belong to 2 or more deities.
Ten levels of magic would mean about 1 new spell for each school every 3 levels of the caster, if the game will allow up to level 30 characters in the last episode.
It seems a very good variety to me, maybe even too much for my forces 😀
But for now I’ll just start writing down the spells and see. Maybe it’s easier than I thought to make 180-200 spells!

