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Expedition: general discussions.

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#4470
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But I believe that good ideas can and should be a source of inspiration, we should adopt them and use them as a guide.
In my case, it's more of a coincidence than inspiration. There was a concept that I had for about five years, but I didn't develop it or use it, and then I saw something similar much later. It's similar to how you described it with Voyager.
Author
So, at the start, a player is assigned a specific school of magic, and they can no longer learn other magic?
Exactly. It's an immutable part of their nature.
Author
Can characters with hybrid auras be given access to schools of pure auras?
I had an idea to give a similar feature to non-elves. Initially, it was described as you did, with the caveat that they would have their own bonuses for pure auras, but then I decided that it would be better if it simply opened access to related areas. That is, red could use purple or orange abilities. This is balanced by the fact that I planned to use a skill slot system, where you need to "memorize" them (and this applies not only to magic), so only a strictly defined set can be active on a quest. That is, the choice for non-elves becomes wider, but the total number of spells is roughly the same. In fact, the original bonus for pure auras was precisely an expansion of the number of slots.
Author
Hybrid auras reminded me a bit of my concept from a magical setting (Salidera, if anyone remembers), where you can combine schools of magic. For example, if you take Air (mind control) and Fate (which includes manipulation of the soul and body), you can get a necromancer, etc.
I thought about something similar, but I'm not sure. Including on the example of necromancy, which would not look out of place as an unlock for blue-green-purple characters. On the other hand, it can also be justified exclusively for green or purple, if desired.