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I think I already suggested this: first, distribute the spells, ignoring all restrictions (on lords, quantity, levels), exactly as they should be according to logic and power. Then, identify the areas that need to be adjusted based on these restrictions, and discuss possible options, thereby minimizing workarounds.
Perhaps it will turn out that the quantity restrictions are not important at all, and the lords look good even between different schools. For example, I'm developing a Pain Lord in Earth, and I'm motivated to develop a second school – Air – to enhance the mass beam. Is such synergy a bad thing? I think it's a good way to demonstrate the advantages of the elemental division system compared to the original. There was no synergy in the original; it's possible here.
Regarding the quantity:
- There should be at least 2 spells per level in an element (it's important to avoid guaranteed spells).
- It's desirable to have no more than 3 spells per level in an element (optimally 2), as this reduces the stability of getting the desired spells.
- Spells at level 1 should be comparable; based on this logic, Earthquake should be removed from the guild (placed at level 6, given as a perk). It's worse than any other spell because it's rarely used.
The other restrictions, in my opinion, are not important. Let one school have 15 spells, and another have 10. What would that mean? That the first is more diverse but less stable (it's harder to learn a specific spell). This is a feature; why shouldn't it be?
[Added 3 hours 40 minutes later]
I was considering the idea of dividing spells by element for my mod; I'll post it here too:
(Level 6 is not the most powerful tier, but the one given only for perks, not in the guild).
AIR
1. Deflection, Arrow
2. Beam, Haste
3. Lightning, Phantom
4. Chain Lightning, Hive
5. Resurrection
6. Word of Power, Teleport, Hornets
WATER
1. Bless, Crystal
2. Stone Skin, Weakness
3. Ring of Protection, Exorcism
4. Frost Nova, Anti-Magic
5. Subjugation
6. Wave, Regeneration, Grief
EARTH
1. Spikes, Fist
2. Stone Skin, Slow
3. Plague, Swords
4. Meteor, Shield
5. Shock
6. Reanimation, Vampirism, Earthquake
FIRE
1. Curse, Dispel
2. Fireball, Power
3. Fire Wall, Mines
4. Berserk, Blind
5. Phoenix
6. Armageddon, Elementals, Vengeance
Resurrection spells are moved to level 6 – perks (vampirism, regeneration, reanimation) – so as not to depend on the randomness of the guild. In addition, situational spells (Armageddon, Wave, Word of Power, Vengeance, Earthquake) are also moved there. Tier 5 is given stably: Resurrection, Subjugation, Shock, and Phoenix. This is done specifically because top-tier spells are often the basis of a player's strategy; stable delivery is crucial here.
Influence of lords on elements:
AIR: Lightning, Wrath, Protection, Pain
WATER: Ice, Bless, Curse, Pain, Earth
EARTH: Life, Protection, Wisdom, Pain, Earth
FIRE: Fire, Curse, Wrath, Wisdom, Magic, Earth
Pain Lord (Plague, Beam, Wave): synergy of Earth + Air + Water
Curse Lord (Curse, Weakness): synergy of Fire + Water
Wisdom Lord (Dispel, Slow): synergy of Earth + Fire
Blessing Lord (Bless, Exorcism): purely Water
Protection Lord (Stone Skin, Deflection): synergy of Earth + Air
Wrath Lord (Haste, Power, Word of Power): synergy of Air + Fire
Earth Lord (Earthquake, Swords, Mines, Crystal): synergy of Earth + Fire + Water
Life Lord (Fist, Reanimation): purely Earth
Magic Lord (Elementals, Phoenix): purely Fire
Levels are not critical; you can freely rearrange them within a school.