It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Is there some kind of system that dictates how many spell points you earn for a school of magic on level up? Is it how much you cast the spells? Is it based on your PIE or INT?

Like if I want more Divine spell points for my priest should I get him to cast it a bunch before levels?
Any answers appreciated.

EDIT: Wizardry 6 or 7, specifically, my bad.
Post edited September 02, 2018 by Dawnrider93
No posts in this topic were marked as the solution yet. If you can help, add your reply
It depends on:

- char level (you get more spellpoints at each level up, if you have at least one spell in that realm)

- number of spells in a realm and levels of these spells (you get more spellpoints for 3 spells in a realm and more for level 4 spells than for level 3)

- number skillpoints in school and realm. Realm ("water") has double effect of school ("divinity"). If you cast spells more often, you increase skill in school and realm. spells must have an "effect" to increase skill. Healing a char with 100% HP does not increase skill. Stamina only works while in combat. There are some techniques, called spell grinding, to increase skill quicker. A lot is described in this forum.

- PIE.

INT is not influencing number of spellpoints, afaik.

The exact formula is in peddroelms guide on Steam.
Post edited September 01, 2018 by Immerhinque
It depends on which Wizardry game you are talking about.

Wizardrty 1-3 and 5: You get either one SP per spell known, or, if you are currently in a spellcasting class, one SP per level the spell level has been available, whichever is greater. However, you are limited to 9 SP per spell level.

Wizardry 4: 9 SP per spell level. (Note that some of those levels are so difficult that 9 casts of DUMAPIC might not be enough in this game.)

Wizardry 6-7: To get SP by leveling up, you must be in a spellcasting class, and you must have some SP in the realm in question. I am not sure what stat affects SP gains. If your new level is less than the highest level that character has attained, I think you might only get 1 SP per school. Learning a spell via a spell book will not give you SP, and will not allow you to gain SP when you level up, so a character's first spell from a realm should not come from a spell book.

Wizardry 8: Immerhinque's post describes what's going on, but here are a few more points:
* Everything is retroactive; SP are a pure function of the variables involved. (This is unlike Wizardry 6 and 7.)
* It is character level, not class level or caster level, that affects SP. (That means that a former samurai who levels up as a fighter will continue to gain SP at each level up.)
* If a character has multiple spellbook skills (Bishop, for example), the highest one is the most important, and the other skills have a smaller impact. (Bishops would be even more powerful than they already are.) This factor caps at the amount that a single spellbook skill at 125 would cap.
* It is possible for current SP to drop below 0 (for example, if an attribute or skill decreases). In most cases, the game will display current SP as 0. The exception is if you cast Remove Curse from the inventory, the spell backfires, and the backfire reduces SP below 0; in this case, the game crashes with an assertion.

Edit: One thing of note: How much you cast spells before leveling up doesn't matter except if, in Wizardry 8, you want to qualify for higher level spells. Raising the skill after level up gives you the same SP than if you raised it before leveling up.

Also, Japanese Wizardry games tend to behave like Wizardry 1-3 and 5 in terms of SP.
Post edited September 01, 2018 by dtgreene
Oops, forgot one detail about Wizardry 8:

In Wizardry 8, you will always have at least as many SP as are needed to cast the most expensive spell of that realm you know at power level 1. (This is most likely to come into play with the Return to Portal spell, which costs 50 SP and is often taught to characters who otherwise don't do much with the Air realm.)

By the way, some spells have a "practice timer"; after casting the spell once, further casts of that spell will almost never count as practice until this hidden timer runs out. This timer is not saved, so, on a modern system, saving and reloading after casting the spell is a good way to raise certain magic skills faster. (On a period system, reloading might take too long for this to be worth it.)