Aye but I was attempting to describe a different type of spell sysem similar to a traditional D&D system where a mage has to go out and buy or find all of his spells not just get freebies when he reaches a new skill. Skills would be associated with special moves not stat boosts.
Well you can mod it - for example in CoreSpells.xml you will find generally two "versions" of different spells - one that is unlocked from ability (Say "Fire2") and other that is used in scrolls or just to add it to the unit which doesn't otherwise have the appropriate prereq.
Good example is Blizzard:
Code: xml
- <SpellDef InternalName="Blizzard">
-> unlocked from
Code: xml
- </p> <Prereq>
- <Type>AbilityBonusOption</Type>
- <Attribute>Water4</Attribute>
- </Prereq>
-
and
Code: xml
- <SpellDef InternalName="Blizzard_Ability">
which is used as "stand-alone" spell for champions for example and also for scroll:
Code: xml
-
- <p><GameItemType InternalName="Scroll_Blizzard">
- <DisplayName>Blizzard Scroll</DisplayName>
- <Description>Use this scroll to do 8 cold damage (+2 per water shard) per member to enemy units.</Description>
- <ShopValue>90</ShopValue>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>UseSpell</Attribute>
- <StrVal>Blizzard_Ability</StrVal>
- <Provides>Allows the unit to cast Blizzard, which does cold damage to all units within a 2 tile radius</Provides>
- </GameModifier>