How many of you have read "Master of the Five Magics" a fantasy novel by Lyndon Hardy? In it he had to master 5 different types of magic (Thaumaturgy, Alchemy, Magic, Sorcery, and Wizardry) to become an Archimage.
This idea also carried over to the old Bards Tales games where you started as either a magician or Conjurer and work up to being an sorcerer or an wizard. A magic user who had mastered all four classes then could become an Archmage.
In UO once you get your spellbook with all 64 spells and max out your magery skill there is not many more places to go. You can become a spell weaver if you want and learn all 16 of its spells.
What I propose is new higher level spellbooks that mages can work to collect these spellbooks would be limited to certain areas though and you would also have to quest for the spells in them. (Sorry but the inscription skill could not be used to copy these spells or their books.). Like Elemental Mage, Flame Mage, Cold mage, Summoning mage, and just for pirates Water mages. The mage who collected all the new spells and book then could go for a special spellbook for an Archmage.
To me that would be very interesting because then every mage you meet in game will not be a carbon copy of every other mage. You would never know what you may be facing that way, and by using new spellbooks you are not adding more skills for players to decide what they should drop to use.
I agree! Although (and this is where I add)...
As long as you could "stack" skills...like I could have the 64mage book and then (
theoretically) all 15 of the Fire and some Cold, say 10.. and the ability to use all 79 spells.
You could only gather the next circle of spells for the fire book after doing the first circle quests for the book (I think you said something like this?).
Also, you could be able to specialize in each type of element...someone who did all the quests for fire/cold and was a fire/cold mage could deal
slightly more damage in fire and cold (provided they used fire and cold spells, including those in the regular 64 book). Or if they only did the entire quest or quests for fire, only fire damage. The "slightly" to keep these mages from being over-powered.
And mage pirates shouldn't be the only ones to be able to do water element, although you may be able to add slightly more damage onto the slightly for being in places that correspond to the elements you have..more fire (or flame as you called it) if you're in the daemon temple, water if your on the sea....
You couldn't do these element things unless you were at 100 magery.
Or....hmmm...adding more of an element control for these places because they would be more element mages...
I don't know how you could get the skills part to pan out except adding a seperate element skill for each element and the archmage being a pure mage, maybe with a drop-down under magery, but seperate from magery except like I said above and you need 100magery (or be in the mage guild) to get these seperate things..(the grammar nazi is going to come after me for run-ons..)
If you wanted slightly less in each element, you would get less skill points and have a smaller book in each element, therefore allowing tank mages with a small skill in cold or flame or something.
I dont think this will happen anytime soon (out of the peoples control), but your original idea is awesome
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I hope it didn't bug you too much adding my ideas to yours (or running with your idea), and thanks anyway.