So magic is incredibly grindy and there's tons of redundant shit left in there by the design gods at AV. A few changes I'd make 1. Merge Spellchanting and Arcane Magic into 'Holy', merge Necromancy and Witchcraft into 'Unholy', there is no reason to have these stylistically similar spells in separate schools that require more grind to unlock. Make them accessible at 50 Lesser Magic. 2. Remove Greater Magic entirely, merge the spells into Lesser Magic. Rename Witch's Brew and put it in the new Lesser Magic so destros retain access. 3. Merge most of the buff spells. All like spells (wards, hastes, stat buffs, pool buffs...) become one spell each. This is a pretty good way to remove a lot of redundant binds that don't really add anything to the game from a player skill perspective. Put everything except elemental wards in Holy Magic. 4. Add new Specializations a. Paladin: Block all magic except Holy and Lesser, increases magnitude and duration of Holy spells, slightly increase damage (like no more than 5%) against red alignment players. Must remain blue alignment b. Unholy Warrior: Block all magic except Unholy and Lesser, increases magnitude and duration of Unholy spells, allows use of merged unholy debuff spells (left unmerged for non-specialist players because unlike with buffs it actually makes them way stronger instead of just less tedious) must remain red alignment c. Elementalist: Block Holy and Unholy magic, increases magnitude and duration of Elemental spells, allows use of merged elemental wards/debuffs Part of what I want to do with these ideas is add specialization to the 'mage' so we have more than a two/three role character development system which is something I have bitched about since we found out there was no skill cap in DF 1.0. Adding more ways to build a viable character that don't include grinding out every single school of magic also decreases the overall grind factor which improves new player experience.