Tabletop game design thing
The other approach I've thought about is just breaking it down by that, and then implementing the raw spells that entail this, then letting players know what the implications of the knowledge in game are based on spells they learn
That approach might work out better for simplification reasons and also makes unlocking higher spell levels less complex
Tabletop game design thing
I'm not sure I'm OK with this still as I have to figure out how to categorize and balance 4 magic categories between all the spells and implement a bardic magic system on top of these categories lmao