
If their style changes during the game, they can get another wand that'll better reflect how they're playing. Give descriptions as to how wood type, core, length, and springiness all affect the type of magic you can do, and let players design wands that are more towards their style. The more you use a spell, the more powerful it gets while also becoming easier to use.ĥ) Make wand choices matter. Just like spells, you can learn their recipes from research, experimentation, purchasing recipes, and so on.Ĥ) Increase spell proficiency and potency while reducing cool downs through spell usage. Provide ways to combine certain spells, kind of like a macro.ģ) More potions. Even provide multiple ways to get some spells. Spells that you can learn in books, learn from quests, from class, etc. For instance, using an unforgiveable curse in front of a witness who escapes will earn you a wanted level, GTA-style, and now you're in a never-ending battle with auror after auror until you're either thrown into Azkaban or reload from an earlier save point.Ģ) More spells. And if you use certain spells and are spotted, you could get in real trouble, in-game. Dark wizards can't conjure a patronus, after all. This will affect which spells you can use.

1) Morality system that gauges you as a light or dark wizard/witch.
