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Osvir

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Posts posted by Osvir

  1. If possible, that'd be a cool thing, being able to make monster races in modding into "Heroes" with abilities etc. etc. Conceptually like WarEdit. Meaning you could (modding) make a Goblin monster into a playable race/playable character. You wouldn't be able to change appearance or anything (maybe some colors?) but mainly be able to add abilities.

     

    Basically being able to attach the Goblin "Model" on "Hero Stats".

     

    For one reason because I'd love something like this (D&D inspired webcomic that is hilarious):

    http://goblinscomic.com/06252005/

     

    For the other reason because this is (what I recall) something that is hardcoded in the IE games. You can make an NPC companion that is a Djinn, but it wouldn't be able to function in the same way as a "Hero" (it doesn't level up the same way, basically.. it would be awesome to be able to do that).

  2. For starters, I wouldn't want a jRPGish thing, that is conceptual to explain my point. I think we are pretty much on the same page Tigranes. The examples I've provided is just examples, concepts, different types of methods a la "These are several different ways to do it" but somewhere down this thread people assume I want it in an "anime" styled way?

     

    I'd prefer if it was more realistic, westernized, there are several concepts that I've shown where I present a more realistic approach, where there are subtle changes. When Forton smiles he smiles and doesn't go all super smile with stars in his eyes or whatnot, he just smiles as he would.

     

    The teardrop, the "+" sign indicating a vein, sweating, dooming (lines going down on the face, etc. etc.) the jRPG way of expressing things is "exaggerated". Theatrical in a sense where the game presents you with exaggerated and over-the-top "information" a la "This character feels like this right now". Anime voice-over in question, japanese is much better than english, because the japanese is way more "expressional" than what the english dub achieves.

     

    I'd say the "jRPG" way is parallel with the "Mime" way. My teacher in theater class told me that to be a good mime you have to create the illusion that the box exists, by pretending to push the empty air where it is supposed to sit you give the audience the imagination themselves to make up for it. In that way expressions could work well in only text, just saying that you'd get an actual representation of the "smile" visually.

     

    GW2, Folklore and other games gives of a more realistic impression. Also, check my examples (which aren't "This is how I would like it to be done!!!" but more "These are different methods". Here is another one:

    obama-chan-x-romney-sama-3_o_703171.jpg

     

    @AGX-17: ^that's a joke too haha (rofl) there is another one out there too. "Do you know what rhymes with 'election' Romney-sama?" xD

     

    The jist of my wishlist for dialogue would be something like this:

    * Visual representation (portraits)

    * Text representation (descriptive)

    * Sound representation (partial in dialogue, partial in adventuring)

     

    @Nonek: So with this in mind, perhaps there could be the enjoyable moments from PS:T and expressions for a character? Instead of reading "*the Nameless One said with a grin*" you'd also see it, and you'd base the dialogue on it whether it is in the text or if it is shown on his face. I am not saying that there should be lesser text (well, granted, it would probably be slightly less text). The point is that both of them (text & visual) would appeal to the representation.

     

    Path A; Text (Grin): Takes you to the same place as path B

    Path B; Visual (Grin): Takes you to the same place as path A

     

    EDIT: Also, by scaling down the size of the Portrait also gives an effect. If the portrait could just simply "grow larger" when Sagani screams something would also indicate that Sagani is trying to make herself heard. Edair's portrait (in my OP) I made smaller for a reason, it makes his appearance in the dialogue more "secretive", as if he is whispering.

  3. Half-Life 2 kind of is like that. You did everything in Half-Life, start Half-Life 2, and you get thrown back into the midst of it as the world has changed greatly.

     

    God of War has the elements of being thrown down to hell and to work your way out of it. In an IE-styled adventurer game? Yeah, that'd be pretty cool.

     

    What about some Silent Hill thingy? Early game-mid game you can die, and that would set into motion "Hell". You're a soul in hell and have to get out somehow, and by the time you manage to get out you get to point B where you would've ended up anyways. Though that sounds like a workload, "if resources allow" (basically a 2nd path to Point B).

     

    Chapter 1a: Survive

    Chapter 1b: Death/Hell

    Chapter 2a: Survive

    Chapter 2b: Death/Hell

    Chapter 3: Continue game

    ---etc.

     

    Could Chapter 3 be affected by if you lived or died and returned? Would enemies be more difficult/apocalyptic until "X" has been fulfilled?

  4. 4th attempt at making some sense in this post!!! *sigh*

     

    Before we can discuss Level Scaling, really, Obsidian needs to give some flirts on how they are doing it. What is the plan? Kind of. It would be a lot easier to discuss the matter, what could be "bad", what could be "good"? etc. etc.

     

    Some other questions based on this logic:

    Whilst you practice and grow stronger, level scaling would imply that the "mobs" are training too. That they learn new things and that they are out in the world getting stronger by numbers, gear, or whatever. It could also imply that the Bandits could besiege a town (as designed) and either you can weed them out from the town after their siege, or before they even do it, and they could be "scaled" depending on if they are in their cave, or if they have besieged the town with bolstered numbers. Likewise, enemy adventurer parties or rival parties could adventure the world and loot caves etc. etc. you could either take them down in the midst of it (If they are supposed to be there at the time that you are there). Before they go there, after they've been there etc. etc.

     

    Let's look at some options/combinations:

     

    What is "Time-Based" Scaling?

    10 minutes progress, enemies gain X% health/damage or whatever. This gives a sense of urgency, if you stand around and make sandwich your game would also progressively be harder. Enemies grow in strength because they are physically & technically & mechanically becoming stronger.

     

    What is "Difficulty-Based" Scaling?

    Easy, Normal, Hard, Hardcore? Do they do it differently?

     

    What is "Chapter-Based" Scaling?

    Chapter by Chapter enemies grow stronger depending on what you did Chapter 1. Heck, how is the encounters handled Chapter by Chapter? Can you make one group weaker in Chapter 2 (down-scaled) if you kill most of their kin in Chapter 1? Likewise, could they bolster in strength and become much more of a threat if you don't deal with them in Chapter 1?

     

    What is Level-Scaling?

    The only concrete examples I know of is FF8 and Oblivion and they didn't do that any good, however, mods for Oblivion (what I've read) made Oblivion good enough for fans (haven't tried it, vanilla Oblivion took all my energy and frustration). I think that Level Scaling might be an easy tool to work with for modders as well.

     

    So what is Level Scaling really..? Bowl 1 has 9 monsters and 1 monster that scales. To get to Bowl 2 you need to take down that 1 monster that scales. If you go about and take out the 9 monsters before, you grow in strength, but at the bottle-neck where Monster #1 stands you'd face an equal challenge if you went there first or if you took everything out first then went to #1. And if it is too difficult for you, you would simply be able to change difficulty to something easier. Vice versa, if it is too easy for you you could just crank up the difficulty.

  5. I'm not opposed to the idea in principle, but even stand-up avatars, which are probably the best way to do them, don't really often add a whole lot of actual expressibility for me. Think about it. You will never have 20, 30 different portraits for NPCs - so you will just see them cycle through Normal, Angry, Sad, Pensive - but really, do you need such wide, general expressions visualized? What does it add? The subtleties of character expression, the meaning of the words, and their emotional effect - it's going to be conveyed through the text and limited voiceovers, and not those. So I don't really see the point, but I have nothing against them being in, as long as they aren't done terribly.

     

    Because visual representation is just as powerful as "text" representation. Just as powerful as sound representation. Not saying that it has to be in but it is a tool for sure. Not only do you read how Forton feels, hear him hum a short .wav file, but also sees how he feels when he smiles. In another picture, later on in the game, he instead shows concern of the task ahead, in voice+sound+portrait.

     

    If it is out of the scope in resources I can understand, just saying that narration can include texture as well.

  6. I hear your sentiment AGX-17 and I agree, thanks. I agree, but I've also encountered the below.

     

    Baldur's Gate has this, you can get struck by a lightning bolt if you stand around for a bit. Or fatigue of course. Jaheira complaining. I am basically talking about taking that a step further. Warcraft 3 has it too I think?

     

    Also faced encounters when I left the game, bathroom, phonecall or whatnot. Return and I've lost one or two characters, other times not so much. Then I found the auto-pause function. In a sense it is "Player Karma" as well... if a moderator sees this could the title be changed to "Player Karma & Developer Punishment"?

     

    If there is any sort of rules in the game that you sort of have to follow (but can break by design) there could be some "slaps on the fingers" kind of.

     

    Another scenario, Obsidian makes an ability they think is cool and awesome! But realize quickly that it is very powerful combined with an item that they made earlier, how do they balance that? Both the item and spell is cool as is! Could there be, instead, some meddling "God" that messes with the player a bit, maybe both of the items could instead be cursed (or simply just incompatible). Kind of "This is great, but it is broken together with this. We know this, you know this [Do it at own risk]" :p

  7. I disagree. I'm not talking "flashy" or "effectful" animations with lots of colors (probably all of them from that rainbow thing). Realistic movement. This is probably not going to happen buuut, it would be pretty cool. And it is hardly going to be a microscope, you're probably going to see (what we've seen from concept art thus far) your characters better than you see the marines in Starcraft 2.

    Well, realism is kind of stretchy. If you're talking about animations that make sense, rather than swinging every weapon like a club, I am all for it. But I prefer flashy combat to realistic one, frankly, be it cinema or video games. Historical fencing simply lacks the entertaining value of jedi fights or witcher combos.

     

     

    I do agree about budget, but if they find time and/or resources in some way that allows them to organize models and animations effectively. Kind of: When your Fighter fights another Fighter they actually clash like 2 gladiators would, all decided by a dice roll with several outcomes. Stamina could be related to "Taking Action" (swinging/magic/fighting/blocking), Health to "Taking Damage". I understand that it is a lot of work but it would be sweeet!

    Well, I understand the sentiment, but what if a fighter fights against multiple opponents? Are the others going to be waiting their turn to clash swords with him? Are they going to hammer him in the back? Either way realism is officially done for the moment they start doing it. The idea is nice, but the cost of its implementation is a bit overwhelming for an isometric RPG.

     

    Like I said in my other post (with the pictures), I don't know exactly how modelling works but, if you could somehow put the models into the same "Object". Like a Warhammer statue. Can you put two of those in the same? 3? 4? Can you connect one species with another one in some fights?

     

    A pack of wolves attacks viciously and lunges at you from all angles, pause, wolves mid-air gnawing with their jaws through the air, party is covering up with shields and now you get to counter it. Move swiftly with the Rogue, dashing out towards some of the pack on the side. The Fighter targets the lunging one to stop it.

     

    Likewise, in another fight, you are fighting a goblin beastmaster and his kin, fighting one of the goblins, a wolf could lunge at the fighter just like he does in the wolf pack scenario.

     

    ^Basically is it possible to merge animations somehow into 1 animation? The "fight sequence" isn't based off of some individual animation (human attack vs goblin attack) but instead "human fighter vs goblin beastmaster fight scene"?

     

    EDIT: I wouldn't know the business (game industry economy). What costs what and how much basically, but I can imagine that "realistic combat" would cost more ofc. I'm just stretching dreams, that's all bro :)

  8. All I'm trying to convey is that if you get a Pit Fighter (Modded kit) for BG you get a Perk which regenerates 1 HP every now and then. I could go (afk) make a sandwich and regenerate all health, or I could simply continue the game and I would've regenerated most of the health when I arrive at the next location (fast traveling) or until I face the next encounter.

    It is a bad idea to design a strategic choice where the risk connected to it (journeying with poor health in this case) is eliminated by leaving the computer and going to get a sandwich. If P:E had a mechanic closer to Fallout, where you could choose the amount of time you want to "rest", then waiting around for health to regenerate on your pit fighter wouldn't be as much of an issue.

     

    But it isn't an issue.

     

    A has 40 Stamina, B has 40 Stamina

    A lose 10 stamina, B lose 10 stamina

    A makes sandwich, B continues game

    A gets +5 Stamina, B is at next encounter (ahead of A) +5 Stamina.

     

    It all depends on how fast Stamina is regenerating. I am not advocating for sandwich?

  9. EDIT: How would the universe look like if Darth Vader killed Luke and the Emperor won? Maybe, if the main character dies, demons from hell are summoned everywhere and you still have a chance to continue the game, but it just got a lot harder and challenging (Hardcore Ironman Hellmode xD).

     

    Maybe some various "Hellfire" scenarios could take place there?

  10. Copy+Paste from here.

     

    Felt it needed its own topic.

    Recent changes.

     

    Priest gets one ability and one level 1 spell. Sacred Circle and Recovery.

     

    Fighter got two abilities and one passive. Defender and Surge for abilities and Melee Accuracy for a passive bonus.

     

    Looks interesting :)

     

    EDIT:

    Sacred Circle: kind of like an aura "Bless". Is it channeled? Does the Priest need to enter "pray"-mode?

     

    Recovery - Generic [HP] Spell. Stamina-spell. Takes more time than Surge and heals more?

     

    Defender: I hope it could be used as an "obstacle" mechanically. So you could hold your Fighter with his shield up in a choke point and let archers and mages shoot arrows and throw spells over the Fighter. Perhaps I've got a Rogue laying traps and bait behind them.

     

    Surge - see Recovery. Surge should reward less than Recovery.

     

    Melee Accuracy: So there's going to be Ranged Accuracy for Rangers and possibly Rogues?

     

    "In the current design" 8)

  11. Recent changes.

     

    Priest gets one ability and one level 1 spell. Sacred Circle and Recovery.

     

    Fighter got two abilities and one passive. Defender and Surge for abilities and Melee Accuracy for a passive bonus.

     

    Looks interesting :)

     

    EDIT:

    Sacred Circle: kind of like an aura "Bless". Is it channeled? Does the Priest need to enter "pray"-mode?

     

    Recovery - Generic [HP] Spell. Stamina-spell. Takes more time than Surge and heals more?

     

    Defender: I hope it could be used as an "obstacle" mechanically. So you could hold your Fighter with his shield up in a choke point and let archers and mages shoot arrows and throw spells over the Fighter. Perhaps I've got a Rogue laying traps and bait behind them.

     

    Surge - see Recovery. Surge should reward less than Recovery.

     

    Melee Accuracy: So there's going to be Ranged Accuracy for Rangers and possibly Rogues?

  12. On further reflection i'm not so much against the idea of the protagonist dying and the game continuing, but the prospect of utilising the npcs to fill his role. To me the npcs that Obsidian produces are the best in the business, both interesting and nuanced, and I don't want to sully or disrupt them and their arc by taking control of them. So this would necessitate that we either start a new character, who once again has a logical and integral part in the narrative, or that we return as some kind of animus (be that an undead, a golem or a possessing spirit.)

     

    Now this seems do-able and maybe beneficial to the games focus on the importance of souls, but not something that can happen numerous times or is a risk in every battle, lest it becomes ridiculous. So maybe an event transpiring at some point in the game, or even your death in the prologue and throughout the rest of the playthrough you are basically a revenant? Basically playing as Torian Kel or Vhailor.

     

    Or maybe you uncover the tale of an ancient hero in your travels, a series of clues leading to his lost tomb, that lets you shape his character and background through rough translations (so that the player is in control of his creation.) Upon the players fall to some antagonist force, this hero is reborn through some weird metaphysical convergence of his remains and the protagonists fading soul, so that you still have the adventuring impetus stirring in your twinned souls but also the ashes of a previous life to explore and examine.

     

    Seems a bit convoluted however.

     

    Doesn't make it any less cool in my opinion. Convoluted also means "twisted; coiled" which in turn means doing a different thing. Twisting something we have seen with new elements that we haven't seen, "to combine, as two or more strands or threads...". Implying that it is coiled, that it needs to be uncoiled to understand fully.

     

    Which a good story has lots of.

     

    Maybe if the main character dies early game, it is possible to resurrect him mid-game using some sort of device, throwing back the "Hero" into the narrative from that point on.

     

    Basically when the main character dies it could set into action a quest for the companions to resurrect him/her "There is still a chance!", and if the main character isn't a "Key Figure" it could also mean that you could continue the game with the companions. Resurrection should be rare, once or twice type of things, tied to the world and side-quests. Maybe it'd be easier to "stumble across" one of them if you only follow the quest, but at least one method should be intricate and deep (regardless if it is the main character, companion or some npc). The philosopher's stone as an ingredient, allowing a 3 Magic Class Paths in synchronicity to resurrect someone, but at the cost of the stone.

     

    There could also be a sense of urgency. [if (Resurrection X = Found)] and its "state" is [Not Used], then you could have a limited time to get the main character to that location. There could also be a sense of no urgency as well, and you can continue without.

     

    Third solution is that you could continue without, but you wouldn't be able to progress the story (though then it wouldn't serve much of a point, ultimately).

     

    If companions do their own quests in P:E? Is another question:

     

    Example, you don't get Minsc+Dynaheir in Nashkel, instead you move through and do what you have to do. When you return, Minsc is gone. You continue the game and end up in Baldur's Gate, you meet Minsc+Dynaheir again and say "Hi" or whatnot. You don't recruit them. Later you want to go out exploring the wilderness, and find Minsc+Dynaheir there as they are on their own way. You recruit them and face the fight together, both of you have the same end goal.

     

    Likewise, if you don't go down that path, going there later might make it "looted" with some trinkets left but not all. Minsc+Dynaheir would only take what they need and what they physically can carry. New enemies could inhabit the cave, and if you followed a quest it could go "?" on you and if you meet Minsc+Dynaheir back in Baldur's Gate, Minsc could be bragging about it aloud and you'd figure out the quest as well.

     

    The point (Companion doing their own quests): Could you continue their narrative without the main character? And in that case, maybe you could finish the companion quest without the main character? But due to the "general evil element" that the main character was supposed to take down, the world becomes apocalyptic and that gives a reason for the companions to fight too? :D

     

    EDIT: How would the universe look like if Darth Vader killed Luke and the Emperor won? Maybe, if the main character dies, demons from hell are summoned everywhere and you still have a chance to continue the game, but it just got a lot harder and challenging (Hardcore Ironman Hellmode xD).

     

    I need to learn "it's" and "its"...

  13. *leaves to make sandwich*

     

    A: Funny banters! Companions saying something funny, either something they say in "Area".

    B: Companions complain.

    C: Complain a little bit more.

    D: Hunger

    E: Lightning Bolt/Environmental/Alien Abduction/Enemies/Random Encounter (You leave the game just to return to see people gathering around wondering what's going on... kind of like leaving the game in some area and when you return there are brahmin saying "Moo I say!" herding up around the character. Birds landing on the player etc. etc.)

    G: Death/Developer Punishment

     

    *back*

     

    A-G: What would happen if you left the game too long (say... 10-15 minutes?).

     

    Where is it okay for the developer to punish the player and where is it not?

  14. "Force" people. You are forcing yourself to go make a sandwich because you think you're getting some extra benefits by leaving the game? That's your choice completely and has nothing to do with the design.

    It has everything to do with the game's design, lol.

     

    All I'm trying to convey is that if you get a Pit Fighter (Modded kit) for BG you get a Perk which regenerates 1 HP every now and then. I could go (afk) make a sandwich and regenerate all health, or I could simply continue the game and I would've regenerated most of the health when I arrive at the next location (fast traveling) or until I face the next encounter.

     

    In BG, let's say I had 50/50 Health. Lost 30 in the fight, now at 20/50. If I walk around, and face the next encounter (in an area with few encounters), I might be at some 30/50. Fast traveling to a close location, 40/50 and to a far away location 50/50 (unless random encounter). Otherwise I could use a health spell to regenerate.

     

    Pit Fighter is a great concept, check it out. Made by Ghreyfain (just kudos, whoever that guy is, kind of).

     

    Pit Fighter

    These hardened gladiators have honed their combat skills and endurance in the vicious fighting pits found in the seedier parts of Faerun. Years of brutal fighting have improved their stamina, giving them a considerable boost to their Constitution. Exposure to such constant violance has hardened the bodies of these embittered warriors to the point where they are able to recover from wounds at a rate beyond that of a normal human being* Fighter**. The gladiatorial arenas have taught the Pit Fighter not only the need for strength and endurance, but also the importane of speed and agility. As a rsult, Pit Fighters can move and strike faster than an ordinary adventurer. Only the very best fighters survive past their first few fights. These extraordinary men eventually gain the ability to Cause Serious Wounds*** of their opponents through sheer force of will.

    Howeveer, only humans, dwarves and half-orc have the physical potential to become Pit Fighters, who are chosen among those with outstanding strength, stamina and agility. Whilst Pit Fighters are brutal warriors, they are rarely given the opportunity to hone their skill with any one weapon, being forced to train and fight with whatever instrument is nearby. As a result, Pit Fighters may only become proficient in Two Weapon Style and Sword and Shield Style. Similarly, due to their lack of familiarity with ranged weapons in the arena, Pit Fighters are unable to use them in combat. Because agility is a fundamental attribute of Pit Fighters, they are unable to wear full plate armour which is far too restrictive to their fighting style.

     

    ADVANTAGES:

    - Regenerates slowly

    - Has a naturally high movement rate

    - Gains Cure Serious Wounds at level 1 and 12***

     

    DISADVANTES:****

    - Requires 16 Strength, Dexterity, and Constitution

    - Must be Human, Half-Orc or Dwarf*

    - Can only be proficient with Sword and Shield or Two Weapon Style

    - Wears no armour heavier than Splint Mail

    - Does not use ranged weapons with any skill

    - Can only place up to 3 proficiency points in a single weapon proficiency

    - Cannot be Lawful Good

     

    * Probably a typo since both the description and disadvantages say "Human, Half-Orc, Dwarf".

    ** Editted

    *** You gain Cure Serious Wounds and not Cause Serious Wounds (the latter would've fit much better so the author might've changed it or chosen the wrong one, regardless, Cure Serious Wounds is all good imo from a gameplay perspective, though Cause Serious Wounds probably would have been more fun)

    **** Doesn't add up to the Advantages in my opinion, still a great class. Magic Resistance could be an all time low (probably is though, but it should be in the description).

    ---------------------------------------------------

     

    This Class Kit is super fun, as a Fighter.

     

    Though, granted, it is a bit of an upgraded Fighter (Pit Fighter feels generally stronger than a regular Fighter, but in my opinion it also makes the Fighter feel much better. Not immortal powerful either, the Pit Fighter doesn't stand a chance against a seasoned team of mage's (with tactics/AI mods).

  15. My thoughts from the Combat Animations thread.

     

    Could it be possible to sync it somehow?

     

    The problem with finishing moves (imo) is that they are much more fancy than the overall combat and it kind of takes away one of your characters for a period of time (pack of Darkspawn+an Ogre or two? Expect to have 1 character less when the Ogre goes down). If there was some way to combine the overall battle animations with the finishing move that would be sweet! Would it be resourceful as a development? Dunno.

     

    I would prefer no finishing moves+IE style combat (slow motion time phase when enemy gets struck by critical hit and becoming pieces of meat? Sure) or finishing moves+combined combat animations.

     

    Mechnically:

    Stamina could be "Taking Action" (blocking, parrying, dodging, casting, attacking)

    Health could be "Taking Damage" (stabbed, hit, damage, chopped, basically shedding blood)

     

    Dice roll example:

    Stamina = Shield basically.

     

    1st Roll (You): Clash, enemy blocks with a shield.

    2nd Roll (Enemy): Clash, you block with a shield.

    3rd Roll (You): Attack! You broke through the defenses.

    4th Roll (You/Enemy): How much damage do you do? How good was the attack? Does the enemy mitigate some damage?

     

    ^Does that even have to be visual? Could it be IE styled somehow, where the dice rolls are more narrated and/or representative to something similar as above? (Visually the enemy and player go "Chop chop" at each other, but in the Log it says "You blocked!")

  16. Don't make stat requirements for classes. Let me play a human (or Orc, or Amumua) chanter with 9 charisma. Let my mage specialize in battle-axes

     

    A Wizard with 9 Strength wielding a Battle-Axe? Eeeeeeeh... sounds iffy.

     

    EDIT: Unless the game follows some mechanic where if you don't have the "requirement" (if there is going to be anything like that) you instead wield the weapon in question as a struggle (slower attack speed, bad accuracy, lesser damage, cost more Stamina to use).

     

    Give an sledgehammer to someone who is weak and let him go mad at a destructible wall against someone who has great physique against another wall, who will take it down first? The weaker person would have to rely more on technique, parallel to their strength, but the strong guy would take it down first most likely (what with fatigue and all).

  17. Maybe combining 2 Level 1 Spells (or more) in the Grimoire gives you 1 Level 2 spell?

     

    Of course there are lots of other balance, you have to "know" or be "applicable" (Kind of how Legend of Grimrock does it, in concept). You need to have "researched" the correct skill before being able to combine or whatnot~ a combined spell could suffer more "cooldown" or "locking out" than a regular spell would or simply just follow the "Higher Level Spell" rules.

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