Petrell: 12 Spell Circles 300 Spells To Learn And Master
7 Planes To Explore And Conquer
EvilLoynis: Sadly seeing these 2 things is starting to give me doubts. I don't know how or if they are ever actually going to manage to justify, story/plot wise, all those different planes and spells. I mean beyond the 5 standard (earth, air, fire, water and spirit) and perhaps the normal plane just not sure what the last one is. Also usually planes and circles of magic go together so not sure why they need 12 circles, it just seems that they are going to have way to much overlap or useless spells. I hate useless things in game that are just there to be there.
MoM actually does suffer from this because of the fact that every school of magic has to have 10/10/10/9 Common, Uncommon, Rare and Very Rare spells. It just stands to reason that some are almost useless and are just there to give each the same number. Especially for the cost they give them as well.
I just hope WoM is keeping the above in mind.
I'll try to explain the spell circles for you. There are six elemental circles, which are Air, Death, Earth, Fire, Life, and Water. There are also six effect circles, which are Augmentation, Biomancy, Destruction, Mentalism, Protection, and Summoning. There are only planes that correspond to the elemental circles. (What would a plane of summoning look like?) Each spell has both an elemental circle and an effect circle. If you have levels in both of a spells circles, they stack, allowing you to cast higher level spells than normal. For example, if you have one level in Fire and two in Destruction, you will be able to cast Fireball, which is a level three Fire and Destruction spell.