Wizard Dress Code

Casting higher-tier spells requires wearing a full set of wizard armour, and the most powerful spells require a set matching the spell's school of magic.
school-required-message.png

school-required-message.png

wizard-gear-required.png

wizard-gear-required.png

tooltip.png

tooltip.png

Description

Wizard Dress Code

This mod makes it so that equipping wizard gear is required to cast spells. It's similar to Wizardry Fates, but it works entirely through equipped gear. No new mechanic, just wear the right armour. Equipment that counts as wizard gear gets a tooltip added to it saying so. A lot is configurable: what counts as wizard gear, the tooltip text and colour, the message shown when a player can't cast, and what each spell tier requires. If another mod adds an item that should count as wizard gear, it can be added in the config too.

AI usage disclaimer: This mod was developed with AI-agent assistance using this agent workflow. The project owner reviewed the work during development.

By default:

Spell tier What you need
Novice Nothing
Apprentice Any full wizard set
Advanced, Master A full set matching the spell's school

All four armour slots have to be filled with wizard gear. Wizard, sage, battlemage and warlock armour all qualify. Mixing schools still covers the lower tiers, but a Master fire spell wants a full fire set.

Spells with no element (the Magic school, like Magic Missile) work the same way, but Wizardry doesn't sell a Magic-branded armour set. The plain set, the one with no elemental variant, is what counts as a match for those.

Scrolls are deliberately left alone, anyone can use those.

Source

github.com/mahghuuuls/wizard-dress-code

The Wizard Dress Code Team

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