I thought about it too, but it would be have been quite an extensive change with the danger of causing compatibility issues, and the requirement to be installed *after* any mods that make additions to the spell system. The current option was much easier to implement and should be good enough (imo).
(sigh) Another hardcoded issue to work around. Wild Mages appear to be hardcoded to use the same CLAB table as unkitted mages and sorcerers (CLABMA01.2DA). Changing resref in KITLIST.2DA doesn't seem to be recognized by the games.
(sigh) Another hardcoded issue to work around. Wild Mages appear to be hardcoded to use the same CLAB table as unkitted mages and sorcerers (CLABMA01.2DA). Changing resref in KITLIST.2DA doesn't seem to be recognized by the games.
Add a line to CLABMA01.2da with your "AP_(filename)" spells, then use (opcode 177 -> opcode 146), to target the wildmage kit with a subspell that will have the actual effects.
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It appears all specialist mages are using hardcoded CLAB tables. That's also something that could be unhardcoded.