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Alternatively, you can get away with a few points less in Wiz or Alch if your Earth realm skill is very high. 10 points of a realm skill substitutes for 1 point of a spellbook skill in meeting spell learning requirements.
To get a maxed out Bishop, you need to be diligent about raising all four spellbook schools. Realm skills (earth, air, fire, water, mental and divine) go up really easily by just using a variety of spells. I like Bishops and I'm willing to spend time grinding them. My preferred method is pumping Wizardry to 30 first, and using Knock Knock to grind Wizardry and Earth high. 2nd highest is Psionics, which I get to 15 and pump up using Divine Trap/Identify. This also pumps Mental super high.
I raise Alchemy mostly by mixing potions. If I keep Alchemy 2nd, I can raise it by healing also, but Psionics tends to overtake it quickly through Divine Trap grinding. I raise Divinity by casting Bless, Armorplate, Guardian Angel and Magic Screen, and once I have Heal All, I stand in the fire in the Arnika crash site and cast it over and over. That grinds it pretty fast.
At L3 already, you get access to L2 spells from spellbooks provided you have 15 skill in q book, so L2 divinity spells, if you have 15 skill in divinity and so on.
the realms do (almost) not matter for spell eligibility, all books use spells from all realms.
At L5 of bishop, you get access to L3 spells from spellbooks provided you have 30 skill in a book.
At L8 L4 spells with 45 skill,
At L11 L5 spells with 60 skill.
At L14 L6 spells with 75 skill.
At L18 L7 spells with 90 skill.
A bishop gets 2 spells at the beginning of the game, and one spell at each level up. Additional spells can be found or bought from vendors. In total there are ~100 spells in the game, making a well designed bishop very flexible and powerful.
Skill is improved by using spells, so use them liberally, I tend to use up all my spell points in every battle, and get them back by sleeping.
The manual explains which book offers which spells, what they do, and how much mana they cost per power level.
Well darn! I had expected it to be something like D&D's spell progression, in that you gain access on a more level-based basis.
At level 6 (almost 7) I've got Wizardry at 19, Divinity at 16, and the other spellbook skills at levels varying from 9-14 (maybe 1 is at 15). Am I screwed, or did I just temporarily gimp myself? I admit I didn't know entirely what I was doing. Should I reroll, or no?
You're definitely not gimped. You just need to focus on using lots of spells, with as high of power as you can safely cast. Raise Intelligence for sure, and possibly Piety. These will make your spells more powerful once you unlock Power Cast (there's a riddle at one point in the game that will give you +5 permanent intelligence, so don't raise Int above 95), extra mana from Piety, and will increase the rate at which you grow skills. I have no shame in grinding, so if you're willing to grind, any bad growth can always be fixed.
Also, it does work like D&D's spell progression. In 5e (and 2e, incidentally), a mage or cleric needs to be level 5 in order to cast 3rd level spells. Wizardry is actually exactly the same--you need to be level 5 as a mage, priest, alchemist, psionic or bishop to use level 3 spells. Wizardry just has a second requirement--in addition to class level, you need a minimum number of points in the governing skill as well.
Wizardry is actually a combination of a level-based and skill-based system, whereas D&D is mostly level-based. Wizardry's multiclassing system actually works identically to D&D's 3e/5e multiclassing system. None of this is surprising as most old RPGs borrow heavily from D&D anyway.
Nobody here will get in the way of any character choices you choose to make, but some choices will most definitely lead to frustration and a tough game, even for experienced players.
Every character within Wizardry 8 is potentially incredibly powerful, but that is strongly dependent upon how they are created, developed, used in a party and the style of play with that party.
I hope you enjoy this wonderful game as much as we do.
AND: Bishops need the most xp for level-ups. (on par with Ninjas afaik.
Edit: the BIG advantage is, that you have a second char avaiablel against undead (IF you also have priest in your party, which I strongly recommend...) So you don't need 2 priests for that. Bishops also can uncurse without a spell, which is very handy. But the slow leveling is very annoying imho.
additionally:
check flamestryke's exp chart for details about level progression.
More effects causing slower bishop progression vs specialist casters (alchemist aso):
Specialist casters get 25% bonus on their book, so a Wizard only needs 30x0.8 = 24 skill in Wizardry school to get L3 spells, L5 (edited!) is got at 48 instead of 60 and so on. Bishop needs 30 respecively 60.
Skill increase by using a skill is only for the book with the highest skill, and the bishop's spells are spread out among the different schools and themes (=buff, restore, damage, crowd control), so while every spell cast by a Mage will get rolls of Wizardry skill increase, skill increases for a bishop will be spread out over all the books, which means any book will get less increases compared to a mage.
Slower progression is justified by balancing the classes vs each other. If bishop got the same progression as specialist, those would be useless. The developers did a very nice job in that respect; there is no "useless" class in the entire game.
Hey, do you remember when the level break point was for the good stuff? Was it lvl 11? I can just never remember.
If the variety is absolutely necessary then that is it. If alternatives that meet all party requirements exist, it might be wise to consider them.
Bishops are potentially great but it is not just assigning some guys to your party when you are choosing Bishops and Ninjas for it, you need to be a concert virtuoso. Such characters have some pretty major weaknesses you need to compensate for and design through by turning them to your advantage (and strengths you need to strategically take advantage of). If you are that virtuoso and think your designs through then great but recognize it is your own choices that form your experiences.
Of course trial and error is not a bad way either. You can play a half dozen or two levels into a hundred games and there is no extra charge.