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Specialist Wizards should get their own custom spells


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#1
Wiegraf Folles

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You are a level 20 Wizard, capable of defeating multiple Archmages (a feat that they themselves didn't manage to do). So why don't you get your own "Watcher's Vortex of Doom"?

 

I think it would be interesting if the watcher could craft his own custom spell, depending on specialization, after reaching level 20 (similar, to a certain extent, of what you get in Oblivion). It doesn't need to be anything complicated. For example:

 

Evocation: Select the elemental damage, the AoE and armor/defense debuff;

 

Conjuration: Select the damage type, the AoE,  and Dex afflictions OR a custom made weapon;

 

Illusions: Select the damage type (if any), the AoE and Res afflictions;

 

Transmutation: Select the damage type, the AoE, secondary effects (like life draining) and Con afflictions;

 

Enchanting: Select the AoE, any of the attribute afflictions/defense and armor debuffs OR some self/AoE buff.

 

Use a point system, where you can select damage, spell level, AoE, buff/debuff duration and types.

 

As long as the strongest spell you can create is on the same power of other spells of the same level, it shouldn't be an issue. The icon and spell graphics would be fixed depending on some primary characteristc of the spell (elemental damage, type of debuff, etc).

 

 

It would also be interesting if you got a reaction from an archmage if you happen to battle against him (some acknowledgement or surprise after you cast the spell, in the middle of the combat).

 


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#2
AeonsLegend

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I was wondering the same thing.



#3
DozingDragon

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I am holding on to the hope that there will be some opportunity to do this in the third DLC.

#4
Heijoushin

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Being saying since the beta that specialist mages are lackluster and need their own spells. I don't think they'll be able to throw in Tyranny's creation system, but I'm hoping for more in the line of Form of the Fearsome Brute.

Also, like with the gods, I wonder if meeting so many archmages doesn't cheapen the experience? I originally thought: archmage = once in a generation magical genius. Now? They just seem like your average bickering wizards if that makes any sense.

#5
Wiegraf Folles

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Being saying since the beta that specialist mages are lackluster and need their own spells. I don't think they'll be able to throw in Tyranny's creation system, but I'm hoping for more in the line of Form of the Fearsome Brute.

Also, like with the gods, I wonder if meeting so many archmages doesn't cheapen the experience? I originally thought: archmage = once in a generation magical genius. Now? They just seem like your average bickering wizards if that makes any sense.

 

 

The archmages are indeed appearing too frequently, and, more importantly, are weaker than the Watcher. For unique geniuses who probably have access to spells that nobody else has, it is not reasonable for them to be defeated by another level 20 wizard (who, few months earlier, was at level 1), at their own turf. If they are to be fought against, they should have been more of an end-game boss, with an entire main plot revolving around them (including find some way to defeat them), not some optional sidequest.

 

I also think that we met too many gods,  but I suppose it is somewhat expected since we are hunting a stray god.


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#6
Kykuy

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Being saying since the beta that specialist mages are lackluster and need their own spells. I don't think they'll be able to throw in Tyranny's creation system, but I'm hoping for more in the line of Form of the Fearsome Brute.

Also, like with the gods, I wonder if meeting so many archmages doesn't cheapen the experience? I originally thought: archmage = once in a generation magical genius. Now? They just seem like your average bickering wizards if that makes any sense.

 

 

The archmages are indeed appearing too frequently, and, more importantly, are weaker than the Watcher. For unique geniuses who probably have access to spells that nobody else has, it is not reasonable for them to be defeated by another level 20 wizard (who, few months earlier, was at level 1), at their own turf. If they are to be fought against, they should have been more of an end-game boss, with an entire main plot revolving around them (including find some way to defeat them), not some optional sidequest.

 

I also think that we met too many gods,  but I suppose it is somewhat expected since we are hunting a stray god.

 

This is kinda controversial. RPwise, your character could be a battle- and life-seasoned veteran, for example, Anitlei-type monk, who simply believes he is punching that mage's face hard through all his protections, and it really happens in life. Or a trained aedyran battlemage, adept at countering other mages' protections and then running them through.


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#7
evilcat

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Being able to craft own spell as mage at tier 9 would be interesting feature.

But also quite hard to implement.

And ppl will complain that it has no unique animation, or the spell is generic,  or something.


Edited by evilcat, 03 June 2018 - 06:32 PM.


#8
Katarack21

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They could implement a system similar to spell crafting in Tyranny, which was honestly one of the best parts of that game, where as you reach the last two PL levels as a wizard you get to design a couple spells around your own specific desires.


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#9
JerekKruger

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I am holding on to the hope that there will be some opportunity to do this in the third DLC.


Same. I want my Wizard to become an archmage and to get a spell named after them in that DLC.

#10
Palas

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To craft spells would be a nice Feature, but i don't think, it will be made.

But maybe a bonus spell per PL exclusively for the specialists? The Drawbacks are imo far greater than the benefits of a specialist wizard. Maybe the devs could get some inspirations from the pen and paper pathfinder game, how to make interesting wizard subclasses.

#11
Emeus

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I hope they'll change the description of enchanter, so people don't get befuddled by it, the subschool only has 1 or 2 cc spells after all.



#12
Falk Schütze

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Wizard subsclasses should first and formeost get the penalties for all other spell schools removed. One excluded spell school is fine, several is not. Unique spells should be granted from unique grimoires and several more of those should be added to the game. The power level bonus should be increased for subclasses. Wizard should be able to cast all wizard spells availiable (to their subclass) on a per rest basis. Spells selected as talents and those availiable in your grimoire should move from per rest to per encounter.

 

Instead of creating your own spells, wizards should get metamagic talents, one allowed per spell cast, that bend the spells effects:

- PL 2, Still spell: Any penalties incurred from casting in armor do not apply to a spell prepared with this feat.

- PL 2, Extend spell: Extended spells have their duration doubled. (increased by +100%, does not multiply with Intelligence)

- PL 4, Empower spell: All variable, numeric effects of an empowered spell are increased by 50%. (increased by +50%, does not multiply with Might for damage or Intelligence for AoE)

- PL 6, Maximize spell: Maximized spells apply all variable numeric effects at their maximum values.

- PL 8, Quicken spell: Quickened spells have their casting and recovery times halved and only use up 1/2 cast per encounter.

 

Lastly wizards should get:

- Combat casting: Lower recovery penalty from casting in armor. (instead of having to multiclass to fighter)

- PL 3, Bonus 1-3 level spells: One additional cast for level 1-3 spells.

- PL 5, Bonus 4+5 level spells: One additional cast for level 4+5 spells. Requires prior talent.

- PL 7, Bonus 6+7 level spells: One additional cast for level 6+7 spells. Requires prior talent.

- PL 9, Bonus 8+9 level spells: One additional cast for level 8+9 spells. Requires prior talent. (availiable in a later expansion that raises the lvl cap)

- Epic Spell: Insert name of spell. While generalist wizard can pick all of these, subclasses get a much better power level for them. (availiable in a later expansion that raises the lvl cap)



#13
Wiegraf Folles

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Being saying since the beta that specialist mages are lackluster and need their own spells. I don't think they'll be able to throw in Tyranny's creation system, but I'm hoping for more in the line of Form of the Fearsome Brute.

Also, like with the gods, I wonder if meeting so many archmages doesn't cheapen the experience? I originally thought: archmage = once in a generation magical genius. Now? They just seem like your average bickering wizards if that makes any sense.

 

 

The archmages are indeed appearing too frequently, and, more importantly, are weaker than the Watcher. For unique geniuses who probably have access to spells that nobody else has, it is not reasonable for them to be defeated by another level 20 wizard (who, few months earlier, was at level 1), at their own turf. If they are to be fought against, they should have been more of an end-game boss, with an entire main plot revolving around them (including find some way to defeat them), not some optional sidequest.

 

I also think that we met too many gods,  but I suppose it is somewhat expected since we are hunting a stray god.

 

This is kinda controversial. RPwise, your character could be a battle- and life-seasoned veteran, for example, Anitlei-type monk, who simply believes he is punching that mage's face hard through all his protections, and it really happens in life. Or a trained aedyran battlemage, adept at countering other mages' protections and then running them through.

 

 

If you are a pure level 20 specialist wizard, it is unreasonable to assume you will defeat an Archmage, full of enchanted equipment, at his own home, with his guardians and wards, without being at least a superior spellcaster. Concelhaut is experienced, old, can summon an entire army of elite undead, has numerous named spells, his home is full of wards, and created many famous spells. If I am to defeat Concelhaut as a specialist wizard under these conditions, I must be an absolute Master Spellcaster, probably one of the most talented that has ever lived, and come with a plan, instead of simply charging while butchering an army of living elite mercenaries and an army of elite undead, meeting the guy in his room, and butchering him, with borrowed spells. Having my own named custom spell is the least I could expect.


Edited by Wiegraf Folles, 04 June 2018 - 04:19 AM.


#14
JerekKruger

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To craft spells would be a nice Feature, but i don't think, it will be made.


I agree that to you craft a spell would be too much extra work for a DLC. Having a handful of options for a "crafted" spell which has your Wizard's name attached would be viable though. In a sense it would simply be like adding new spells to the skill tree, but gating then behind a scripted interaction rather than clicking on a button at level up. Ultimated just fluff, but fluff that could add a lot of roleplaying.

#15
Katarack21

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Being saying since the beta that specialist mages are lackluster and need their own spells. I don't think they'll be able to throw in Tyranny's creation system, but I'm hoping for more in the line of Form of the Fearsome Brute.

Also, like with the gods, I wonder if meeting so many archmages doesn't cheapen the experience? I originally thought: archmage = once in a generation magical genius. Now? They just seem like your average bickering wizards if that makes any sense.

 

 

The archmages are indeed appearing too frequently, and, more importantly, are weaker than the Watcher. For unique geniuses who probably have access to spells that nobody else has, it is not reasonable for them to be defeated by another level 20 wizard (who, few months earlier, was at level 1), at their own turf. If they are to be fought against, they should have been more of an end-game boss, with an entire main plot revolving around them (including find some way to defeat them), not some optional sidequest.

 

I also think that we met too many gods,  but I suppose it is somewhat expected since we are hunting a stray god.

 

This is kinda controversial. RPwise, your character could be a battle- and life-seasoned veteran, for example, Anitlei-type monk, who simply believes he is punching that mage's face hard through all his protections, and it really happens in life. Or a trained aedyran battlemage, adept at countering other mages' protections and then running them through.

 

 

If you are a pure level 20 specialist wizard, it is unreasonable to assume you will defeat an Archmage, full of enchanted equipment, at his own home, with his guardians and wards, without being at least a superior spellcaster. Concelhaut is experienced, old, can summon an entire army of elite undead, has numerous named spells, his home is full of wards, and created many famous spells. If I am to defeat Concelhaut as a specialist wizard under these conditions, I must be an absolute Master Spellcaster, probably one of the most talented that has ever lived, and come with a plan, instead of simply charging while butchering an army of living elite mercenaries and an army of elite undead, meeting the guy in his room, and butchering him, with borrowed spells. Having my own named custom spell is the least I could expect.

 

I've killed three ancient dragons, altered the very being of a god, and am wielding the actual for-real weapon of said god. An archmage is impressive, but...not *that* impressive.

It's heavily implied in Deadfire that making and creating spells is a matter of time dedicated to research and intelligence, more than it is a reflection of actual power or magical might.


Edited by Katarack21, 04 June 2018 - 04:45 AM.





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