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Spell interruption in Pillars of Eternity will not cause loss of the spell


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This game is going to have memorization-based spellcasting.

I thought it was going to have spellbook based casting...

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This game is going to have memorization-based spellcasting.

I thought it was going to have spellbook based casting...

 

 

It is - you need to have the grimoire containing the spell(s) you want to cast equipped during combat.

 

edit - per the PE wiki pages (http://eternity.gamepedia.com/Wizard#Spells):

 

Wizards learn a few spells every time they gain access to a new spell level. They must find the rest of the spells for each level in the world (stores or found grimoires).They can only cast those spells, which are listed in the equipped grimoire and a single grimoire can only hold four spells of any given level. For any given spell level, wizards have potential access to more spells than any other caster class, but their access at any particular moment is always limited by their current grimoire. You can change the grimoire during combat, but switching grimoires disables spellcasting for a short while.You can rearrange your spells/grimoires whenever you like (outside of combat) and once you "know" a spell, it's available to use in as many grimoires as you'd like.

So it kinda looks like a mix - you can "memorize" spells, but you need notes on it in your currently equipped grimoire in order to actually cast it.

Edited by neo6874
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the cooldown mechanic proposed could be like this

you try to cast a spell that needs 6s. that starts a 6s timer. if the casting is interrupted for whatever reason, you cannot cast another spell untill the 6s have passed. so if at 4s your high level 6s casting time spell is stopped, then you have to wait 2s before you can cast any more spells. unlike traditional cd, you can give the order to cast the next spell, but the wizard will just wait these 2s before starting to cast

if the spell needs 4s, the timer will be 4s.

no matter the cast time of the spell, if interrupted, the timer will have to reach 0, before the casting of the next spell begins

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