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| Magic General Discussion Use this forum for general discussion of magic. |
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#1 (permalink) |
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Senior Member
Join Date: Dec 2005
Location: Greece
Posts: 238
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Here are a few tips for begginer spellcasters in the game. These advice go more for arcane spellcasters (wizard, sorcerer and bard) since they have more offensive spells but divine spellcasters (ranger, priest, paladin) can also make good use of them. I will not get into defensive spells (that boost allies or yourself) but offensive spells (Damage spells, disabling spells, charm spells, you name it!).
Every spell has the following characterists: Name School (Subschool) [Descriptor] Level Components Range Saving Throw Spell Resistance Descriptive Text Here's an example: Fireball (Name) Evocation [Fire] (School [Descriptor]) Level: Sorc/Wiz 3 Components: V,S Range: Long Saving Throw: Reflex Half. Spell Resistance: Yes A fireball spell is spell that goes boom! What does that mean. It means that your spells is a fireball spells that is a 3rd level arcane spell (which means wizards get it at lvl 5 and sorcerers at lvl 6), you can cast it from far away (thanks to the long range) and it requires a reflex half? huh? Let's explain this in detail. Every single monster in the game and every single character has 3 saving throws: Fortitude, Reflex and Will (willpower). Saving throws are your defence against many things including traps and most importantly spells. In this example, our fireball spells requires a reflex saving throw. If your target manages to succeed in his save, he still takes half damage. If for example it was Reflex negates, then if our target succeeded he would take no damage! Spell, depending on the type will require a Fortitude, Reflex, Will or no saving throw at all! (this is the (in)famous magic missile spell that hits the target no matter what and deals damage!) Now, knowing the saving throw that our spell has gives spellcasters an advantage over the monsters. You see, like player characters monsters follow the same rules more or less. So, for simplicity we will organize the monsters in 3 major categories: Warriors: This includes monster that come close and hit really hard. They are easily reckognizable by the fact that they don't cast spells and usually come in melee. Everything carrying a two-handed weapon falls in this category. Spellcasters:Spellcasters are enemies that cast spells. These are the easier one to spot. They move their hands and colorful lights surround them. Ranged and dexterous melee warriors: This category is harder to spot. They are usually monsters using bows or crossbows, monster using two (dual) weapons, or monsters whose name indicates stealth/roguish ancestry (like Hobgoblin infiltrator) -These monsters go stealth too- Okies, we pretty much covered everything. Now each of this category has different saving throws, Some good, some bad. Our aim is to cast spells that their saving throw is bad, so that our spells will have more chances of success. Warriors: Good Fortitude Saves, Bad (or possibly medium) reflex saves, bad Will saves. Spellcasters:Bad Fortitude Saves, Bad (or possibly medium) reflex saves, Good Will Saves. Dexterous:Medium (possibly bad if roguish and possibly good if two-wea) Fortitude Saves, Good Reflex Saves, Bad Will saves. This does not mean that if you cast a fireball spell on orc shamman he will always fail, or if you cast a fireball spell on a hobgoblin infiltrator he will always succeed in his save. It means that the infiltrator has a MUCH higher chance of succeeding than the spellcaster. How can I make my spells more difficult to resist?
It got a liiiiitttttttttllllllllllleeeeeeee bigger than it should but I hope it helps. Kaju
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"Be good. If you can't be good, Be quick." -Master Nesot the Dark. Last edited by Kaju; 28-02-2006 at 09:21 AM. |
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#2 (permalink) |
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Senior Member
Join Date: Nov 2005
Location: United Kingdom
Posts: 238
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This not in game as yet, tho thay may put it in later on.
{Spell Penetration Feat: This feat will not be usefull in the early on. You might not even need it when you hit lvl 10. But it becomes very valuable later on. Spell Penetration gives you a better chance to overcome the spell resistance (Spell resistance comes before saves, if you fail to overcome someone's spell resistance he is not affected from the spell. Think of it like AC for spells).} PrimArch Jnr [FotGN] |
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#3 (permalink) |
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Junior Member
Join Date: Feb 2006
Location: Iceland
Posts: 14
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Awesome post.
"Spell Focus: Illusion" might come in pretty handy, as Phantasmal Killer (lvl 4 spell) requires 2 saving throw rolls (First one Will-based, and then one Fortitude-based). If the Will save is made, nothing happens, but if it fails the monster rolls for fortitude. If it makes the fortitude save, it gets 3d6 damage, if it fails the monster dies. Pretty awesome to see Giants fall quickly to that spell ![]() Also, Turbine should add some numbers to Spell Descriptions, like that Fireball does 1d6 per caster level up to a maximum of 10d6... might help the newbies or the forgetful deciding what spells to use. |
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#4 (permalink) |
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Senior Member
Join Date: Dec 2005
Location: Greece
Posts: 238
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That is true, but besides Phantasmall killer there aren't that many spells that gain benefit from it. And the two saving throws of Phantasmall killer make it easier than normal to resist.
Anyway, I long for disintegrade ![]() EDIT: I think I saw the spell penetration feat in Beta that why I posted it, could be wrong though. Kaju
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"Be good. If you can't be good, Be quick." -Master Nesot the Dark. |
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#5 (permalink) |
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Member
Join Date: May 2002
Location: Germany
Posts: 82
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Phant Killer is one of the most powerful spells in some areas. Gargoyles rust monsters and drow scorpions, yeah even elementals die quick and clean from this.
Kaju take all those spells put them in a shard and do what you did with fireball :P pdf appreciated excel works too ![]() This document would be very valuable, wonder why turbine has not implemented that for the spells description. We only get information like Suggestion: A spell which makes an enemy suggest to fight (or something like that) Wow to much information *ironic* |
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#6 (permalink) |
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Senior Member
Join Date: Dec 2005
Location: Greece
Posts: 238
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Posted it instead : http://community.codemasters.com/for...37#post1115137
Feel free to take any information and save them as you like. Only first level arcane spells in, will do the rest on the following days. Kaju
__________________
"Be good. If you can't be good, Be quick." -Master Nesot the Dark. |
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#7 (permalink) |
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Senior Member
Join Date: Jan 2006
Location: Denmark
Posts: 134
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OOoooh! Nice! Thanks kaju! i just started a wizard to level 2 and had no clue about thease things ! thanks!
__________________
Life is like a sewer. What you get out of it, depends on what you put into it. - Tom Lehrer |
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