Thread: Gemless Spells
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Old October 5th, 2009, 09:50 AM
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Default Re: Gemless Spells

At best, you could increase the level needed to cast those spells (as well as reducing the fatigue level to 99)

It would restrict those powerful spells to high magic pretenders, or specialist mages with several path boosters

If master enslave has a base fatigue cost of 99 and need 9 or even 10 in astral, you won't have more that one unit being able to cast it, and with such a base level, the fatigue cost would be hard to lessen (you would need to use gems again, or to have a base 10 in the path plus boosters), so the spell could not be easily spammed (in fact, it would be harder to do that now)

Be aware however that the AI love to cast some spells that could be counter-productive, such as summoning fire elementals intead of firing large AOE, or casting berserking spells (such as touch of madness) on your archers and/or mages.

For such spells, leaving the gem cost could be justified (touch of madness), or you could mod them, such as having the elemental summoning spells summon several elementals at once, but needing a mage with a really high level (6+ with a base 99 or 90 fatigue would again prevent the spells from being easily spammed, while having several elementals at once would still make them really useful)
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