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Old October 5th, 2009, 09:50 AM
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Jack_Trowell Jack_Trowell is offline
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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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Old October 5th, 2009, 10:01 AM
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Makinus Makinus is offline
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Default Re: Gemless Spells

What are the worse spells that the AI normally use? So i can mod them accordingly.... I liked the idead to mod the level... that probably is the way to go....
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Old October 5th, 2009, 03:47 PM

LDiCesare LDiCesare is offline
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Default Re: Gemless Spells

Quote:
Originally Posted by Jack_Trowell View Post
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)
With a required level of 10 and 99 fatigue cost, Master enslave would be about 10 times cheaper than what it currently is.
Right now, in order to cast it, you need an S8 mage with 8 gems. He can't cast it because the fatigue is 800, so he must divide the cost by about 8 to get it cast. which means boosters (+2 to reach 10) and additional gems (since he's level 10 now, he can only spend 2 beyond the base cost). Total = +4 levels. In vanilla, he still can't cast it much. If the spell is 10 with 99 fatigue, with 2 gems, the caster only pays about 25 fatigue and can cast it 4 times for 8 mana all by himself.
In vanilla, the caster needs a communion to cast the spell, and the fatigue is likely to kill the slaves. I don't think one would cast it with less than 8 slaves to soak up the fatigue. With a 99 cost and level 10 requirement, a level 5 astral mage
can cast it for 5 mana. This spell can now be spammed by all arch theurgs with a measly pair of theurg communicants.

So it's totally broken and overpowered if you remove the gem cost, even if you raise the level requirement. Unless you can put the requirement to be level 16, which means a level 8 wizard can cast it with 8 gems and you're back to the gems problem you wanted to solve in the first place.
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