Aquillion Posted September 20, 2012 Report Share Posted September 20, 2012 The vast majority of the spells and phemes in the game raise or lower subskills or attributes; a few give bonuses or penalties to success rates (which amounts to the same thing), and a small number heal or harm others. Raising your own stats is sometimes useful, sure. But it's... not hugely interesting to me. Maybe it's because everything else in the game is already manipulating these stats; it makes spells feel less unique and interesting. Maybe it's because these bonuses tend to be fairly small -- unless a subskill is already very high, usually I'd rather spend two or three actions raising it permanently rather than one raising it temporarily, especially since I get other benefits for a 'real' increase. The fact the the bonus is usually fairly small also tends to keep spells from feeling like they're having dramatic effects. (Now, granted, there are some that grant higher bonuses, and I'm sure you can get more by playing with phemes. But that raises a related point -- my pheme list gets pretty huge, and it's a bother to sort through it to use anything. And even more than spells, most phemes are just +1 to a few subskills. The game sorely needs some sort of better organization of phemes based on what they do.) Worse than this are the spells that affect others. There's a huge range of options for temporarily impairing your enemies, but, generally, I haven't seen any particular reason to want to impair people in most of those categories -- especially when it's only a temporary penalty, and I'm giving up an opportunity to permanently improve myself through study in the process. Which is my biggest problem, I think: I would use some of these spells, perhaps, if I got a chance to cast a free spell every so often; but almost none of them seem worth sacrificing a chance to (say) study at the Emperor Sphinx's Room. Even if I have an adventure where the immediate bonus seems useful, it almost always seems to make better sense to just put it off until my natural skills are high enough to do it. (Some of this might also be my mindset -- I like to optimize perhaps a bit too much, so I feel like I'm "crippling" my character every time I take an action that doesn't permanently benefit them or which isn't aimed at ultimately permanently benefiting them.) But all that aside, while this is subjective -- I just wish there were more spell effects that did strange stuff, weird effects that breaks the otherwise-established rules of the game in various ways. It's somewhat depressing to read about how my character can conjure storms, summon strange creatures, fly through the air or invade people's dreams... and then get to the end and have it just be + or - to certain subskills for a few days, with no other effect. Obviously the game engine and the general level of granularity on which the world is represented constrains what's possible, but it's still a bit of a pity. Anyway, am I wrong about this? I was hoping other people could have more interesting stories about how they've used spells, something that could prove me wrong or get me to view them differently. It's just that right now, spells seem, to me, to be awfully uninteresting for a game focused on playing a magus-in-training. Link to comment Share on other sites More sharing options...
This topic is now archived and is closed to further replies.