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There are things in the Cabalist perk list that can cause more spells to be cast.
See:
Spellslinger (if you are manually casting ethereal spells then you would be seeing 4 total spellcasts)
Invoke+quickdraw (This may be resulting in spells cast at the beginning of the djinn's turn)
Incantation (this may be causing spellcasts at end of turn if you have something forcing it to defend/provok)
Additionally, without seeing your team composition its impossible to tell exactly what may be causing the extra spell casts (outside the obvious interactions with Cabalist). If you post your build (you can copy your build from within the options menu) we can better explain any interactions that might result in what you've experienced.
Nile the Cabalist
Achievement Points: 127 / 5079 (2%)
Time Played: 10:19:17
Game Version: 1.1.1
========== CREATURES ==========
Level 40 Djinn Dreamweaver
Personality: Analytical
Djinn / Sorcery
Health: 335
Attack: 166
Intelligence: 465
Defense: 166
Speed: 229
Innate Trait: Chain Spells
After this creature manually Casts a spell, it Casts 2 random spells that belong to the same class.
Artifact: Staff
29% Intelligence
29% Intelligence
18% Intelligence / Speed
38% Spell Potency
(Empty Trait Slot)
Spell Gems:
Magic Missile
Crystal Spears
Elemental Tome
------------------------------
Level 39 Centaur Ranger
Fused with Unicorn Vivifier
Personality: Gentle
Centaur / Life
Health: 410
Attack: 261
Intelligence: 138
Defense: 227
Speed: 261
Innate Trait: On The Rocks
When this creature Attacks, it Attacks an additional number of times equal to the number of spells your creatures have Cast since it last Attacked.
Fused Trait: Reinvigoration
After this creature Attacks, it resurrects a random ally with 50% Health.
Artifact: Sword
29% Attack
(Empty Stat Slot)
(Empty Stat Slot)
(Empty Trick Slot)
(Empty Trait Slot)
Spell Gems:
Covenant
Holy Bulwark
Minor Healing
------------------------------
Level 40 Centaur Ranger
Fused with Terror Hound
Personality: Brutal
Centaur / Death
Health: 420
Attack: 332
Intelligence: 159
Defense: 166
Speed: 254
Innate Trait: On The Rocks
When this creature Attacks, it Attacks an additional number of times equal to the number of spells your creatures have Cast since it last Attacked.
Fused Trait: Nature of the Beast
Your creatures start battles with 3 stacks of Dire Wolves. This trait does not stack.
Artifact: Sword
29% Attack
29% Attack
18% Attack / Defense
(Empty Trick Slot)
(Empty Trait Slot)
Spell Gems:
Vampirism
Nightmare
Enfeeble
------------------------------
Level 40 Exiled Satyr
Fused with Fire Salamander
Personality: Bashful
Satyr / Chaos
Health: 369
Attack: 159
Intelligence: 280
Defense: 178
Speed: 316
Innate Trait: Languid Limbs
Enemies can only Attack once at a time.
Fused Trait: Until the End
Before your other creatures die, they Cast one of their spells at random. This trait does not stack.
Artifact: Staff
29% Intelligence
18% Intelligence / Defense
(Empty Stat Slot)
(Empty Trick Slot)
(Empty Trait Slot)
Spell Gems:
Infernal Charge
Affliction
Rend
------------------------------
Level 36 Djinn Pyromancer
Fused with Raven Acolyte
Personality: Selfless
Djinn / Sorcery
Health: 264
Attack: 127
Intelligence: 311
Defense: 225
Speed: 230
Innate Trait: Pyromaniac
After your creatures manually Cast a spell, this creature deals damage to all enemies equal to 35% of its Intelligence.
Fused Trait: Evocation
Your creatures have 35% more Intelligence. This trait does not stack.
Artifact: Staff
29% Intelligence
18% Intelligence / Defense
29% Intelligence
38% Spell Potency
(Empty Trait Slot)
Spell Gems:
Magic Missile
Elemental Tome
Vacuum
------------------------------
Level 38 Dusk Ossein
Fused with Terra Vulpes
Personality: Reckless
Ossein / Life
Health: 311
Attack: 269
Intelligence: 230
Defense: 170
Speed: 230
Innate Trait: Forbearance
When your creatures are resurrected, they are resurrected with 100% additional Health. If this amount exceeds their Maximum Health, their Maximum Health increases by an amount equal to the difference. This trait does not stack.
Fused Trait: Pallida
Your creatures' first 3 non-Ethereal, damaging Spell Gems each have a 20% chance to be Cast automatically at the start of battle. This trait does not stack.
Spell Gems:
------------------------------
Here is the team I've been using. I did know about the Spellslinger perk, so I've been taking that into account. I don't have Quickdraw or Invoke levelled yet. So it's probably some other interaction I'm not seeing or spells casting other spells as suggested.
If you encounter this again you could always look into the battle history to see what spells are being cast then check with the codex to see if any of the spells indicate they may cause other spellcasts. There are a number of spells that cause more spells to be cast (as already mentioned by HeraldofOpera).
Check the battle log, you might be able to figure it out , could be allies dying and casting a spell then being revived right after by the centaur/unicorn.
Especially if you are using faster battle speed it can be hard to tell what is going on but the battle log should show the details.
Thanks for the help all.
So yeah, having Verdant Spheres and Elemental Barrage in that order as your two extra spells 6 "real" spells.