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hmm that's definitely different than the rpgs i'm used to playing. not saying that every rpg is the same. it's just that this one is extremely strange.
yea your previous explanation was a solid one and made me grasp the core of the game, it's just alot different to what i'm used to. wizards/sorc are my favorite in any rpgs and i love their staves, so it was kind of a game breaker for me. but if they come back at a higher level then i might reconsider
apparently that's the case
They cast spells akin to a wand (in that you activate it like an item and the spell consumes the indicated number of charges in the staff). Unlike wands or scrolls, casting a spell from a staff still uses the wielder's stats to set things like damage and the DC for any relevant saving throws.
So it's almost like having access to the spells even if your wizard didn't prepare them that day or your sorcerer never learnt them.
They can hold ten charges and, honestly, I don't know how this game will handle recharging them. On the tabletop you can restore a single charge per day (in the morning as the caster is refreshing their spells) by sacrificing a spell slot for the day of the same level as the highest spell in the staff (this isn't permanent, it's more like they cast the spell into the staff to recharge it). So recharging the staff of fire I linked before would require you to spend a 4th level spell slot each day, with each such slot restoring one charge to the staff.
Again; Kingmaker may handle recharging them differently, I don't know, I haven't gotten far enough to find any.
It makes sence, yet it doesn't ?
A long time RPG player ? What games are you talking about here really , Divinity ? Computer RPG's in general ?
Casting a spell in melee will kill you instantly as a low level wizard since it will trigger an attack of oppertunity, crossbow or darts is then a LOGIC choice of weapon, not that you are going to do any damage with it anyways , it's just used as back up! The situation will be even worse if you had a staff.
Assuming that you're trying to cast a area of effect spell, design flaw I think. With the way they did combat, if you set everyone's orders at the beginning of the round, and the opponents beat you in the initiative, they'll act before you and can move.
If it's a single target spell, it should hit the person no matter where they go.
games like diablo, divinity, TQ, DA, DK4 etc... i have been gaming since 1997 and it's mostly been rts/rpg games obviously i play other type of games, but those two genre are my favorite..
also stuff like BL2, WOW etc.. interests me as well
Spells that require a specific target, like Acid Splash, should aim for the target the whole time regardless of where they move. If you're referring to spells like Acid Splash/Jolt/Ray of Frost/etc, then it could just be that you're failing the attack roll and the visual of it flying past the target is indicating that.
Spells always require you to target either a creature or an area so check the spell's description and see which one you're using. Or give me the name of a spell you've been having this issue with and I can find it in a second on the Pathfinder SRD (which may be for tabletop, but I don't see what a spell targets changing at all, certainly not at lower levels at least).
What spells are doing that? Some require a roll to hit, possibly you're just missing?
But... Thanks to real-time with initiative system, aiming spell in the game is horribld. There are times when my spell cast count to zero and the character just hold the spell for like three or four seconds before releasing. Probably waiting for someone to finish the turn.
Other spells, well that's why everyone says spellcasters have to be smart because you have to plan out spells and the bigger spells take a lot of planning in DnD/Pathfinder. Mostly because there's friendly fire and you have to calculate for enemy movement and the casting delay. Don't aim your fireball spell at the group of enemies your fighters are engaged with cuz anything in the spell radius will take damage, including your friends.
If you want to use a big spell like fireball, get your melee team to charge forward and engage as many enemies as possible, that should keep enemies from advancing too far. So by the time your fireball spell actually goes off, there'll still be enemies in the area.