Is it possible at any point to cast while wielding something? Maybe there’s a pair of enchanted gloves or something that can be crafted? I ask because I got my hands on Treatise on the Elements and learned Ice Spike and Point Flare from it. Their range is roughly what I expect from low-level spells, but I thought they’d be ideal for supplementing Archery, allowing an extra attack or two after the monsters are too close to safely use the bow, but before running away. When I tried to use it like this though, I found that you can’t cast while wielding, meaning I have to unwield, wear, or drop the bow, start casting, and finish casting, all while the monsters are four tiles away. As is, it’s more dangerous than it is useful.
Also, is it intended that casting doesn’t train Spellcraft? I use IntCap rust and the only thing that prevented decay was using the book to study.
There are some items you can cast while wielding, wands being an obvious one bow, however, would not. The only spells you could cast with bows are ones that don’t need hands in the first place.
Yes, it it intended that spellcraft, the theory of magic, is not trained by spellcasting. You need to study the spellbook for spellcraft.
Are there any spells that only require one hand? I don’t think wielding a bow necessarily has to be both hands on it at all times. You could probably hold it by the middle and keep one hand free.
It makes sense from an in-lore standpoint to keep theory and practice as two separate things, but aren’t you using the theory you studied when you cast? I won’t argue that casting should raise Spellcraft, but should you really be forgetting the theory i.e., the skill rusting, as you’re actively using it?
aren’t you using the theory you studied when you cast?
That’s what spell levels represent. Your proficiency casting that particular spell. Using the theory to do a particular task a certain way doesn’t advance your knowledge of that theory.
I respectfully disagree. If you see a system of moving parts that serves a function and your initial knowledge of it is that it just works, then later see a particular part while the system is doing its thing and notice the exact function it serves, then your knowledge of the system has advanced while it’s still serving it’s function. You can later notice an identical part in a different system and surmise its purpose and more importantly, you know to look for identical parts in a different system. How this would apply to Spellcraft isn’t immediately clear, but that’s not important because I’m not arguing that your knowledge of the theory should increase, just that it shouldn’t decrease.
For example, if Spellcraft Level 1 is “you must move your hands to cast”, then someone could rust from Level 1 to Level 0, thus forgetting that they need to move their hands to cast, all the while actively casting. It just doesn’t make sense to me to shoot a fireball 1500 times then suddenly forget that you need to point your hands to shoot a fireball. It’s not a problem with your mod, it just doesn’t mesh well with skill rust.
I hope I’m not coming off as standoffish here. That was never my intention; I just wanted to hash out the particulars.
If you’re invested in the bow-wielding spell-caster idea then I suggest going with druid. Their runes allow you to eventually craft a bow weapon that can act as a magical focus and will allow you to cast spells while wielding them. Other classes have other focuses, but druids have the bow.
Honestly you’d think a druid would have a staff as well but whatever. Now that I’m on the matter, I think every class should have a craft-able staff and wand that lowers casting cost of their class’ spells if wielded, and then whatever arbitrary other weapon type you wish to add to them. The whole runes system is a bit lacking at the moment as far as my experience with the mod goes.
And as far as spellcraft training goes, I prefer to stick on the side that you need to study magic to become better at it, but do think that casting them should at least stop rust if you play with it on, and that if you were to level up any spell then it should give you a few percentages.
It’s less what I’m invested in and more what’s available. Weapons are in short supply and bows and arrows are craft-able. That is more or less what I was looking for, but I’ve yet to come across a Druid book.
You can craft weapon focuses that allow you to cast a certain school of magic while wielding. The Kelvinist school has the bitchinest one, so maybe don’t do novice Stormshaper like I did.
if you want a bit more of variety on weapons and being able to cast at the same time, a good amount of the weapons from Arcana mod are focus items (sadly, still no magic bow ºnº)
In terms of further progression of magiclysm, what are you hoping to add?
I’m hoping for golem construction out of various materials for different purposes, that, or an expansion to the selection of mage-focused gear we’ll have at our disposal like various robes, weapons, and items that do nifty magical things. Perhaps even allow a technomancer to build mana-powered power armour, or a kelvinist to forge without requiring a forge nearby, etc.
Sorry for double post, I’m curious about how magic will influence things already in the game. I believe I saw something like biomancy interacting with mutations, and I believe technomancy already interacts with cybernetics, will other schools of magic be able to do things like that and how extensive will it be, like will biomancy be able to mutate pets and things like that
I have a few ideas, but I’ve never done anything coding-wise, even if JSON is supposedly pretty straightforward. I’ll try to bodge something together & sent it your way when time allows.
Ohh, you mean the cool factor?. And if the magic weapons work with the fighting styles, then the flamberge is indeed powerful too if i remember correctly
Heey, i have a problem with build 9707 my smite spell dont work right, i have it leveld up to 11 and then i cast it i dont fail but i deal no dmg at all… can anyone help me