Arcane Mastery Suggestions

I'll drop the miscast chance to around 10% for the next version.

At 10% miscast you'll get about 9 spells per every 8 turns. 5 turns of casting spells gives 10 spells, one of which will fail and disable spellcasting for 3 turns.

It wouldn't be a a horrible trade if it was that predictable. Cast a spell and get a twincast promotion with duration 5 that degrades to a no-cast promotion with duration 3. Unimpressive as a mastery type spell, but a solid level 2 spell. The randomness kills it though.

With another twincast promotion: three turns of spells gives nine spells. First spell turn four disables spellcasting until the end of turn 6. So 9 spells over the course of 6 turns compared to 12 spells without Master of Creation. If it wasn't random it could be a weak adept level spell. (2 turns of twincast, 4 turns of no cast)


Miscast actually disables spellcasting for a random number of turns, I'm using 3 turns as an average.
 
Hm, doesn't the Shadow/Death mastery seem a bit weak to anyone else? You pretty much just get a permanent Shadowwalk which doesn't stack with the temporary one, as opposed to withdrawal chance, strenght, movement speed, etc.

Edit: Noticed it's defensive strikes, not first strikes. Still though, it doesnt have the oomph another strenght point or movement point has. This skill is very situational, compared to the rest.
 
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