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Your favorite spell caster experiences in games?

bati

Member
I've been playing Salt and Sanctuary lately and in the spirit of Souls games I of course tried multiple builds, including full magic which, to my surprise, I really enjoyed.It's fairly basic, most of the time you're limited to two active spells (if using a staff) and buffs that are on the same quickbar as your flasks so you have to shuffle through items to get to them (more on that later) but it's still pretty fun, it reminded me of playing a hexer in Dark Souls 2. So as I was enjoying myself setting enemies on fire I thought back to other games where I really enjoyed playing as a spell caster (usually I default to meatheads in rpgs):

Baldur's Gate II: ToB: The one game where the words sorcerer and god are interchangeable. To this day I resent AD&D and some of its rules, especially the per rest mechanic for spells but I'll be damned if the sheer power of and variety of high level spells in Baldur's Gate 2 aren't simply amazing. Nothing like stopping time and making your enemies explode. Saving throw? Not if I set your hands on fire! Other mage subclasses aren't too shabby either, the list of spells in Throne of Bhaal is kinda insane and you'll probably spend days if you want to memorize all of them.

Requiem mod for Skyrim (with hotkey mod): Magic in Requiem is, like many of its other features, very well thought out. Main theme for each magic school is pretty logical - restoration works well versus undead and has great healing spells, alteration provides powerful buffs (mage armor), conjuration is necromancy and summoned weapons/creatures, illusion is great for sneaking or making enemies go crazy. Each school of magic in the mod feels like it's worth taking and there's a large array of spells that you'll be using very frequently if you want to play as a pure mage - for this reason a Hotkey mod is heavily recommended because the default spellcasting system in Skyrim sucks (thanks consoles!).

And...that's pretty much it. I've played spell casters in many other games, most notably some of the latest AAA releases like Dragon's Dogma, Witcher 3 or Dragon Age: Inquisition but the problem is usually the same - gamepad control scheme or console UIs severely hamstring the magic systems - DAI had a good idea by utilizing LT as a switch button for more active skills but it was still only 6. Witcher 3's magic wheel is an abomination and Dragon Dogma required weapon swap to utilize the second set of 3 abilities. I've played a plethora of PC games that had well developed magic systems (like HoMM series) but none were as fun to roleplay a mage as the two titles I bolded above.

I left out ARPGs on purpose because I feel that magic is there more as a flavor rather than an alternate playstyle.

So, what are yours? Try to explain what made the magic system in the game you're nominating good because I'm looking for a fresh spell casting experience and it's hard to decide based on a title alone.
 
Runescape, always loved the rune system. Also being able to make your own runes through Runecrafting was cool too.


Edit: I would also add Kingdoms of Amalur: Reckoning. Magic in that game made you OP, being able to cast fucking meteors to rain down on enemies looked cool as hell.
 
Twisting bard songs in Everquest, if that counts. It sure as hell hurt after awhile but you were an absolute rockstar to basically every group you joined.
 
Dragon's Dogma and I'm sure someone will post the gifs soon. Glad to see it being mentioned in the OP. Just an outrageously good game.
 
I main Black Mage on Final Fantasy XIV.

We have unlimited resources, as our mana regenerates to full in 9 seconds when we enter the cooldown phase.
When not in the cooldown phase, we can cast nonstop fire magic either in single target nukes or with enough AoE power to clear a whole pack of mobs in a few casts.
 
I main Black Mage on Final Fantasy XIV.

We have unlimited resources, as our mana regenerates to full in 9 seconds when we enter the cooldown phase.
When not in the cooldown phase, we can cast nonstop fire magic either in single target nukes or with enough AoE power to clear a whole pack of mobs in a few casts.

Yup.
 
This is super specific, but in Final Fantasy XII when you case a blind spell on someone, it makes black smoke flow out of their eye sockets and I thought that was always just such a cool touch.
 
I love Diablo 3's breadth and depth of spell casting options. So many fun builds.

I personally prefer the arcane wizard glass cannon.
 
Baldur's Gate II: ToB: The one game where the words sorcerer and god are interchangeable. To this day I resent AD&D and some of its rules, especially the per rest mechanic for spells but I'll be damned if the sheer power of and variety of high level spells in Baldur's Gate 2 aren't simply amazing. Nothing like stopping time and making your enemies explode. Saving throw? Not if I set your hands on fire! Other mage subclasses aren't too shabby either, the list of spells in Throne of Bhaal is kinda insane and you'll probably spend days if you want to memorize all of them.

The best part is that you're not immune from this either. Nothing like having half your still living party get mazed by some Lich!
 
I never liked the idea of being a caster type in an RPG until I played Sorcerer in BG2. If anything they get TOO overpowered in Throne of Bhaal though. Nothing could even touch me and I got bored. I think I played through BG2 about 6 times before the expac came out but I never completely finished ToB, partly for that reason.

But yeah the mage vs mage dynamic was quite interesting. Enemy mages/liches were incredibly dangerous and you HAD to have an array of anti-caster spells. The spell trigger/contingency setups were a rude awakening when you were used to enemy wizards in video games being fragile glass cannons. On top of this there was a lot of flavor to mages outside of battle and there were utility spells as well.

After BG2, in games of that type I now tend to play casters. In Dragon Age I was almost completely just a healer/crowd control type and it was an interesting experience.

I generally play tanks in MMOs but Balance druid in WoW is the only caster in that game I ever liked. Being a laser shooting owlbear never really lost its novelty. Although they made it too generic in the latest expansion and I have no interest in playing one anymore. In vanilla WoW before even moonkins were added I frequently played a Balance hybrid for PVP, I liked being a healer that could starfire crit people if they left me alone.

Black Desert Online had a pretty fun caster class (witch/wizard). The really massive spells were a sight to behold. The mounted combat in particular is something I haven't seen done elsewhere much if at all, basically imagine being Gandalf riding around nuking hordes of goblins and such. It's very much the walking nuke kind of action-RPG gameplay though.
 
Poison damage over time spells are always something I enjoy as long as it is a game where you can then flee away as they slowly decay. I've never known why I enjoy these dots more than others, but it is just something about it. Issue is I haven't found a specific game where that is all you do, it is just part of your arsenal of spells. If someone creates a purely toxic caster in a game someday, whoa baby.
 
I really enjoyed playing as a Mage in Planescape: Torment. The high level spells are quite a treat to use both because of effectiveness and visual flair. Also, Planescape is one of the better games at incorporating your class into the dialog, whereas so many other games what you do in the game(play) has little to no bearing on how you actually interact with the narrative.

As for good mage gameplay, I also really enjoyed Dragon Age: Origins. I usually prefer big damage in my mage specs, but Dragon Age: Origins mages are all about the crowd control. I can't remember specific names of spells, but the glyph spells where you lay magical "traps" and another spell that is like a crushing force field really let you feel like an overpowered badass, which is a nice change of pace compared to how many games are over balanced now days. Downside to mage combat in the game is the friendly fire on the area damage spells, often making them super unwieldy in most encounters.

Finally, I'll give a shout out to Arcanum: Of Steamworks and Magick Obscura for being the RPG that most closely represented the magical system I most want in an RPG. Specifically, spells don't have set durations! Spells cost mana to cast, and then for sustained spell effects, further mana to maintain. That means if you have the mana regen, you could maintain a spell indefinitely. Was especially cool with the mind domination spell where you could "permanently" charm an enemy (Or any NPC, for that matter) to be another "party member", but to be fair, that spell had some serious mana drain to maintain.
 
I'll just quote this guy :P

Dragon's Dogma is pretty good.

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DD makes the spellcasting feel really visceral and "real". Seeing your companions tanking the monster and then unleashing a goddamnit meteorite storm on them, killing them instantly, never gets old.
 
Playing as a Knight-Enchanter in Dragon Age Inquisition was a blast. Poping shield, blasting enemies and running in to carve them up yourself was the best. I love battle-mage style classes in RPGs.
 
I enjoyed greatly my Dark Souls 2 playtrough in which I was a Priest wielding a TON of lightning spells for long rage combat and a Mace in case I need some face to face time. So much fun!... until FromSoft decided tho nerf Miracles to hell and back.

I rarely play spell casters because I found them so slow, squishy and boring but then I played as Aqua in Kingdom Hearts: Birth by Sleep and holy shit! She was fast, resilient and she got shit done with MASSIVE and QUICK spells.
 
Divinity Original Sin has awesome combos. Really like the different interactions like casting rain and then lightning.
Or all of the cool teleport shenanigans.
 
Maybe a stretch, but I love the feel of mage in Hearthstone.

Each of their spells fits an interesting niche, and a good mage knows how to play their spells off of their own and their opponents cards. Picking them feels less like picking cards and more like building your custom spellbook to suit your tools/style. Each of their spells feels so good to use, too!
 
Phantasy Star Online Ep I & II

The game has 3 Fire/Ice/Lightning spells, 1 Dark and 1 Light spell, and 7 support ones. As you play, you find "Disks" (like regular items) that teach you a higher level version of a spell, up until Level 30, which require higher levels of INT to learn.

The unique thing about this is that the only real determining factor of the effectiveness of the magic was its level. The spells all start off very basic, but unlike most games, they not only get stronger, but bigger, more versatile, and faster. The projectile itself would change visuals and behaviors based on which level it was, and it changed more or less every 4 levels.

There's no feeling quite like watching your magic evolve (steadily) from a slow moving fireball that puffs out infront of you to a fire cannon that can cross the length of a room faster than rifle shots. By the time your Force reaches max level, your spells are not only muuchh bigger and stronger with more range, but you are able to cast them almost rapidly.
 
I'll just quote this guy :P



DD makes the spellcasting feel really visceral and "real". Seeing your companions tanking the monster and then unleashing a goddamnit meteorite storm on them, killing them instantly, never gets old.


Yup,when compared to Dragon's Dogma every other spellcasting in any other game feels like a joke.
 
Everquest Necromancers. They were practically GODS in Vanilla EQ.. Also Enchanters, who were a must have in every group.
 
Oddly enough I think KH2 has one of the best spellcasting experiences in the blue form.

Overall spells, Scathe in FF12 feels so heavy and powerful

Edit: I haven't played DD yet, maybe i'll check it out based on this thread.
 
I had a mage build in Demon's Souls that I used to play solo up to NG++++. Magic was overpowered in that game but it was really fun being able to demolish enemies.
 
Oddly enough I think KH2 has one of the best spellcasting experiences in the blue form.

Overall spells, Scathe in FF12 feels so heavy and powerful

Edit: I haven't played DD yet, maybe i'll check it out based on this thread.

Final Fantasy 12 spells in general just have such a cool feeling to them.

The Esper deathblows in FF12 have some of the most amazing visual effects to ever grace gaming, even to this day imo. The meteor one makes my jaw drop every time.
 
I really like the magic casting in Guild Wars 2 especially Mezmer. You can cast certain spells that are on the ground which you or other players can then combo through which is pretty cool.
 
Magic and spellcasting in Dragons Dogma has always felt awesome and visceral to me. The best.

100% agree. I've never played an action system with anything nearly as engaging.

On the turn based side I was prepped to get really into Divinity OS's system too, and at first I did. But the combo and environmental interaction possibilities (as fun as they were) were just too constrained.
 
Morrowind offered too much freedom with spells but I loved playing around in the world with them. Levitation, telekinesis and locking doors was fun times.
 
Ragnarok Online's High Wizard, I loved it. And it seems like I'll need to try out one in Dragon's Dogma sometime, those gifs look awesome.
 
in Ragnarok Online, playing as a solo Wizard is a thrilling experience.

You have to master the areas of effect, range and spell casting time of your spells in order to gather enemies into mob groups effectively and destroy them under the might of your magic while simultaneously avoiding all contact: If they get the chance to attack, you're going down fast!

Not nearly as engaging when playing in a party, as you pretty much just spam stuff.

Ragnarok Online's High Wizard, I loved it

High five! This guy knows what's up.
 
I rarely play spell casters because I found them so slow, squishy and boring but then I played as Aqua in Kingdom Hearts: Birth by Sleep and holy shit! She was fast, resilient and she got shit done with MASSIVE and QUICK spells.
Yeah but that early game is rooooooooooough. Arguably rougher than Ven or Terra.
 
This isn't a fantastic mechanical experience, but emotionally I always enjoyed Blue Mages in Final Fantasy games, as having a lot of Blue Magic is (usually) only possible through experience. Thus, when you use a character like Khimari to cast a well-timed, smartly-chosen Blue Magic on an enemy, there is a real feeling of "monster mastery" that a hunter such as he would have. It's thematically very satisfying.

A better example of mechanically satisfying magic casting would be Eternal Darkness. The step by step casting made it feel real. I think Grimrock has a not entirely dissimilar system, but I may be recalling the wrong game.
 
Spamming the big spells in Kingdom Hearts Re: Chains of Memories. Graviga, Tornado, Fireaga Burst, Holy, Raging Storm. Feels so good. It's really nothing special about the magic system, the animations for these spells are just awesome and make you feel incredibly powerful when they wipe out encounters like they are nothing.
 
My favorite spell caster experience has been while playing world of warcraft as a warlock. Nothing else has come close. Geared out locks at the end of vanilla wow were pretty nasty in battle grounds. You could dot someone up and pretty much watch their entire health tick away and die. Everyone knows that locks were stupid OP in Burning Crusades. Then I had loads of fun as a dot-lock at the beginning of Wrath of the Lich King expansion. I could put up some pretty savory numbers against Patchwerk-style bosses. Running destro and using incinerate and conflagerate was also super satisfying. And finally, running demo at the end of Wrath and also during Cataclysm. gnomes forever.
 
The spellcrafting class in Bravely Second is pretty cool, it lets you spend extra MP to modify a spell to have extra effects like inflicting physical damage instead of magical, activating at the start of a turn regardless of speed, etc.
When you combine this ability with the spells you get from other classes you can do things like putting a cure barrier on an enemy so whenever you attack them the barrier casts cure on you, or modifying a summon spell so that it keeps activating for multiple turns in a row without taking up your turn.
There are only 9 spellcrafting options to pick from so it's not like you have limitless options, but it lets you customize your magic whereas in most RPGs each spell will always do the same thing every time you use it.
 
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