2010-07-30, 06:44 PM
Rob Wrote:Uh, Kaida, it goes beyond strategy, you cast a spell and two turns later, when you're supposed to actually cast it, there are no enemies on those tiles of the map anymore. lolwatsastrategyFor starters, there's no spells that you'd get during normal gameplay that take "two turns" (which is ambiguous. I assume you meant turns for the caster.) Early game this almost never happens since spells are really fast and characters are really slow. But even in the mid and meta games, these "problems" are easily dealt with, and even turned into advantages.
For starters, you can have a spell target a person rather than a tile, so them having moved should be a non-issue. You can easily use this for offense by casting a Cure spell on an ally and moving next to an undead (even if that tile would normally have been far out of reach of the caster), or by having that unit wear a shield that say... absorbs fire and casting Fire 4 on him. He then becomes a walking nuke. Strategies involving Summons are much easier, since they don't hurt your teammates.
And you can never claim that you don't know when a spell is going to go off, since there's a nice convenient list available to you at all times with a simple press of the triangle button. You have the ability to know exactly when any spell in your list would fire in relation to character turns before you even select the spell.

