Ange Gardien wrote:There is something I don't like which seems very similar to a thing I don't like in Savage worlds.
In Sawo I do think that spells are too expensive, I give two spells per edge taken (otherwise it's impossible to have a fun mage character IMHO)
If you are looking for the D&D Wizard class, that doesn't seem to be where Torg Eternity is taking us. This is more along the lines of Sorcerers (fewer spells but more uses of them). OTorg was also like this, except the cost of spells was dirt cheap once you got your skills and knowledges in place.
Ange Gardien wrote:When you have only two or three spells, you cannot be fun, you have to think about efficiency and only that...
Not necessarily. Efficiency is a matter of perspective. Assuming the spell base is there, I could design a pretty effective water mage that had one attack spell, a boat moving spell, and a water creation spell. I'm not maxing out DPS, but put me in Act Four of The Possibility Chalice and watch out!
Ange Gardien wrote:I get that spells are a bit like a super powers in your system, but are the spells versatiles ?
Enhance is a stat buff spell that lets you choose the stat, rather than having Enhance Charisma, Enhance Dexterity, etc. I won't expect all spells to be like that, but I could see a starting mage having Enhance for that reason.
Ange Gardien wrote:It's annoying to have everyone choosing the spells you can't miss (armor, healing, fireball, detect magic) and not be able to be fun.
It seems you are equating fun with having a spell selection the size of Black's Law Dictionary. When taking on the High Lords, that might be necessary, but until then, how do the other characters have fun?
Ange Gardien wrote:By the way, will Detect Magic be a spell ? Because I can't see how a mage could do without seing magic.
Detect Magic is too basic not to have it somewhere, although it could be argued that any Ayslish magician could do it as a result of the Law of Magic. If it doesn't appear in the Core Book, it would have to show up in the first Sourcebook possible, if I have anything to say about it...
Ange Gardien wrote:If, indeed, there is no difference at all between spells and super powers, my question is invalid.
I'll just have to double the perks for my gaming style.
I'll repeat what I said somewhere else: I'm not saying you shouldn't
do it; just remember that if this only applies to one side, certain encounters will cease to be a challenge.