When Obsidian Entertainment unleashed Avowed onto the gaming world, players were immediately struck by its fluid and dynamic combat system. The ability to seamlessly swap between two loadouts mid-fight isn't just a gimmick—it's a game-changer that injects strategic depth into every encounter. What really gets players talking, though, is the magic system. At first glance, it might remind you of those classic fantasy RPGs like Skyrim, but don't be fooled. Avowed's approach to spell-slinging is a whole different beast, with some clever twists that make it stand out in a crowded genre.

The Wand: Your Trusty Sidekick
The most obvious departure from Skyrim? Wands, baby! In Avowed, wands aren't just decorative sticks—they're one-handed ranged weapons that fire homing blasts of concussive energy. Here's the kicker: these attacks drain your stamina, not your Essence (that's Avowed's fancy word for mana). That means you can keep blasting away without worrying about running dry mid-fight. They might not be the flashiest tools in the shed, but paired with a grimoire in your off-hand? Chef's kiss.
Grimoires: Your Spellbook, But Better
If wands are the reliable sidearm, grimoires are the main event. Each grimoire comes pre-loaded with four unique spells that you can use anytime, anywhere. But here's where things get interesting:
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Individual Essence Costs: Each spell drinks from its own Essence pool
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Separate Cooldowns: No more waiting for your entire magic arsenal to recharge
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Combat & Utility Mix: Some spells work in battle, others help you explore
Compare that to Skyrim's system where you're limited to two equipped spells at a time, both draining from the same Magicka reserve. Avowed gives you way more flexibility right out of the gate.
Skill Trees: One Path to Rule Them All
This is where Avowed really does its own thing. While Skyrim spreads its magic across six separate skill trees (Destruction, Restoration, etc.), Avowed consolidates everything into one "Wizard" skill tree. But don't think that means less customization—far from it!
The Wizard Skill Tree Breakdown:
| Tier | Unlock Level | What You Get |
|---|---|---|
| 1 | Level 1 | Basic passive & active abilities |
| 2 | Level 5 | Enhanced spell effects |
| 3 | Level 10 | Advanced combat magic |
| 4 | Level 15 | Utility and support spells |
| 5 | Level 20 | Ultimate abilities |
The tree splits into passive abilities (always active bonuses) and active abilities (spells you trigger). Each skill can be upgraded three times, adding new effects like extended durations or area-of-effect expansions. The real beauty? You can invest points into any ability at any time, as long as you've unlocked the corresponding tier. No linear grinding required!
The "Godlike" Abilities: Avowed's Answer to Dragon Shouts
Remember Skyrim's Dragon Shouts? Those world-bending abilities you'd unlock through the main story? Avowed has its own version called "Godlike" abilities. These aren't tied to any specific class—any player can unlock them through their journey. We're talking game-changers like:
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Reviving fallen allies in the heat of battle
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Slam-dunking enemies into the ground (literally)
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Other reality-warping powers that we won't spoil here
Why This System Works (And Why Players Love It)
At its core, Avowed's magic system is about freedom and experimentation. The wand/grimoire combo means you're never caught without options. The unified skill tree eliminates analysis paralysis while still offering deep customization. And those Godlike abilities? They're the cherry on top that makes you feel truly powerful.
It's not about being "better" than Skyrim's system—it's about being different. Where Skyrim asks you to specialize, Avowed encourages hybridization. Where Skyrim's magic can feel resource-managey, Avowed's feels... fluid. Like you're actually channeling arcane energies rather than watching mana bars.
So next time you're diving into the Living Lands, remember: that wand isn't just for show, those grimoire spells have their own personalities, and those Godlike abilities? They'll make you feel like you're bending the world to your will. Not bad for a day's adventuring, huh?
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