Spell Test Server

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Weedler
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Post by Weedler » Wed Jun 11, 2008 1:40 pm

Can't edit...

The duration would also need to come down to round/level IMO

Thor
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Post by Thor » Wed Jun 11, 2008 2:01 pm

Weedler wrote:The loss of spells/spell slots are it's general effectiveness in the most part. I also can't see a reason behind the -4 to the will save.

I don't know if the wands craftable on avlis cover all levels, but if they do, then you'll soon see plenty of them.

Now, as Dae said, if this could be deisgned to simply cause 100% casting failure for the duration, rather than stripping all the spells, then it would still be dangerous to the mage without basically turning them into dead-weight or a waste of everyone elses time while they re-slot spells.
Avlis allows wands to be made with spells no higher than the fourth circle. Given how the system is implemented, I don't honestly foresee this changing at any point but it's hard to say.

The +4 on the DC required for arcane casters to pass the save is something that was taken from how the spell works in D&D 3.0 (which is considerably harsher, it doesn't wear off until healed).

A few additional bits of info regarding it, casting lesser mind blank on someone who has the effects of Feeblemind will remove those effects from them. ;)

Anyway, thanks for the feedback regarding it. We'll look it over :)

Weedler
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Post by Weedler » Wed Jun 11, 2008 2:04 pm

A few additional bits of info regarding it, casting lesser mind blank on someone who has the effects of Feeblemind will remove those effects from them
If their Int/Cha has been reduced to 3, then it wouldn't make any difference because all spells have already been lost, hense why it's considerably different to the draining of the main stats for any other classes.

Thor
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Post by Thor » Wed Jun 11, 2008 2:16 pm

Weedler wrote:
A few additional bits of info regarding it, casting lesser mind blank on someone who has the effects of Feeblemind will remove those effects from them
If their Int/Cha has been reduced to 3, then it wouldn't make any difference because all spells have already been lost, hense why it's considerably different to the draining of the main stats for any other classes.
Heh, that one I'm aware of. It was more as a note of interest that at a duration of 1 turn/level, there is a few ways to get the effect removed again apart from needing to rest. However, the spell slot issue is something that, as you rightly say, isn't overcome by this and a valid concern. I'll keep you posted on any decisions for it.

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Post by Daemona » Wed Jun 11, 2008 2:18 pm

Speaking for a Sorceress Class there would be no reslotting due to the nature of the class. If I found an area in a dungeon where this was now constantly used by the NPC such as the crypts where the party is hit with dispel after dispel from a resetting trap I would be leery at best to go near it. But if you became flatfooted as I mentioned earlier and stood around stunned no matter the class it would balance things a bit instead of only addressing caster classes. Should wisdom also be decreased to 3 and hit monks, clerics and druids as well. It just seems to be a spell focused on one class in particular as it is now.

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Post by Thor » Wed Jun 11, 2008 2:23 pm

Daemona wrote:Speaking for a Sorceress Class there would be no reslotting due to the nature of the class. If I found an area in a dungeon where this was now constantly used by the NPC such as the crypts where the party is hit with dispel after dispel from a resetting trap I would be leery at best to go near it. But if you became flatfooted as I mentioned earlier and stood around stunned no matter the class it would balance things a bit instead of only addressing caster classes. Should wisdom also be decreased to 3 and hit monks, clerics and druids as well. It just seems to be a spell focused on one class in particular as it is now.
The spell itself is written (in 3.0 SRD) to more or less specifically target arcane casters. On the whole I don't find this entirely unacceptable as there are some other spells which exist that also target some classes more than others. Taking silence for instance, it's only likely to affect caster classes, but there's ways to avoid its effects with the right features the same way this one can be avoided with the right immunities.

However, the spell slotting this is still a valid concern that should be thought over. ;)

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Post by aquamage » Wed Jun 11, 2008 4:17 pm

Hey there guys! Two questions: First, you mentioned fixing the way empower/maximize works for a lot of the spells. I have never used this combo with Thomas, though I am aware of it....with these changes are you fixing it so that the two WILL work together, or going the other way and reducing the effect of the combo? As I say, Ive never tried this on arkaz so am not sure what the starting point before the fix is. Second, I have looked for the test server in my gamespy login page but it doesnt come up...could you please post the address so I can log in directly and try it out?

For my two cents about the feeblemind thing....I kind of like Dae's idea of just shutting down spell use instead of wiping the slots. I hardly even shape shift anymore because of the re-slotting needed after...I cant imagine having to do the whole thing over each time lol! Also she addressed the fact that any character hit with this spell would be, in effect, nearly brain dead...so what about adding a dazed or stunned effect on anyone hit with it? As to the extremeness of the spell...it seems there are still numerous defenses against it (Prot. from evil, Mind-blank, and I would assume any item that protects against stat drain ie: Bone rings and Wightbane cloaks) , and I think having the potential for an extreme effect is okay....though if every npc caster starts throwing Spell breach/Feeblemind combos then there is a balance issue (though it may be a welcome change from the traditional Timestop/Meteor swarm :wink:).

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Post by Thor » Wed Jun 11, 2008 7:30 pm

aquamage wrote:Hey there guys! Two questions: First, you mentioned fixing the way empower/maximize works for a lot of the spells. I have never used this combo with Thomas, though I am aware of it....with these changes are you fixing it so that the two WILL work together, or going the other way and reducing the effect of the combo? As I say, Ive never tried this on arkaz so am not sure what the starting point before the fix is.
It will still be possible to maximize + empower a spell if you use metamagic rod (or two!). To take an example to better show the difference between the current code and the code we've been working on:-

With the current version of the code, if you maximized + empowered a Fireball it would do a straight 90 points of damage (60 from maximizing it, then 30 from 1/2 the maximized damaged). The updated version will do 60 (from maximized) + (10d6/2) (empowered damage).
aquamage wrote:Second, I have looked for the test server in my gamespy login page but it doesnt come up...could you please post the address so I can log in directly and try it out?
I think it's down at the moment. Hopefully Bruno can post up the details for it again soon, as he's the one maintaining the test server.

aquamage wrote:For my two cents about the feeblemind thing....I kind of like Dae's idea of just shutting down spell use instead of wiping the slots. I hardly even shape shift anymore because of the re-slotting needed after...I cant imagine having to do the whole thing over each time lol!
I can definitely appreciate the frustration in that one from working with NPCs, spells that I give them, etc. :D
aquamage wrote:Also she addressed the fact that any character hit with this spell would be, in effect, nearly brain dead...so what about adding a dazed or stunned effect on anyone hit with it? As to the extremeness of the spell...it seems there are still numerous defenses against it (Prot. from evil, Mind-blank, and I would assume any item that protects against stat drain ie: Bone rings and Wightbane cloaks)
Absolutely ;) If you have any item which grants immunity to stat drains, the spell won't have any effect.

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Post by terryrayc » Wed Jun 11, 2008 7:36 pm

Thanks for the wonderful feedback. Please note that we are working to better align our spells with the PnP version. Now there will be some that do not match the PnP specs, due to engine limits. Also note that the reason we are posting the details as well as allowing players to help test the changes before they go live is to allow time to adjust things as needed. Our goal isn't to make players angry at us but to make things more inline with how they really should, also we are fixing some major bugs and correcting to current spell changes that really make no sense.

Remember we do value player feedback and will discuss any questions, comments and ideas you might have.
Visit the Arkaz Wiki at http://www.arkaz.com/lore

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Post by BrunoKnotslinger » Thu Jun 12, 2008 4:20 am

I'm currently in Louisiana, and the spell test server will be down while I'm here (until about the 22nd or 23rd).
Weedler wrote:I'm curious as to the reasoning behind adding sneak attack damage to the cantrips, bearing in mind rods of frost are easily attainable and by doing this you're allowing high level rogues a ranged touch attack with a sneak which IMHO is too much.
The reasoning is because a ranged touch attack is an attack. PnP (Complete Arcane, I believe) makes this pretty clear-cut. Additionally, ranged touch attacks can crit on a 20 (always x2). Unlike Avlis, however, you will neither be able to empower nor maximize the sneak attack damage.

RE: Feeblemind.

The only compelling argument I've seen against getting rid of the Int/Cha damage is the wizard spell slots. A level 20 caster on Avlis would do 20 Int damage with a maximized spell. Yes, Arkaz's currently is much more devastating (in line with PnP). As I said in IRC, it's supposed to be. It is meant to take the arcane caster out of the equation. Completely. (Which is also reason for the -4 to the save for arcane casters.) Giving arcane casters 100% spell failure until they next rest is an option. However you lose one of the paths to stopping the spell in its tracks: Immunity to stat drain.
Thor wrote:(which is considerably harsher, it doesn't wear off until healed).
Not only that, but an Int 3 PC can't do anything but recognize friends and follow them around. We aren't trying to simulate that effect.

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