Casting speed and time stop
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- Squire of Babble
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Casting speed and time stop
My two questions:
I've played around with level 20-40 casters in the original campaign, and one thing i've found is useless is quicken spell. It's supposed to allow you to cast a second spell instantly in a round, but casting takes the same amount of time, and still has the three second delay between castings either way.
My second question is about time stop...
So I really don't understand time stop, I cast it (3 seconds) wait the three second delay (total six) and then cast something else, (9 seconds) and at that point it ends... Why even bother casting it? It doesn't let me cast any more spells than I would otherwise... I understand the three second delays can be used to move... But really. A ninth level spell traded for another casting and a bit of extra movement... great...
I've played around with level 20-40 casters in the original campaign, and one thing i've found is useless is quicken spell. It's supposed to allow you to cast a second spell instantly in a round, but casting takes the same amount of time, and still has the three second delay between castings either way.
My second question is about time stop...
So I really don't understand time stop, I cast it (3 seconds) wait the three second delay (total six) and then cast something else, (9 seconds) and at that point it ends... Why even bother casting it? It doesn't let me cast any more spells than I would otherwise... I understand the three second delays can be used to move... But really. A ninth level spell traded for another casting and a bit of extra movement... great...
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- Marc van Gaal
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I guess you have not tried fighting a PC mage casting timestop on Avlis yet. It can not only save their behind, giving them time to take distance (which is what a mage needs) or heal oneself.
And as I recall it I have seen mages boost themselves during a timestop... so they are able to cast several spells in that time (not entirely sure about that).
But I think any mage would agree that timestop is a lifesaver.
And as I recall it I have seen mages boost themselves during a timestop... so they are able to cast several spells in that time (not entirely sure about that).
But I think any mage would agree that timestop is a lifesaver.
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I think point with Quicken spell would often be to go for auto-quicken, since the description there dictates opponents are unable to use counterspells against the spells effected.
Rather efficient in mage duels.
I think there may be at least one mage on Avlis that has gone all the way there.
As far as timestop, its a way to beat Monkspeed too. Nice way to beat the cocky fellows whom are so confident with their speed.
But as Marc says, I've seen it being a lifesaver quite often. In parties too.
TS - Run in and cast Imp. Inv. on the fallen, use 1-2 kits and out.
TS seems to allow a few spells for the caster, especially if hasted.
Rather efficient in mage duels.
I think there may be at least one mage on Avlis that has gone all the way there.
As far as timestop, its a way to beat Monkspeed too. Nice way to beat the cocky fellows whom are so confident with their speed.
But as Marc says, I've seen it being a lifesaver quite often. In parties too.
TS - Run in and cast Imp. Inv. on the fallen, use 1-2 kits and out.
TS seems to allow a few spells for the caster, especially if hasted.
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Grunt wrote:I'll third this for fuck's sake. Who gives a shit about sanity.
I can shed a bit of light here...when hasted, timestop you can spew spells. I have noticed after some spells, there is a longer recovery time.... like haste it seems takes slightly longer until you can cast another spell just like using some items. But... I know that following a spell with a quickened spell is efficient. Try Timestop, quickened haste, and then another quickened offensive spell, and you'l be blasting...
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According to nwnwiki, Quicken isn't all it's cracked up to be. They are in fact subject to interruption and counterspelling. You can't counter a hasted caster with quicken unless hasted yourself. They do not provoke attacks of opportunity, but Improved Combat Casting will take care of that for two feats applying to all your spells. Also, the Wiki says only one quickened spell can be cast in a round and it does not work in combination with Haste. Kudos for permanence though, which Haste does not have. There is a short list of spells on the Wiki that inexplicably cannot be quickened.
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pretty sure with auto quicken you can cast two spells per round. the first spell you cast cannot be countered. with three feats ALL of your spells are quickened. no need for haste unless you're just an AC whore or you like to run around with the Order of the Dragon.
i messed around with a high caster Wizard on single player that had auto quicken and auto still both up to 9th level spells. im pretty sure when i casted time stop with him that before time stop wore off i could cast : protc. evil, bull's str, endurance, cats grace, and maybe a GMW, stoneskin & flame weapon too. not 100% on the last three but still, that's 5 spells for 1.
so let's say you're fighting another mage that uses counter spells a lot. he thinks he's all bad walkin around spell mantles, epic mage armor, all that shit goin... you step around the corner and nail him with a Mordenkainen's Disjunction and there's nothin they can do about it. because even if he's fast enough to go through the little radial menu and hit counter spell before it's too late, he cant counter it anyway. then maybe do a timestop and an fox's cunning or something to boost your DC's just in case, find your maximize rod, wait till timestop wears off, and poof! there goes pompous mage "A".
so IMO quicken spell itself = not so great. but getting quicken spell for those feats later on = hawt!
i messed around with a high caster Wizard on single player that had auto quicken and auto still both up to 9th level spells. im pretty sure when i casted time stop with him that before time stop wore off i could cast : protc. evil, bull's str, endurance, cats grace, and maybe a GMW, stoneskin & flame weapon too. not 100% on the last three but still, that's 5 spells for 1.
so let's say you're fighting another mage that uses counter spells a lot. he thinks he's all bad walkin around spell mantles, epic mage armor, all that shit goin... you step around the corner and nail him with a Mordenkainen's Disjunction and there's nothin they can do about it. because even if he's fast enough to go through the little radial menu and hit counter spell before it's too late, he cant counter it anyway. then maybe do a timestop and an fox's cunning or something to boost your DC's just in case, find your maximize rod, wait till timestop wears off, and poof! there goes pompous mage "A".
so IMO quicken spell itself = not so great. but getting quicken spell for those feats later on = hawt!
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afaik, yes. i'll let a mage player chime in here since i rarely play them, so not too sure about all the spells & everything.muffintime wrote:So basically, without haste or autoquicken it's 1 spell for one, but if you add autoquicken and/or haste you can get a LOT of spells out during the timestop.
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- DeadEyeDave
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Re: Casting speed and time stop
awesome display of timestop and it's benefits here:muffintime wrote: My second question is about time stop...
So I really don't understand time stop, I cast it (3 seconds) wait the three second delay (total six) and then cast something else, (9 seconds) and at that point it ends... Why even bother casting it? It doesn't let me cast any more spells than I would otherwise... I understand the three second delays can be used to move... But really. A ninth level spell traded for another casting and a bit of extra movement... great...
http://youtube.com/watch?v=orKNZLWcsPM
4:30 into the vid.
"oh crap getting pwnt!"
"this leeroy's got timestop biatch"
i really wanna shake that guys hand
Bad poetry?
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