Arctic Mud

ArcticMUD => Game Ideas => Topic started by: Hoss on August 07, 2013, 08:32:42 PM

Title: Casting Level - Spell Slot Gear
Post by: Hoss on August 07, 2013, 08:32:42 PM
I am working up some design plans that would alter spell slot gear and likely remove casting level gear from the game. My main goal in looking into these are to remove poor design methods that lead to poorly attributed gear proliferating through the mud. It is a very difficult thing to balance and in an attempt to get down to the root cause I wanted to explore the following:

1. Possible removal of CL gear: I think we really missed the mark when we added casting level gear. I think the main reason the gear was added was because mages were overpowered and 'trash' mages became very prevalent. I think that casting level gear has the sole purpose to limit that 1 aspect of the game and brings next nothing 'fun' or 'dynamic' to the mage class itself.

2. Slot Gear: I think that slot gear has really proliferated out of control and I would like to simplify slot gear without making a huge impact to standard game play. For certain classes, +slot (especially for clerics) is a game changer, which makes gear much more meaningful than player skill. There are a few methods I have in mind for rebalancing this, but I would love to hear your thoughts on the subject.
Title: Re: Casting Level - Spell Slot Gear
Post by: Attai on August 08, 2013, 12:10:24 AM
1.  I think removing CL gear would be awesome, I think it would be better to replace with +slot gear though so that if you happen to have a naked mage you can still have use but not as much because you can't mem as many spells...kind of how like clerics are now

2.  Slot gear I look at like +dam for a warrior, a 10 dam warrior will be more useful than a naked warrior just like a 10 heal cleric would be more useful than a naked cleric.  The power of a heal of a naked cleric and a stacked legendary cleric is the same, what changes is how many times they can do it

Gear usually is more meaningful than player skill, no matter how much skill you have a naked basher isnt going to solo a 20dam legendary autohasted basher
Title: Re: Casting Level - Spell Slot Gear
Post by: Kir on August 08, 2013, 12:57:33 PM
I think we need to take a look back and remember why Casting level gear was implemented in the first place. Anybody and their mother could get a mage to level 30, so you'd see large groups of absolutely naked mages relocating it and tenting\stunning fully equipped zoning groups. People cry now because of Mumu, but if that stuff had happened to the current player base you'd see mass suicides. Implementing CL gear was a big step to curb the trash mage dilemma that had plagued arctic for a while. The sheaf thing was way too much, but I think CL seems to help curb the "riskless pk". Sure people might have backup sets, but only 1-2. Before CL it was infinite.

Even when we were having the nightmare wars two wipes ago, it was our clans biggest concern to keep people stocked with CL gear. If CL gear didn't exist, our enemies would have had to have dealt with 7-8 nightmaring mages with absolutely nothing to lose constantly harassing them. It would not have been fun.
Title: Re: Casting Level - Spell Slot Gear
Post by: Gnua on August 08, 2013, 01:35:26 PM
If CL gear didn't exist, our enemies would have had to have dealt with 7-8 nightmaring mages with absolutely nothing to lose constantly harassing them. It would not have been fun.

Perhaps CL could only apply to relo and area spells? I've always wondered if the staff and playerbase felt we had such a problem with naked trash mages casting locate object and enchant item that we needed to introduce a mechanic to stop that aspect of trash mages.
Title: Re: Casting Level - Spell Slot Gear
Post by: Chisul on August 08, 2013, 05:19:40 PM
Gnua, that is a great idea.

I'm not a big fan of casting level gear and I've been toying with the idea of the opposite gear effect...a save spell boost or more prevalent and available save spell ranks that can seriously reduce the damage and effect of spells. But I think it punishes the non Mage because gear slots and ranks have to be devoted to spell saves vs. damage or stats. Shrug.

The other thought I have is impose a huge damage reduction effect to relocate and teleport. You can poof and spam...but the spell damage would be laughable until the effect wore off. I'm thinking one tick after the poof the effect wears off. This effectively cripples the Mage bomb without having too big of a negative impact on the class or game mechanics.
Title: Re: Casting Level - Spell Slot Gear
Post by: reed23 on August 08, 2013, 05:38:36 PM
I think CL is a good way to keep mages balanced and avoid riskless PK.

If I understand Hoss correctly, the alternative that is being considered is removing CL, but only allowing like 1 9th slot or 2 8th slots at lvl 30.  You would have to get gear to increase your slots which would make the character more playable.  One problem.  I know if that were the case, people would just riskless poof to people, throw the 1 nightmare (probably with 3 other buddies who were naked and could also throw 1 nightmare), hope that out of the 4 nightmares thrown a few people would get stun, then use other slots do dps them down at 100% lvl 30 casting power - being naked.

CL is very easy to obtain.  I do like the idea of adding more +slot gear to the game and reducing natural slots, but i do not think that CL should go because it does truely deter lazy, trash mages.
Title: Re: Casting Level - Spell Slot Gear
Post by: Super Tacoman on August 08, 2013, 08:00:52 PM
make it so relocate only works to group or clan members or flagged chars.  no more surprise mage bomb.

too much +slot gear is easy to fix.  put a cap on the number of spell slots you can have regardless of gear.  so if you have 10 heals and get another +6th slot it does nothing for you.  you are already at the max.
Title: Re: Casting Level - Spell Slot Gear
Post by: Hoss on August 08, 2013, 08:11:14 PM
Quote
make it so relocate only works to group or clan members or flagged chars
We are currently discussing changes like this and how they would impact the game.

My grip with CL gear is that it doesn't provide the mage anything fun or exciting, it only forces them to collect a CL set. After we implemented the gear, it quickly became very common place and easy to get, which made it more of an annoyance than a hindrance to be a 'trash mage'.
Title: Re: Casting Level - Spell Slot Gear
Post by: reed23 on August 08, 2013, 09:09:50 PM
Hoss,

Yes it is a semi-annoying to collect CL gear, but that is not correlated to being a hindrance to a 'trash mage.'  Yes it isn't too exciting to collect CL gear, but its not very exciting collecting a +5 bash shield, + dam gloves, and a decent prime to make a warrior semi playable either, but both are necessary.

I think the CL system does reduce trashiness.  No question about it.  My recommendation is to implement some sort of change you are thinking to that will make mage gear more exciting, but keep the CL system.  Any 'decent' piece of "new" (implying your new change) gear will obviously be +CL as well which will make it easy to still reach 30 CL
Title: Re: Casting Level - Spell Slot Gear
Post by: Aristox on August 08, 2013, 09:25:48 PM
Disclaimer:  I haven't talked to Hoss about any of this yet, so do not consider this as a made decision, just me joining the discussion.

What if CL were removed and the bonuses it inferred were instead linked to common stats?

The New Intelligence:
-Continues to influence mem times and learning.
-All damage spells use intelligence of caster to determine damage done. The level-based calculations are removed in favor of INT based calcs.
-Affect power of buff spells tied to intelligence instead of level (number of mirror images, distance of locate object, enchant item, etc).
-Affect power of debuff spells tied to intelligence (weaken, jinx, etc).

The New Wisdom:
-Affect durations of offensive spells (stuns, holds, etc) are now tied to wisdom instead of level.
-Affect durations of buff spells are now tied to wisdom instead of level.
-Number of area targets hit is tied to wisdom. Each will hit a minimum of 2 targets and they get WIS/3 extra targets, so with 14 wis you would hit 14/3 + 2 = 5 targets.  With 27 wis you would hit 27/3 + 2 = 11 targets.
-Ability to relocate to non-grouped, non-clanned targets is tied to a specific wisdom level (25?, 24?).


What we end up with is a system that doesn't impose a stat with one huge purpose, we make mage's need gear to be effective and we create a bit more competition for wisdom/int gear (sorry clerics and druids!).  Honestly, the same concept could be applied to Clerics, Druids, Shaman (sub in CHA for WIS?), DKs and Paladins without much trouble, and that might be a great thing.

Just a thought.
Title: Re: Casting Level - Spell Slot Gear
Post by: reed23 on August 08, 2013, 09:32:43 PM
Aristox - I like your idea, but you are essentially doubling the CL system with your proposal.  All you have done is transferred "CL" to be INT, and also added another Wisdom component that will be required to be operating at "full" capacity.  I like the idea of doing away with phony CL and tying it to intelligence, but it appears that your proposal and hosses are on polar opposites.  Will make for good discussions.  I do think that intelligence needs to affect mages a lot more than it currently does.
Title: Re: Casting Level - Spell Slot Gear
Post by: Bryton on August 08, 2013, 09:37:04 PM
I like the idea that if you relo to a NON group member you get effected by

> a lag ( like a summon lag)
> removes buffs like mirrors, Shields, and so on..
> makes them easier to bash/ save spells.

I'm sure there are more things you can add and obviously they don't need to be effected by all this stuff but this would eliminate trash poofing..
Title: Re: Casting Level - Spell Slot Gear
Post by: gulca on August 08, 2013, 11:43:39 PM
Here is one idea.

New stat: Focus/Max focus (max increases per char level)

Every time a mage cast a spell, it has to make a focus roll. The higher the focus point a mage has, the better chance of making the roll.

Failing focus roll will result in one or more of the following
1. spell disrupted
2. spell lost
3. focus point lost up to twice the amount
4. spell mal-function and be casted at a much lower power level (explained later)

Making the focus roll will result in one or more of the following
1. spell lost
2. focus point lost (0 to 100%)

Focus points get lost the following way depending on chance/roll:
1. Casting spell
2. Getting hit by spell
3. Getting hit by melee

Chance of losing focus point is dependent on:
1. Spell circle.
2. Current focus point.
3. Mage level.
4. Int.

Amount of focus point lost is dependent on:
1. Spell circle.
2. # of target. (explained later)
3. Spell power level (explained later)
 
Focus points regain in the following speed till it hit the max
battle < standing < resting < resting with deep concentration < sleep

Mage eq comes with one or more of the following affect on focus
1. Immune melee (resist %)
2. Immune casting (resist %)
3. Immune aggro spell (resist %)
4. + focus point
5. + focus roll chance
6. - spell circle
7. Focus regain
8. + int
9. Immune spell disrupt
10. + Spell power
11. moon affects focus point

All relevant spells now have target # and power level when you cast.
1. Target no: relevant to area spells and buff spells. Higher number you set, the more targets the spell gets to. Ex blur can be casted with 5 and 5 members of the group will be blurred.
2. Power lvl: Default power lvl is tied to mage's current level. You can over cast your power lvl (max 30) even if you haven't reach the level yet.  A level 10 mage can cast fireball like a lvl 30, but he will have 20 lvls of risk of failing the focus roll.

So in this system, we can make the mage class pretty colorful.

A normal mage casting high circle spells (spamming them) might drop focus points fast and the mage will be disabled if he don't switch to lower risk spells.

Elite mage eq will somewhat allow mages to cast more often at higher level power. 

Solo mage? Pop one of those immune melee focus eq.

Naked mages will be able to still cast spells but at a much slower rate and riskier and less effect.

We can probably even consider cross robe casting with higher chance of focus point lost. A white robe can cast nightmare with huge focus point penalty and vice versa. And there is no stopping in cross-class casting with even bigger penalty.
Title: Re: Casting Level - Spell Slot Gear
Post by: Gnua on August 09, 2013, 12:08:00 PM
Aristox - I like your idea, but you are essentially doubling the CL system with your proposal.  All you have done is transferred "CL" to be INT, and also added another Wisdom component that will be required to be operating at "full" capacity.  I like the idea of doing away with phony CL and tying it to intelligence, but it appears that your proposal and hosses are on polar opposites.  Will make for good discussions.  I do think that intelligence needs to affect mages a lot more than it currently does.

The new system allows the imms to have finer grained control over the spells than the coarser CL cap.
For example utility/zoning/cr spells might have a much lower int/wis requirement to use effectively but relo /area spells might have a much higher requirement to avoid sickness/failure. This sounds like a lot of work and I also agree this feels like more CL (under a better name) rather than less CL.
Title: Re: Casting Level - Spell Slot Gear
Post by: Jarrad on August 09, 2013, 12:11:50 PM
I would just like to chime in on the +slot gear side of things. My legend cleric had for most of the wipe between 18-20 heals, which translated to 2 short of the maximum (afaik) for good align cleric.

To be honest when u take rapture and amelioration into account more than about 12 total heals is almost pointless... in 99% of fights in the game you mem full before you run out of heals... In any zoning group there was almost never a pause for memming, people afking was usually what slowed things down.

Shaman's have nap, which enables them to remem quickly also. Druids are about the only caster for which memming can be an issue... Mind inversion/temporal vision? +slot eq is already irrelevant...

Title: Re: Casting Level - Spell Slot Gear
Post by: corey on August 09, 2013, 12:12:47 PM
Disclaimer:  I haven't talked to Hoss about any of this yet, so do not consider this as a made decision, just me joining the discussion.

What if CL were removed and the bonuses it inferred were instead linked to common stats?

The New Intelligence:
-Continues to influence mem times and learning.
-All damage spells use intelligence of caster to determine damage done. The level-based calculations are removed in favor of INT based calcs.
-Affect power of buff spells tied to intelligence instead of level (number of mirror images, distance of locate object, enchant item, etc).
-Affect power of debuff spells tied to intelligence (weaken, jinx, etc).

The New Wisdom:
-Affect durations of offensive spells (stuns, holds, etc) are now tied to wisdom instead of level.
-Affect durations of buff spells are now tied to wisdom instead of level.
-Number of area targets hit is tied to wisdom. Each will hit a minimum of 2 targets and they get WIS/3 extra targets, so with 14 wis you would hit 14/3 + 2 = 5 targets.  With 27 wis you would hit 27/3 + 2 = 11 targets.
-Ability to relocate to non-grouped, non-clanned targets is tied to a specific wisdom level (25?, 24?).


What we end up with is a system that doesn't impose a stat with one huge purpose, we make mage's need gear to be effective and we create a bit more competition for wisdom/int gear (sorry clerics and druids!).  Honestly, the same concept could be applied to Clerics, Druids, Shaman (sub in CHA for WIS?), DKs and Paladins without much trouble, and that might be a great thing.

Just a thought.

Unless you change a LOT of stats on different gear, you're going down a slippery road of boredom for every class. I can't remember the last time I played a mage seriously and didn't have what amounted to 35-40 int at all times.

Every mage item right now has int.

Once you cap int, what's the point of anything else without a massive overhaul of the game's entirety?
Title: Re: Casting Level - Spell Slot Gear
Post by: Aristox on August 09, 2013, 02:25:20 PM
Aristox - I like your idea, but you are essentially doubling the CL system with your proposal.  All you have done is transferred "CL" to be INT, and also added another Wisdom component that will be required to be operating at "full" capacity.

Correct, but it leaves the choices in the hands of the players.  Do you want to be a big banger/heavy damage type?  Stack int.  Do you want to be more effective in the non-damage side of things?  Stack wis.   Do you want to kick ass?  Do both.

This is also tied directly to stats already on your character, so you can roll for them, buy ranks for them and find gear for them.

We would also not require you to be 28 int/28 wis to be at the current "full" capacity.  The aim would probably 25/25 or 24/24 to be right about full capacity as defined right now, and going past 25 would give you a chance at a bonus.
Title: Re: Casting Level - Spell Slot Gear
Post by: btown on August 09, 2013, 02:38:13 PM
But doesn't mage race classes already get 24 natural or 25natural int?

Seems like you would only need a few pieces of gear to be full capacity or am I missing something?
Title: Re: Casting Level - Spell Slot Gear
Post by: Aristox on August 09, 2013, 03:39:51 PM
Btown,

You are assuming that isn't going to change.

Nothing is off the table, anything can change.
Title: Re: Casting Level - Spell Slot Gear
Post by: Kir on August 09, 2013, 05:57:02 PM
Regarding the argument to change relocate so it can not be used in pk:

The reason people use relocate to pk, is because there are SO many zones nowadays that once you enter, another group can not enter due to zone mechanics. This basically means that relocate is used because it is the ONLY way to pk unless you're going to sit outside the person inn or stronghold for 4 hours and hope they recall and leave the inn, which is boring\time consuming\unlikely to work.
Title: Re: Casting Level - Spell Slot Gear
Post by: snax on August 09, 2013, 09:20:02 PM
Quote
make it so relocate only works to group or clan members or flagged chars
We are currently discussing changes like this and how they would impact the game.

My grip with CL gear is that it doesn't provide the mage anything fun or exciting, it only forces them to collect a CL set. After we implemented the gear, it quickly became very common place and easy to get, which made it more of an annoyance than a hindrance to be a 'trash mage'.

how about mages simply can't relocate for (([60-castlevel] * n) / level)+1 ticks following a death, with no decay on timer in peace rooms...
and teleport could be nerfed for a much smaller amount with dim door having somewhere in between the two. (n = death count)
...or actual-level.....

now for real world math let's say I'm bubu the asian mage and level 25,  and I am still rolling and not griefing people and die once in a group.  my cast level drops to 14.  I can relocate in ((60-14) * 1 / 25) + 1 ticks or ... 2 ticks....

now let's say it's 3 months into the game and i'm becoming a trash mage and i'm level 30 and have died 18 times
((60-30) * 18 / 30) +1 ...oh shit 19 ticks!

the idea of this and btw the formula could be tweaked, this just sounded reasonable is that a) legitimate pkills punish sucky players, and b) griefing and being an asshat who occasionally dies nerfs your char in a subtle way.

hope it gets the juices flowin


Title: Re: Casting Level - Spell Slot Gear
Post by: reed23 on August 09, 2013, 09:33:34 PM
I guess what i want to say is i'm all for stats being more important in the game.  I would like to see 28 dex get a true hard-bash modifier with it also greatly affecting bash.  Same thing for other stats, etc.  21 should be max stat so it puts a premium on getting +stat gear, etc.

Regarding relocate: I would double the lag on non-group/clan relocates.  That evens the playing field, and if you can't get away in 3-4 seconds, then too bad.
Title: Re: Casting Level - Spell Slot Gear
Post by: Jorquin on August 23, 2013, 11:45:34 PM
ive said for a long time (albeit probably not on these forums) that mage damage in general should have been slashed MASSIVELY and +spell damage should have been added to a wide variety of equipment.


as it stands right now, 30cl gives you the "base" mage damage which is by itself, quite strong. when you stack the +% spell damage items, it gets bapted up really fast.
you can get around +70-80% spell damage with the right equipment, though many are limit 1-2.

if you manage to get access to a dragon orb aswell and throw on mind afire, which stacks with dark accord/potency... the result is just pants on head retarded.

i personally never got to the optimal item set, as some of the +spell damage items i've factored in my math weren't in game then - but even still, it was possible with legendary dark accord, sinister barrage and rend to output in the vicinity of 600hp rounds with ~+50% spell damage and mind afire. with the optimal equipment, it would probably be more like 700-750, perhaps more. i also was not a gnome (old races).

noone really listened to me then, and noone has had all the items to get to that point since i played isabella to my knowledge, nor have i personally had the desire to. in my eyes it would have been an abuse of game mechanics and generally lame. regardless whether or not it is used it should not be possible for any character to be able to output that amount of damage in a single round on one target

it shouldn't have been left possible, though if i was some evil dickwad and went around 1rounding 700hp tanks i'm sure it would have gotten more attention.

the way that +spell damage scaling works is messed up, and needs to be looked at in general.
if you need a list of the items that give that stat, hit me up in a message - but im pretty sure you immortal types can just search that stuff

edit: thats lame that the forums edit the f bomb into bapted. i like the fbomb :(
Title: Re: Casting Level - Spell Slot Gear
Post by: Lyam on August 24, 2013, 09:42:30 PM
i liked the idea of CL at the start, just didnt realise how much easy eq there would be that would have cl.. especially now there is a cl set.. any mage can easily get 30cl without much hassle.. i thought with the implementation of CL was that it would be hard to get so that 30cl would be like having a 15dam tank or something similiar

aristox idea has some merit, making mages roll for more than just a couple stats and stacking more than just slots/ints/hp in eq.. most other classes have to roll for like 4 stats and then also stack various +stat eq or get +stat ranks.. it would also mean a lot of work for the higher imms to go thru all the mage eq to change it
Title: Re: Casting Level - Spell Slot Gear
Post by: Gramm on August 27, 2013, 07:32:46 PM
If you want to effectively prevent trash poofing for locations.. perhaps make it so that if a mage tagged "A" clan for instance poofs into someone tagged "B" clan, clan "B" can then kill the poofing mage of clan "A" without risk of getting flags. I bet people would stop trash poofing REALLLLY fast if they knew they would die for poofing and no flags would be granted to them.
Title: Re: Casting Level - Spell Slot Gear
Post by: Dyl on August 28, 2013, 01:40:27 AM
Rolling shouldn't be tedious.  There's a smarter answer.
Title: Re: Casting Level - Spell Slot Gear
Post by: xellos on September 01, 2013, 05:35:29 AM
gramm - well i know me and mumu wont be scared to poof fully loaded. happy?
Title: Re: Casting Level - Spell Slot Gear
Post by: Gramm on September 18, 2013, 08:30:53 AM
no sir when you quit the poofing for your personal fun vs the rest of the muds, yes.
Title: Re: Casting Level - Spell Slot Gear
Post by: Brad on September 26, 2013, 01:18:20 AM
When mage you dont know poofs in.... Bash/Recall.  Mages are supposed to be powerful.  If you want to nerf them, take away hps.
Title: Re: Casting Level - Spell Slot Gear
Post by: Alecto on September 26, 2013, 07:17:14 PM
Warriors need relocate - finding a legend red robe to ether bash is making pk too difficult!
Title: Re: Casting Level - Spell Slot Gear
Post by: Attai on September 26, 2013, 09:30:13 PM
Disclaimer:  I haven't talked to Hoss about any of this yet, so do not consider this as a made decision, just me joining the discussion.

What if CL were removed and the bonuses it inferred were instead linked to common stats?

The New Intelligence:
-Continues to influence mem times and learning.
-All damage spells use intelligence of caster to determine damage done. The level-based calculations are removed in favor of INT based calcs.
-Affect power of buff spells tied to intelligence instead of level (number of mirror images, distance of locate object, enchant item, etc).
-Affect power of debuff spells tied to intelligence (weaken, jinx, etc).

The New Wisdom:
-Affect durations of offensive spells (stuns, holds, etc) are now tied to wisdom instead of level.
-Affect durations of buff spells are now tied to wisdom instead of level.
-Number of area targets hit is tied to wisdom. Each will hit a minimum of 2 targets and they get WIS/3 extra targets, so with 14 wis you would hit 14/3 + 2 = 5 targets.  With 27 wis you would hit 27/3 + 2 = 11 targets.
-Ability to relocate to non-grouped, non-clanned targets is tied to a specific wisdom level (25?, 24?).


What we end up with is a system that doesn't impose a stat with one huge purpose, we make mage's need gear to be effective and we create a bit more competition for wisdom/int gear (sorry clerics and druids!).  Honestly, the same concept could be applied to Clerics, Druids, Shaman (sub in CHA for WIS?), DKs and Paladins without much trouble, and that might be a great thing.

Just a thought.

Oh look I suggested something exactly like this a couple years ago to curb trash mages and instead we got casting level crap
Title: Re: Casting Level - Spell Slot Gear
Post by: Joe on October 02, 2013, 11:22:25 PM
I'm more inclined to favor Chisul's idea. Add more spell save/magic damage reduction gear for classes across the board. However, don't add those stats to gear that is going to make a character very strong offensively. Gear becomes less of a rat race for "the best" and becomes tailored for versatility and/or min-maxing.

True, if both magic users are strong against magic themselves then a duel may end in a stalemate. I don't see this as much of a problem however. A magic user with gear strong against magic is limited against melee classes and in PvE. The only magic using targets he can attack (and win) are those weak against magic.

The solution doesn't end trash maging, but it does make a group who is on their toes with balanced gear mitigate the effect of trash to non-existence.
Title: Re: Casting Level - Spell Slot Gear
Post by: Bunsen on November 04, 2013, 12:13:54 AM
How about a chance of spell failure when a spell is directed against a single player?

The idea being that stacked mages that have the potential to do 400+ damage per round against a single (player) target also have a, significant but not impossible, chance to fail cast (or the player can have the same chance roll for a save...whichever implementation works better)

Area spells would not carry this risk of failure.

This could help to reduce the one-hit-kill style hits some mages are able to employ but not reduce their effectiveness in player vs player combat totally.

On a side note, I'm also not a big fan of removing relocate / teleport to non grouped/guilded players. Add lag to these spells, yes, but remove their efficacy overall? I think it'd make it too difficult for a mage to hunt down targets and compete effectively in the pk realm.

Title: Re: Casting Level - Spell Slot Gear
Post by: sart on November 04, 2013, 01:25:07 PM
What are you talking about.. I think they should totally be able to random poof you with a basher tethered and cast thunderbolt immediately on arrival for free.

We deserve no chance against them.. they are mages!

They should be able to relo to any mob they wish too!  Make anchor stronger...
Title: Re: Casting Level - Spell Slot Gear
Post by: Hoss on November 04, 2013, 02:01:39 PM
I think I am done with this thread, about 3 pages ago.