TLDR; Fates don't function properly in chains. Fates can completely break spell casting, causing spells to cast with no effect or result. Characters freeze in place after casting, or during. 2 minute video shows everything https://www.youtube.com/watch?v=4jhiy2rKS7U
Description of Bug Experienced:
I first noticed the bug a while ago, I can't say when exactly. Wild mage received an update giving them arcane flux. I kept playing as usual, putting fates in spell chains. That's how I noticed it.
I expected to do my usual chain. Time stop, hell ball, -fate 100, Issac's greater missile storm, great ruin. When time stop runs out, the hell ball and greater ruin trigger.
What actually happened, is my character stood there waving their hands about not casting anything. The video clips will show you.
It meant that time stop ran out, and only the hell ball had gone off. Other fates do this too, not just -fate 100.
If you fate a time stop, and some other spells that are self cast, you will break your spells completely. They won't trigger. You'll stand there for half a round unable to move after casting them too.
This happens randomly, I can recreate it but I've noticed it happening often for no reason. My character will stand still locked in place after casting a spell, giving the enemy ample time to walk up and smack me.
Steps to reproduce the Bug:
Put a fate within a chain of spells. You'll see you stand in place casting, with nothing happening. Wasting half a round, sometimes a full round. Your fate will then trigger on the second spell you cast not the first.
Put a fate on a time stop, then try cast spells.
Expected Result:
For the time stop to go off, then your hell ball, fate, igms, gruin.
For your spells to not break when you've fated a time stop.
Actual Result:
The fate causes your character to stand in place casting, with no results for half a round, or a full round. The fate then triggers on your second spell, not the first.
Screenshot(s)
Here is a video demonstrating as clearly as I can what is happening.
https://www.youtube.com/watch?v=4jhiy2rKS7U
Clip 1: I put a fate in a chain of spells. Trying to highlight how my character is doing nothing for half a round/1 round.
Clip 2: How I discovered the spell breaking bug. I fate too early, causing time stop to be fated.
Clip 3: I recreate the first clip, showing the bug can be reproduced. Hopefully highlighting more clearly.
Clip 4: I recreate the second clip, with a simple fated time stop and a helpful little guy.
Additional Information/Notes
Wild mage has always been my favorite class, maybe the update adding arcane flux broke it. If you fix it I'll be very happy.
Sorry if I messed this up, I've never posted anything before.
This is the most reliable way I've found to recreate the bugs. But tonnes of testing has revealed that there are many ways to cause them, not just the ways listed and shown in the clips. Sometimes spells just don't work, sometimes you stand locked in place, sometimes your fate causes you to lose a full round as you stand there in the casting animation.
I didn't know about this bug reporting process in the past when I first noticed the bug. I'd check in to see if it was fixed, I notified a DM once but did not make a report. I was told how to do this now, so here's the post. Sorry it's so late.