The World of Layonara

The NWN Persistent World => Layonara Server => Topic started by: orth on April 06, 2009, 12:51:59 am

Title: Layonara 3.2 Release Notes
Post by: orth on April 06, 2009, 12:51:59 am
(http://orth.ca/V3_2_1.png)
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I know while you wait you really want to see what's in store, and I have comments on this update that I'd rather not have you wait for me to think out. The same goes for the credits, so for now I'll let you read these release notes and follow up a little later with a few more thoughts.  [/SIZE]
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New Systems ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#NewSystems)
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 AFK System ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#AFKSystem)Generic Donation Tracking ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#GenericDonationTracking)Titling Your Weapon ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#TitlingYourWeapon)Unlimited Ammunition Training ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#UnlimitedAmmunitionTraining)[SIZE=18]Updated Systems ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#UpdatedSystems)[/SIZE]

 Merchants ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Merchants)Hunger and Thirst ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#HungerandThirst)Pipeweed Smoking ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#PipeweedSmoking)Healing Supplies ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#HealingSupplies)[/LIST]Death ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Death)Persistent Storage ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#PersistentStorage)Ranged Weaponry ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#RangedWeaponry)[SIZE=18]Lore Related ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#LoreRelated)[/SIZE][SIZE=18]Bugs Fixed ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#BugsFixed)[/SIZE][SIZE=18]Enhancements ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Enhancements)[/SIZE]

 Areas ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Areas)General ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#General)[SIZE=18]Class Specific Changes ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#ClassSpecificChanges)
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 Barbarian ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Barbarian)Bard ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Bard)Cleric ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Cleric)Duelist ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Duelist)Fighter ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Fighter)Monk ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Monk)Paladin ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Paladin)Palemaster ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Palemaster)Ranger ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Ranger)Rogue ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Rogue)Shifter ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Shifter)Sorceror ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Sorceror)Spellsword ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Spellsword)Weaponmaster ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Weaponmaster)Wizard ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Wizard)Feats ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Feats)Greater Rage ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#GreaterRage)

 Type of Feat: Class Prerequisite: Barbarian. Specifics: The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter, extending into epic levels.
 At 15th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Consitution, 1d4 Sonic damage on all attacks and +3 to Will saves (the -2 penalty to Armor Class still applies).
  Each Rage lasts as long as your Barbarian + Bear Warrior + Battle Rager levels in Rounds.        

 Thundering Rage ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#ThunderingRage)

 Type of Feat: General Prerequisite: Epic Barbarian, Strength 25. Specifics: Any weapon the barbarian wields while in a rage does an additional 2d10 points of sonic damage on a critical hit. There is a 50% chance for a creature hit by one of the barbarian's weapons to be deafened for 3 rounds.
  Use: Automatic


  [SIZE=18]Spells ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Spells)[/SIZE]

 Shield of Faith ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#ShieldofFaith)

  Caster Level(s): Cleric 1
Innate Level: 1
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic, Material
Range: Touch
Area of Effect / Target: Single
Duration: 1 turn / level
Additional Counter Spells:
Save: None
Spell Resistance: No
Material Component: A Bit of Holy Text

  The target gains a +1 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster.
  Note: No more cap

 Ice Dagger ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#IceDagger)

  Caster Level(s): Sorcerer / Wizard 1
Innate Level: 1
School: Evocation
Descriptor(s): Cold Component(s): Verbal, Somatic, Material
Range: Short
Area of Effect / Target: One creature
Duration: Instantaneous
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
Material Component: A Few Drops of Water

 You create a piece of ice that flies toward the target and deals 1d4 points of cold damage per level for the first 5 levels plus an additional 1d4 points per 4 levels thereafter.
  Note: Spell continues to scale

 Negative Energy Ray ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#NegativeEnergyRay)

  Caster Level(s): Cleric 2, Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic, Material
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Will 1/2
Spell Resistance: Yes
Material Component: Small Mirror

 A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 5d6 at level 9. An additional 1d6 points of damage is gained for every 3 caster levels thereafter. Negative energy spells have a reverse effect on undead, healing instead of harming them.
  Note: Spell continues to scale

 Horizikaul's Boom ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#HorizikaulsBoom)

  Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s):
 Sonic
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One creature
Duration: Instantaneous
Additional Counter Spells:
Save: Will partial
Spell Resistance: Yes

  You blast the target with loud and high-pitched sounds. The target takes 1d4 points of sonic damage per two caster levels for the first ten levels plus an additional 1d4 per five levels thereafter and must make a Will save or be deafened for 1d4 rounds.
  Note: Spell continues to scale

 Burning Hands ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#BurningHands)

  Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: 30 ft
Area of Effect / Target: Spell Cone
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

 A cone of fire shoots forth from the caster's hands, burning all those within its area of effect for 1d4 damage per caster level for the first five levels then 1d4 bonus per each four levels thereafter.
  Note: Spell continues to scale

 Entropic Shield ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#EntropicShield)

  Caster Level(s): Cleric 1
Innate Level: 1
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 turn / level
Additional Counter Spells:
Save: None
Spell Resistance: No

  A magical field appears around the target, causing any nearby enemies a 20% chance to miss on ranged attacks.
  Note: Target no longer just caster

 Acid Arrow ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#AcidArrow)

  Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic, Material
Range: Long
Area of Effect / Target: Single
Duration: 1 Round + 1 Round / 3 Levels
Additional Counter Spells:
Save: None
Spell Resistance: Yes
Material Component: Rhubarb Leaf

 The caster targets a single creature with an acid bolt. The initial damage from the spell is 3d6, then 1d6+1 per three caster levels every round until the spell expires.
  Note: Spell continues to scale

 Gedlee's Electric Loop ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#GedleesElectricLoop)

  Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s):Electrical
Component(s): Verbal, Somatic, Material
Range: Short
Area of Effect / Target: Small
Duration: Instantaneous
Additional Counter Spells:
Save: Reflex 1/2 (See Below)
Spell Resistance: Yes
Material Component: Copper Wire

 You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of damage per 2 caster levels up to level 10 plus an additional 1d6 points per 5 caster levels thereafter. Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round.
  Note: Spell continues to scale

 Soundburst ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Soundburst)

  Caster Level(s): Bard 2, Cleric 2
Innate Level: 2
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: Will Special
Spell Resistance: Yes

 All creatures within the area of effect take 1d8 points of damage per 5 caster levels and must make a Will save or be stunned for 2 rounds.
  Note: Spell continues to scale

 Woodland Sheath ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#WoodlandSheath)

  Caster Level(s): Ranger 2
Innate Level: 2
School: Transmutation
Descriptor(s): None
Component(s): Verbal, Somatic, Material
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
Material Component: A piece of Birch Bark

  Woodland Sheath hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level: Level 8-10: +3
Level 11-14: +4
Levels 15-29: +5
Levels 30-34: +6
Levels 35+: +7        

  Note: Spell continues to scale

 Barkskin ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Barkskin)

  Caster Level(s): Druid 2
Innate Level: 2
School: Transmutation
Descriptor(s): None
Component(s): Verbal, Somatic, Material
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
Material Component: A Holy Symbol which must be worn

  Barkskin hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level: Level 1-6: +3
Level 7-12: +4
Levels 13-29: +5
Levels 30-34: +6
Levels 35+: +7

  Note: Spell continues to scale

 Flame Weapon ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#FlameWeapon)

  Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch Area of Effect / Target: Creature, Weapon or Gloves Duration: 1 Turn / Level
Additional Counter Spells:
 Save: None
Spell Resistance: No
  A successful hit will do 1d4 points of damage, +1 per five caster levels ( maximum of +8 ) of fire damage. The caster can either target a specific weapon or gloves in his inventory or a creature to enchant the weapon the creature is wielding or gloves if they are not wielding anything. If a ranged weapon is targeted or the target creature is wielding a ranged weapon all equipped ammunition will have the fire damage property.
  Note: Now works on ranged and gloves

 Fireball ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Fireball)

  Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic, Material
Range: Large
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
Material Component: Bat Guano

 The caster unleashes a fiery projectile that explodes upon all within the area of effect for 1d6 points of fire damage per caster level up to level 10 plus an additional 1d6 points of damage per 2 caster levels thereafter.
  Note: Spell continues to scale

 Blade Thirst ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#BladeThirst)

  Caster Level(s): Ranger 3
Innate Level: 3
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or slashing or piercing weapon.
Duration: 1 round / level
Additional Counter Spells:
Save: None
Spell Resistance: No

 You grant a slashing weapon an enhancement bonus and a vampiric effect that will heal you as you deal damage. If targeted on a creature, the spell will enchant the weapon in the primary hand of the target. The enhancement bonus and vampiric effect are +3 up to level 19, +4 up to level 24 and +5 thereafter.
  Note: Spell continues to scale

 Glyph of Warding ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#GlyphofWarding)

  Caster Level(s): Cleric 3
Innate Level: 3
School: Abjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Large
Duration: 1 Turn / 2 Level
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

 The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per 2 caster levels to all creatures within the area of effect up to caster level 10 and then an additional 1d8 points of sonic damage per 4 caster levels thereafter. After being triggered, the glyph dissipates.
  Note: Spell continues to scale

 Searing Light ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#SearingLight)

  Caster Level(s): Cleric 3
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

  The caster directs a beam of white-hot light at a single target. The damage is based on the target's racial type: Undead: 1d8 per caster level up to level 10, an additional 1d8 per 4 caster levels thereafter. Construct: 1d6 for every 2 caster levels up to level 10, an additional 1d6 per 6 caster levels thereafter. Other: 1d8 per 2 caster levels up to level 10, an additional 1d8 per 6 caster levels thereafter.
  Note: Spell continues to scale

 Quillfire ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Quillfire)

  Caster Level(s): Druid 3
Innate Level: 3
School: Transmutation
Descriptor(s): Poison
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude Negates (poison only)
Spell Resistance: No

 The caster throws poisonous quills at a target, doing 1d8 points of damage +1 per 2 caster levels in addition to inflicting Scorpion Venom on the target if they fail a Fortitude save.
  Note: Spell continues to scale

 Wounding Whispers ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#WoundingWhispers)

  Caster Level(s): Bard 3
Innate Level: 3
School: Abjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 round / level
Additional Counter Spells:
Save: None
Spell Resistance: No

 The caster is surrounded with whispers that injure any creature that hits the caster for 1d6 + 1 / level points of sonic damage (maximum 15 points of damage).
  Note: Max increased back from 10 to 15

 Lightning Bolt ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#LightningBolt)

  Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic, Material
Range: Medium
Area of Effect / Target: Chain of targets in a straight line
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
Material Component: A Glass Rod

 The caster fires a bolt of lightning that passes through all creatures in a straight line from the caster. The bolt does 1d6 points of electricity damage per caster level up to level 10 plus an additional 1d6 per 2 caster levels thereafter.
  Note: Spell continues to scale

 Acid Breath ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#AcidBreath)

  Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Cone
Duration: Instantaneous
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

  You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level up to level 10 plus an additional 1d6 points per 2 caster levels thereafter.
  Note: Spell continues to scale

 Negative Energy Burst ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#NegativeEnergyBurst)

  Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells: Negative Energy Protection
Save: Will 1/2
Spell Resistance: Yes

 All creatures caught in the area of effect take 1d8 points of negative energy damage plus 1d8 per 4 caster levels. All creatures caught in the area also lose 1 point of strength per 4 caster levels. Negative energy spells have a reverse effect on undead, healing instead of harming them.
  Note: Spell continues to scale

 Scintillating Sphere ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#ScintillatingSphere)

  Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic, Material
Range: Medium
Area of Effect / Target: Huge
Duration: Instantaneous
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
Material Component: A Glass Bead

 The caster unleashes a crackling electric projectile that explodes upon all within the area of effect for 1d6 points of electric damage per caster level up to level 10 plus an additional 1d6 per 2 caster levels thereafter.
  Note: Spell continues to scale

 Call Lightning ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#CallLightning)

  Caster Level(s): Druid 3
Innate Level: 3
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

 All enemies within the area of effect take 1d6 points of electrical damage per caster level up to level 10, an additional 1d6 per 3 caster levels thereafter.
  Note: Spell continues to scale

 Magic Vestment ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#MagicVestment)

  Caster Level(s): Cleric 3
Innate Level: 3
School: Transmutation
Descriptor(s): Armor Enchantment
Component(s): Verbal, Somatic, Material
Range: Touch
Area of Effect / Target: Creature, Armor or Shield
Duration: 1 Turn / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
Material Component: A Holy Symbol which must be worn

  You empower the touched armor or shield with a +1 AC bonus per 5 caster levels to a maximum of +7.
  Note: No cap

 Greater Magic Weapon ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#GreaterMagicWeapon)

  Caster Level(s): Bard 3, Cleric 4, Paladin 3, Wizard / Sorcerer 3 Innate Level: 3 School: Transmutation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Creature, Weapon or Gloves Duration: 1 Turn / Level Additional Counter Spells:  Save: None Spell Resistance: No Material Component: Powdered Carbon
  You empower the touched weapon with a +1 enhancement bonus per 5 caster levels (maximum of +5). The caster can either target a specific weapon or gloves in his inventory or a creature to enchant the weapon the creature is wielding or gloves if they are not wielding anything. If a ranged weapon is targeted or the target creature is wielding a ranged weapon all equipped ammunition will have the enhancement.
  Note: Works on bows and gloves

 Improved Invisibility ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#ImprovedInvisibility)

  Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic, Material
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn + 1 Round Per Level.
Additional Counter Spells: Invisibility Purge
Save: Harmless
Spell Resistance: No
Material Component: Gum Arabic

 The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a concealment bonus equal to 20+1 per caster level to a maximum of 50. The target also gains a bonus +2 to Dodge AC.
  Note: Change in concealment calculation and +2 Dodge

 Wall of Fire ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#WallofFire)

  Caster Level(s): Druid 5, Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s):
 Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Wall 30 ft Long
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

 This spell creates a curtain of fire that deals 4d6 plus 1d4 per 3 caster levels fire damage to any creature that attempts to pass through it.
  Note: Spell continues to scale

 Hammer of the Gods ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#HammeroftheGods)

  Caster Level(s): Cleric 4
Innate Level: 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: Will Partial
Spell Resistance: Yes

 The caster smites a group of enemies with divine light for 1d8 points of damage for every two caster levels for the first 10 levels plus an additional 1d8 points of damage per every 5 levels thereafter. Enemies that make a Will save take half damage and avoid being dazed for 1 to 6 rounds.
  Note: Spell continues to scale

 Flamestrike ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Flamestrike)

  Caster Level(s): Cleric 5, Druid 4
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic, Material
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
Material Component: A Holy Symbol which must be worn

 A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage per caster level up to level 15, plus an additional 1d6 points of damage per 3 caster levels thereafter. Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage.
  Note: Spell continues to scale

 Stoneskin ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Stoneskin)

  Caster Level(s): Druid 4, Ranger 4, Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic, Material
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
Material Component: Dust of Topaz

  This spell grants the target creature damage reduction as such:
  Level 9 or below: DR 5/+1
Level 10 to 14: DR 5/+2
Level 15: DR 5/+3
Level 16 to 19: DR 10/+3
Level 20 to 24: DR 10/+4
Level 25+: DR 10/+5

  The spell absorbs 10 points of melee damage per caster level, to a maximum of 150, before collapsing.
  Note: Max damage increased from 100 to 150

 Firebrand ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Firebrand)

  Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic, Material
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
Material Component: Alchemist's Fire

 Masses of flame (one per caster level to a maximum of 15) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level up to level 10 plus an additional 1d6 per 3 caster levels thereafter.
  Note: Spell continues to scale

 Ball Lightning ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#BallLightning)

  Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic, Material
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
Material Component: Small Metal Pellet

  Balls of lightning (one per caster level to a maximum of 15) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of lightning, only the closest targets will be damaged. If there are more balls of lightning than creatures, the excess balls of lightning disappear. Each ball of lightning explodes for 1d6 points of damage per caster level up to level 10 plus an additional 1d6 per 3 levels thereafter.
  Note: Spell continues to scale

 Inferno ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Inferno)

  Caster Level(s): Druid 5
Innate Level: 5
School: Transmutation
Descriptor(s):
 Fire
Component(s): Verbal, Somatic, Material
Range: Short
Area of Effect / Target: Single
Duration: 1 round / level
Additional Counter Spells:
Save: None
Spell Resistance: Yes
Material Component: Bee's Wax

 The caster causes a target to ignite into flame. Each round the target will suffer 1d6 +1/level. A reflex save is permitted each round to avoid damage, making the save does not put out the flames, only enables damage to be skipped for that round.
  Note: Spell continues to scale

 Cloudkill ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Cloudkill)

  Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Fortitude Special
Spell Resistance: Yes

  A billowing cloud of noxious vapors settles over the area. Its effects vary according to the Hit Dice of the affected creatures: 1-3 HD: Instant death
4-6 HD: Fortitude save or death
Over 6 HD: 1d10 damage/round per 5 caster levels
  Note: Spell continues to scale

 Cone of Cold ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#ConeofCold)

  Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic, Material
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
Material Component: A Glass Rod

 A cone of frost and snow shoots forth from the caster's hands, doing 1d6 points of cold damage per caster level up to level 15 plus an additional 1d6 per 2 caster levels thereafter to all those within the area of effect.
  Note: Spell continues to scale

 Dirge ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Dirge)

  Caster Level(s): Bard 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: 1 Turn + 1 Round / level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

 The caster's song draws the energies of death and destruction. Any enemies in the area of effect suffer 2 points of Strength and Dexterity ability score damage each round. If the enemy leaves the area of effect, their Strength and Dexterity are restored.
  Note: Duration and change to Will Save

 Blade Barrier ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#BladeBarrier)

  Caster Level(s): Cleric 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Wall 30 ft Long
Duration: 1 Round / Level
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

 Blade Barrier brings into being a 30-ft long and 3-ft wide wall of stabbing blades. All those passing through the wall take 1d6 points of damage per caster level up to level 15 plus an additional 1d6 per 4 levels thereafter.
  Note: Spell continues to scale

 Acid Fog ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#AcidFog)

  Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Descriptor(s):
 Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 Round / 2 Level
Additional Counter Spells:
Save: Fortitude
Spell Resistance: Yes

 Acid Fog creates a thick, clinging, greenish cloud. Creatures entering the cloud take 4d6 acid damage. Creatures entering the cloud must make a Fortitude save or have their movement reduced by 50%. Every round a creature spends in the cloud, it suffers 2d6+1 point per caster level acid damage.
  Note: Spell continues to scale

 Chain Lightning ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#ChainLightning)

  Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic, Material
Range: Long
Area of Effect / Target: Colossal, 1 Target / Level
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
Material Component: A Glass Rod

 A bolt of electricity arcs through the caster's enemies for 1d6 points of electrical damage per caster level up to level 20 plus 1d6 points per 2 caster levels thereafter to the initial target and half that amount to all secondary targets.
  Note: Spell continues to scale

 Banishment ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Banishment)

  Caster Level(s): Cleric 6, Wizard / Sorcerer 7
Innate Level: 6
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

 The caster is able to cause all summoned creatures, familiars, animal companions, and Outsiders in the area of effect to be destroyed. A number of creatures equal to four times the caster's level in HD can be banished.
  Note: Bumped from 2 times to 4 times

 Crumble ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Crumble)

  Caster Level(s): Druid 6
Innate Level: 6
School: Transmutation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One Construct
Duration: Instantaneous
Additional Counter Spells:
Save: No
Spell Resistance: No

 This spell inflicts 1d6 points of damage per caster level up to level 15 plus an additional 1d6 points for each 3 caster levels thereafter to a selected Construct. This spell does not affect living creatures.
  Note: Spell continues to scale

 Greater Stoneskin ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#GreaterStoneskin)

  Caster Level(s): Druid 6, Wizard / Sorcerer 6
Innate Level: 6
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic, Material
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
Material Component: Dust of Diamond

 Grants the caster a damage reduction of 20/+5. The spell absorbs 10 points of melee damage per caster level, to a maximum of 200, before fading.
  Note: Max damage upped from 150 to 200

 Power Word, Stun ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#PowerWordStun)

  Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Divination
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells: Clarity
Save: Will Special
Spell Resistance: Yes

 Those in the area of effect take 1d4 per 2 caster levels Sonic damage and must make a Will save or be stunned for 2d4 rounds. A successful Will save stuns the target for 1 round. The maximum creatures affected in the area are 1d4+1 per 5 caster levels. The spell does not affect those immune to Mind spells.
  Note: Area of Effect now

 Delayed Blast Fireball ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#DelayedBlastFireball)

  Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / 3 Levels
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

 The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d6 points of fire damage per caster level to all within the area of effect up to level 20, plus an additional 1d6 points per 2 caster levels thereafter.
  Note: Spell continues to scale

 Firestorm ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Firestorm)

  Caster Level(s): Cleric 8, Druid 7
Innate Level: 7
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
Spell Component: Holy Symbol must be worn

 Everyone within this spell's area of effect are inundated with a rain of fire and take 1d6 points of damage per caster level up to level 20 plus an additional 1d6 points of damage per 2 caster levels thereafter. Half of the damage is divine and the other half is fire-based. Allies are not subject to divine damage.
  Note: Spell continues to scale

 Nature's Flow ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#NaturesFlow)

  Caster Level(s): Druid 8
Innate Level: 8
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Gargantuan
Duration: Concentration, 1 Round / Level
Spell Resistance: No
Spell Component: Holy Symbol must be worn
Area Limitation: Natural

 The druid focuses all his natural will to project an expansive aura around himself. This aura flows from Nature through the druid and out to her or his allies. After the aura blankets the area, and for 1 round per level while the druid maintains her or his meditative focus, all allies regenerate 12 hit points per round. If the druid's concentration is broken, either by his own volition, such as attacking or casting, or by taking damage, the regenerative flow of nature is broken as well. To assist with keeping focus, the caster is also surrounded in a protective layer when the spell is first cast.
  Note: The protective layer now includes all damage types.

 Mass Disorientation ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#MassDisorientation)

  Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Enchantment
Descriptor(s):
 Mind-Affecting
Component(s): Verbal
Range: Short
Area of Effect / Target: Colossal
Duration: 1d8 Rounds
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes

 Non allied creatures of most racial types in the area of effect who fail a Will save are clouded with one of the following afflictions:Note: Replaces Mass Charm

 Bracar's Fascinating Elemental Storm ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#BracarsFascinatingElementalStorm)

  Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Gargantuan
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

 Developed after years of study of the ancient Rhun Zharr Tome, this fascinating spell is one of Brac’ar Fireface Kilring’s finest creations. When cast, a storm of elemental missiles shoots forth towards the target, stopping them in their tracks as they stare in fascination at their impending doom.
  This spell is a testament to the skill and mastery of woven magic of this dwarven wizard, tailor and scribe.
 A number of elemental missiles (one per caster level to a maximum of 20) appear and randomly target and hit any hostile creature in the area of effect. The missiles will have an even spread among the target(s) as possible, with a maximum of 8 per target. Random elements pour forth from the casters hands into the missiles, giving an unpredictable result in what type of elemental damage the target(s) will take. The possibilities include 2d8+1 per 2 caster levels of fire, lightning, cold, or acid damage. Additionally, each missile in the colorful spectrum has a dazzling effect on the target(s) and the target struck with the blast of elemental energy must make a will save or be dazed for 1d4 rounds.
  Note: Spell continues to scale

 Sunbeam ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Sunbeam)

  Caster Level(s): Cleric 8, Druid 8
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: 3 Rounds
Additional Counter Spells: Create Greater Undead
Save: Reflex Negates
Spell Resistance: Yes
Material Component: Holy Symbol

 The caster summons a globe of divine radiance to blind and burn those within the area of effect. Undead take 1d6 points of divine damage per caster level to a maximum of 25d6. All other monster types take 1d6 points of divine damage per 3 caster levels and are blinded for 3 rounds. A successful Reflex save halves the damage and voids blindness. Any shadows or vampires caught in the area of effect will be instantly slain if they do not make a successful Fortitude save.
  Note: Spell continues to scale

 Earthquake ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Earthquake)

  Caster Level(s): Cleric 8, Druid 9
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic, Material
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: No
Material Component: A Holy Symbol which must be worn

 The caster causes a massive earthquake around himself, causing 1d6 points of damage per caster level up to level 20, plus an additional 1d6 points of damage per 2 levels thereafter to all creatures in the area of effect. The caster is not affected by the earthquake.
  Note: Spell continues to scale

 Horrid Wilting ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#HorridWilting)

  Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy
Descriptor(s): Death
Component(s): Verbal, Somatic, Material
Range: Long
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Fortitude 1/2
Spell Resistance: Yes
Material Component: A Piece of Sponge

 All creatures within the area of effect take 1d8 points of withering energy damage per caster level up to level 20 plus 1d8 per 2 caster levels thereafter.
  Note: Spell continues to scale

 Incendiary Cloud ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#IncendiaryCloud)

  Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 Round / Level
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

 The caster creates a cloud of smoke and embers that causes 4d6+1 per caster level points of fire damage each round to all creatures within the area of effect.
  Note: Spell continues to scale

 Bombardment ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Bombardment)

  Caster Level(s): Druid 8
Innate Level: 8
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic, Material
Range: Long
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
Material Component: Quartz Crystal

 Rocks fall from the sky, causing 10d8+1d8 per 3 caster levels above level 10 points of damage to all enemies in the area.
  Note: Spell continues to scale

 Sunburst ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Sunburst)

  Caster Level(s): Druid 8, Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: Reflex
Spell Resistance: Yes

  A brilliant explosion occurs where the caster directs causing 1d6 points of damage per caster level (to a maximum of 25d6) to all undead. Non-undead creatures suffer 1d6 damage per 4 caster levels. Vampires are destroyed instantly if they fail a Reflex saving throw. All enemies in the area of effect must also make a successful Reflex saving throw or be blinded permanently (the blindness can only be magically removed).
  Note: Spell continues to scale

 Nature's Balance ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#NaturesBalance)

  Caster Level(s): Druid 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: No

 Focusing your link with nature, you are able to channel essential life forces to balance yourself and those around you. Performing this great sacrifice will tax your body tremendously, effectively setting your current hit point value to 50% of your maximum. This act of attunement then grants you the ability to tip the scales to those who surround you. The primal equilibrium reached within will then allow you redistribute life energies to both friend and foe in a similar balance. The spell will set all your allies to 75% of their maximum hit point value and enemy creatures surrounding you to 25% of their maximum hit point value if they fail the fortitude save.
  Note: Size change

 Power Word, Kill ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#PowerWordKill)

  Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Divination
Descriptor(s):
 Death, Mind
Component(s): Verbal
Range: Short
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells: Death Ward
Save: Will
Spell Resistance: Yes


 1d4+1 per 5 caster level creatures in the area of effect must make a Will save or die. A successful Will save will cause 1d6 Sonic damage per 2 caster levels.
  Note: Area of Effect spell with damage

 Howling Hurricane ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#HowlingHurricane)

  Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptor(s):
 Cold, Sonic
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: Round / 5 Levels
Save: Fortitude Special
Spell Resistance: Yes

 On entrance, targets are stricken with a blast of Cold air dealing 1d6 points of damage per 5 caster levels. Every round in the hurricane will then continue to deal 3d6 Sonic damage and render the target Deaf. In addition if the target fails a Fortitude save, they will take 5d6 points of Cold damage and be blinded for 1 Round.

 Mass Flesh to Stone ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#MassFleshtoStone)

  Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Special
Save: Fortitude
Immunity: Freedom Special
Spell Resistance: Yes

  Those in the area of effect are petrified, encased in stone forever. Targets failing a Fortitude save but have Freedom of Movement are encased in rock for 1d4 rounds. The caster can petrify 1d4+1 per 10 levels of creatures. PCs who fail the save and do not have Freedom of Movement are petrified for 3 Rounds.

 Meteor Swarm ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#MeteorSwarm)

  Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Descriptor(s):Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

 The spell causes everything within the area of effect to be pummeled by incoming meteors. All those caught in the destruction take 20d6 points of damage plus 1d6 per 2 caster levels thereafter and then are set on fire which deals 1d6 fire damage for 5 rounds or until a reflex save is made. All creatures within 7 feet of the caster are protected from the spell's effect.
  Note: Spell continues to scale

 Implosion ¶ (http://svn.layonara.com/trac/nwn/wiki/Update3.2#Implosion)

  Caster Level(s): Cleric 9
Innate Level: 9
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Up to 4 Targets
Duration: Special
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: Yes

  The caster creates a vortex of destruction that tears asunder the first creature found within its area of effect, killing them instantly unless they make their saving throw. It then targets another creature for the next round for up to 4 rounds. The caster may not perform any other actions while focusing on Implosion.
  Note: Redone

FIN
Title: Re: Layonara 3.2 Release Notes
Post by: jrizz on April 06, 2009, 01:21:45 am
You all rock so much for this, so so much!
Title: Re: Layonara 3.2 Release Notes
Post by: lonnarin on April 06, 2009, 01:45:41 am
*tears well up*

Earl will be ninja... ultimate vanishing hyeeeargh katana to the head ninja!  I love you Orth.  And the team.  Not only did you make ol earl's dream come true, you coded pureclass casters to actually grow in power past lvl 20!  Now finally, a 40th level fireball will rock more than a 10th lvl one!

Pure awesomeness!!! :D
Title: Re: Layonara 3.2 Release Notes
Post by: Dezza on April 06, 2009, 01:49:44 am
Impressive! My one and only comment is why have the caps on many of the evocation spells been removed and yet something like Call lightning has been reduced significantly?
Title: Re: Layonara 3.2 Release Notes
Post by: Hellblazer on April 06, 2009, 01:57:51 am
Err *reads all of the changes.. then scratches his head trying to find the right words*

WOW!
Title: Re: Layonara 3.2 Release Notes
Post by: orth on April 06, 2009, 02:02:32 am
Quote from: Dezza
Impressive! My one and only comment is why have the caps on many of the evocation spells been removed and yet something like Call lightning has been reduced significantly?

I'm not sure what you mean:
 
All enemies within the area of effect take 1d6 points of electrical damage per caster level up to level 10, an additional 1d6 per 3 caster levels thereafter.

Before it stopped at Level 10? Now it doesn't
Title: Re: Layonara 3.2 Release Notes
Post by: Dezza on April 06, 2009, 02:08:29 am
Did it? LOL I didnt realise that! Sorry, keep on keeping on then and ignore my ignorance!
Title: Re: Layonara 3.2 Release Notes
Post by: Script Wrecked on April 06, 2009, 03:54:51 am
Whose the dude in the snazzy graphic, Eon?
Title: Re: Layonara 3.2 Release Notes
Post by: Acacea on April 06, 2009, 04:19:42 am
Aragen! *whacks*
Title: Re: Layonara 3.2 Release Notes
Post by: Script Wrecked on April 06, 2009, 05:19:28 am
Sorry, I only know the legend of Eon's Betrayal of Katia. :p
Title: Re: Layonara 3.2 Release Notes
Post by: HooD!uM on April 06, 2009, 05:41:13 am
inferno is horrible now... :( on treants it used to do 30 - 40+ damage..now im lucky if it hits 20..now it hits between 2 and 12 :(


i dont think inferno is working properly if its 1d6 +1/level a lvl 17 druid should get min of 18 damage from this...and treants get more damage against fire..but dosent seems to be working properly
Title: Re: Layonara 3.2 Release Notes
Post by: Chazzler on April 06, 2009, 07:13:37 am
Rock on!
Title: Re: Layonara 3.2 Release Notes
Post by: ShiffDrgnhrt on April 06, 2009, 08:13:47 am
Quote

 Titling Your Weapon (http://svn.layonara.com/trac/nwn/wiki/Update3.2#TitlingYourWeapon)
 
  • Paladins/Weapon Masters/Duelists/Fighters can name their blades with the quill and the ~~title command
  • If a weapon is titled there's a small chance that you will get a special kill message and bonus XP
  • You can name weapons for others, but they will only get an XP bonus if they are one of the classes listed above.
[/B]
 Weapon Titling?! ZOMG! Awesome! That is pure AWESOME! I think thats so cool...
 
 I'm sure all that other stuff is cool too... ;)
 
 Can't wait to see what everything looks like! Great job team! <3
 
 Yes!  Some love for us Melee classes!
Title: Re: Layonara 3.2 Release Notes
Post by: cbnicholson on April 06, 2009, 09:14:27 am
Yay!~ :)  Nice work!
Title: Re: Layonara 3.2 Release Notes
Post by: miltonyorkcastle on April 06, 2009, 09:25:24 am
Holy begeezes. I know you guys have been busy, but good lord! It's like a freight train. Rock on.

BTW, monsters get the benefit of these spell changes as well, right? Please oh please!
Title: Re: Layonara 3.2 Release Notes
Post by: Chongo on April 06, 2009, 11:02:41 am
Quote from: HooD!uM
inferno is horrible now... :( on treants it used to do 30 - 40+ damage..now im lucky if it hits 20..now it hits between 2 and 12 :(


i dont think inferno is working properly if its 1d6 +1/level a lvl 17 druid should get min of 18 damage from this...and treants get more damage against fire..but dosent seems to be working properly

Yeah, it's supposed to be stronger on scaling.  There was nothing 'taken away' from anyone in this update - which was a major focus.  It's all balanced and fair upgrades where upgrades were warranted.  Scaling direct damage spells was a significant part of this effort, and Orth and co. busted their behind to code it all.  I wouldn't be surprised if there are minor bugs here and there - so bear with the team on getting initial fixes in.  It's a LOT of changes.  Heck, during my testing this weekend I found two ramps in the Deep that just left you plain stuck on a ledge.  When you add 50 areas, you miss a ramp here and there.  When you change or add 50 spells... the same is bound to happen.  I'd put this in the bug reports for Orth because I know he's planning on an evaluation this week for initial and obvious fixes.  And I encourage everyone to be trying out all the new spells and spell changes to get a thorough report on any bugs.

Anyhow - I mainly point this out to stress the idea that all changes were entirely positive, and in areas where we felt some love was needed.  For spells, the goals were to 1) Scale direct damage so it became viable/ effective throughout all levels, 2) Give every spell school a viable track with spells equivalent to other upper level mainstays (i.e. - take existing Divination, Conjuration, etc spells and make them potentially as useful as the big guns like wail or thunderclap), and 3) Make caster-specific builds more possible for classes that have traditionally become melee-casters.  

For classes, it should be fairly obvious.  Pure class investment should be rewarded, and now it is in many cases.  If you look at things like the scaling on barbarian rage duration - you see the urge for class investment, especially with the new changes.  Classes that are traditionally a bit weak when not mixed with other stronger multiclasses have been given major love, and love that makes you actually want to stay the course on something like a pure ranger.  And - every class out there has gotten something pretty much.  So everyone should be smiling, even the ones that already had mechanical advantage.  

A lot of thought went into this, and my hair has been seriously blown back.  When a guy like Orth comes and asks 'If you had my help, what would you like to see change?', and then you get Pan, Dorg, and OneST8 looking at everyone's suggestions and coming up with really smart solutions - it's a really neat scenario.  For me, balancing is contained to altering baseline stuff in the toolset.  And it's frustrating to sit there and not be capable of fixing the core issues, and instead changing creatures and items again and again and again.  If anything, the major thing I've come to realize is how good Layo's MMO team really is - since I've not ever had the opportunity to work with most of them.  What I've taken away from this is a lot of faith in what must be happening on the MMO.  Which is cool.  

Alrighty.  Enough of the feel good.  Heh.
Title: Re: Layonara 3.2 Release Notes
Post by: orth on April 06, 2009, 12:35:52 pm
Quote from: miltonyorkcastle
BTW, monsters get the benefit of these spell changes as well, right? Please oh please!

Yes.  Though we've capped monsters at Level 40 in case we have some level 60 casting baddies, the scaling would have overdone it.
Title: Re: Layonara 3.2 Release Notes
Post by: miltonyorkcastle on April 06, 2009, 12:46:36 pm
Quote
Yes. Though we've capped monsters at Level 40 in case we have some level 60 casting baddies, the scaling would have overdone it.


Very, very cool. You guys really thought that through. Though I shouldn't be surprised.
Title: Re: Layonara 3.2 Release Notes
Post by: Rit Rugged on April 06, 2009, 12:48:26 pm
just thought i would say thanks for all your hard work .
Title: Re: Layonara 3.2 Release Notes
Post by: merlin34baseball on April 06, 2009, 01:03:19 pm
Can someone explain how this works?

I did write on my blade but it just added a line at the end of the description, the actual title did not change of the item. Oh... and I got a kill bonus, it's pretty cool with the message you get...

Thanks, and great work everyone!

Merlin34
Title: Re: Layonara 3.2 Release Notes
Post by: orth on April 06, 2009, 01:07:26 pm
Quote from: merlin34baseball
Can someone explain how this works?

I did write on my blade but it just added a line at the end of the description, the actual title did not change of the item. Oh... and I got a kill bonus, it's pretty cool with the message you get...

Thanks, and great work everyone!

Merlin34

Use the quill on the sword
Type: ~~title My Swordname
Title: Re: Layonara 3.2 Release Notes
Post by: jrizz on April 06, 2009, 01:57:25 pm
@Chongo,
These are incredible changes. I think you and the team have taken an already fun game and added so much more depth and thought to it. I wont be surprised if we get a rush of new players once word gets out on this.

Thank you for all your hard work and dedication,
John

Quote from: Chongo
Yeah, it's supposed to be stronger on scaling.  There was nothing 'taken away' from anyone in this update - which was a major focus.  It's all balanced and fair upgrades where upgrades were warranted.  Scaling direct damage spells was a significant part of this effort, and Orth and co. busted their behind to code it all.  I wouldn't be surprised if there are minor bugs here and there - so bear with the team on getting initial fixes in.  It's a LOT of changes.  Heck, during my testing this weekend I found two ramps in the Deep that just left you plain stuck on a ledge.  When you add 50 areas, you miss a ramp here and there.  When you change or add 50 spells... the same is bound to happen.  I'd put this in the bug reports for Orth because I know he's planning on an evaluation this week for initial and obvious fixes.  And I encourage everyone to be trying out all the new spells and spell changes to get a thorough report on any bugs.

Anyhow - I mainly point this out to stress the idea that all changes were entirely positive, and in areas where we felt some love was needed.  For spells, the goals were to 1) Scale direct damage so it became viable/ effective throughout all levels, 2) Give every spell school a viable track with spells equivalent to other upper level mainstays (i.e. - take existing Divination, Conjuration, etc spells and make them potentially as useful as the big guns like wail or thunderclap), and 3) Make caster-specific builds more possible for classes that have traditionally become melee-casters.  

For classes, it should be fairly obvious.  Pure class investment should be rewarded, and now it is in many cases.  If you look at things like the scaling on barbarian rage duration - you see the urge for class investment, especially with the new changes.  Classes that are traditionally a bit weak when not mixed with other stronger multiclasses have been given major love, and love that makes you actually want to stay the course on something like a pure ranger.  And - every class out there has gotten something pretty much.  So everyone should be smiling, even the ones that already had mechanical advantage.  

A lot of thought went into this, and my hair has been seriously blown back.  When a guy like Orth comes and asks 'If you had my help, what would you like to see change?', and then you get Pan, Dorg, and OneST8 looking at everyone's suggestions and coming up with really smart solutions - it's a really neat scenario.  For me, balancing is contained to altering baseline stuff in the toolset.  And it's frustrating to sit there and not be capable of fixing the core issues, and instead changing creatures and items again and again and again.  If anything, the major thing I've come to realize is how good Layo's MMO team really is - since I've not ever had the opportunity to work with most of them.  What I've taken away from this is a lot of faith in what must be happening on the MMO.  Which is cool.  

Alrighty.  Enough of the feel good.  Heh.
Title: Re: Layonara 3.2 Release Notes
Post by: EdTheKet on April 06, 2009, 02:13:48 pm
Quote from: Script Wrecked
Whose the dude in the snazzy graphic, Eon?


Check out the Dogmawear  (http://www.printfection.com/layonara/DogmaWear/_s_49173)shirts.
Title: Re: Layonara 3.2 Release Notes
Post by: Frendh on April 06, 2009, 04:56:44 pm
Looks good. Though I am curious about the reason behind the damage
increase for the spells. People have been wanting  damage increased for the
spells since I first got here (and firebrand did 15d6 per lvl at that time).

I know the constant nerfing was a gradual process to get the spells to fit into
the low magic world that Layonara is. Most of the spells, if not all, were
default when I started playing.
Title: Re: Layonara 3.2 Release Notes
Post by: Dorganath on April 06, 2009, 05:09:02 pm
Quote from: Frendh
Looks good. Though I am curious about the reason behind the damage
increase for the spells. People have been wanting  damage increased for the
spells since I first got here (and firebrand did 15d6 per lvl at that time).

I know the constant nerfing was a gradual process to get the spells to fit into
the low magic world that Layonara is. Most of the spells, if not all, were
default when I started playing.

There are many reasons for the change. This is something we wanted to do when moving to v3 a couple years ago actually, specifically to give a meaningful progression up through the Epic levels for pure casters (or heavily biased multi-classed casters), which is something that was sorely lacking.  We have a lot more Epic-level characters on the server than we had several years ago too, primarily due to our lifting of the restriction for Epic leveling to those who completed a ECDQ/WLDQ.  Without this barrier, more characters have been free to explore these upper levels, but the progressions of several classes tend to stagnate.

These spell changes are not so much about increasing their damage or effectiveness as they are about giving a meaningful and appropriate progression through epic levels.
Title: Re: Layonara 3.2 Release Notes
Post by: Link092 on April 06, 2009, 07:04:45 pm
in a non-awkward, player-to-developer way, we all love you.


I can't wait to get in and try all these updates!

but you know one ything I'd like to see for the NWN version? some feats specifically for certain combo classes and pure classes that appear in the last few levels... sort of a last minute thought after reading the Ranger's update...

anyhow, time to go get ride of that malware, fast!

*grabs a baseball bat, grinnning evilly*
Title: Re: Layonara 3.2 Release Notes
Post by: Lord Dark on April 06, 2009, 07:38:23 pm
Thanks alot you all, great job! I clicked my house chest about ten times and didn't get stuck once! Can't wait to try out the other updates.
Title: Re: Layonara 3.2 Release Notes
Post by: willhoff on April 06, 2009, 07:50:09 pm
Thanks to all the developers for all your hard work.  Very creative and fun additions that think outside the NWN box.  They will also help with cutting down my arrow making.  *runs off and starts mumbling something to his greatsword*
Title: Re: Layonara 3.2 Release Notes
Post by: jadewillow on April 06, 2009, 09:22:38 pm
All I can say is thank you. You guys continue to exceed expectations.
Title: Re: Layonara 3.2 Release Notes
Post by: Stug3 on April 06, 2009, 11:53:32 pm
WOW!  Nuff said
Title: Re: Layonara 3.2 Release Notes
Post by: jadewillow on April 07, 2009, 12:12:51 am
Thanks again folks. Just curious, will LORE get an update as well?
Title: Re: Layonara 3.2 Release Notes
Post by: ycleption on April 07, 2009, 12:14:27 am
Quote from: jadewillow
Thanks again folks. Just curious, will LORE get an update as well?


http://forums.layonara.com/general-discussion/223532-fyi-version-3-2-lore.html
Title: Re: Layonara 3.2 Release Notes
Post by: Masterjack on April 07, 2009, 02:26:08 am
*tear wells up* Beli can now get magiced up just like everyone else. Greater magic weapon and flame weapon now work on bows and gloves.
Title: Re: Layonara 3.2 Release Notes
Post by: Hruby on April 07, 2009, 09:48:01 am
I just keep saying Wow, and then again and again.....
Title: Re: Layonara 3.2 Release Notes
Post by: Falonthas on April 07, 2009, 09:50:50 am
sits on his tree limb:  why do wizards get to make hurricanes? : throws a pine comb at the dress wearing finger wigglers:

but otherwise, holy  batman

cant wait for my new cd to come in the mail now, since i couldnt find my old ones

just think scaled druid payback for all you nasty poacher peoples
Title: Re: Layonara 3.2 Release Notes
Post by: Zoogmunch on April 07, 2009, 11:55:07 am
Rockhead Howling Wolf sits and grumbles.


hey you lot, i've been running around today loike and the badger pie I bought in the Wild Surge Inn tastes exactly as bad as it did before the changes.

please can yer add a patch or summat ter add a squirt of tabasco sauce into the chefs receipe fer me loike!

thanks in advance.

ps. Can bards sing any better loike cos of the changes and can me curse song give Verdon Cowl warts on his Ar..., on his posterior, cos I swore blind I could do so and i wouldnt want ter be caught fibbing loike!
Title: Re: Layonara 3.2 Release Notes
Post by: Xaltotun on April 07, 2009, 12:11:30 pm
WOW, what a load of brilliant updates - but seriously, do you guys have a life? :)
Title: Re: Layonara 3.2 Release Notes
Post by: Pibemanden on April 07, 2009, 02:24:00 pm
I must say that this is quite a nice update :)

Just one thing that might need to be changed for consistency,

Bless weapon (http://lore.layonara.com/Bless%20Weapon)

Deafening clang (http://lore.layonara.com/Deafening%20Clang)

The spells doesn't work on gloves, without knowing anything about what you did to flame weapon and GMW I figured that this change would be easy to make :)
Title: Re: Layonara 3.2 Release Notes
Post by: ycleption on April 15, 2009, 04:59:42 pm
I know this is rather belated, but I really want to thank the team for the changes to the weapon enhancement spells... Drexia's like a whole new character in party play, and I'm sure that bow-users appreciate it too.
Title: Re: Layonara 3.2 Release Notes
Post by: Grid Blader on April 15, 2009, 07:11:37 pm
Very Nice