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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 ¶[/SIZE]
AFK System ¶- /o C afk /o C back now create/cancel a custom fx around the player indicating so
- If the player performs any actions or moves it gets cancelled
Generic Donation Tracking ¶- Characters can now donate gold and items directly to specific, non-deity causes in-game at general donation centers without GM intervention
- Generic donations still utilize the Temple Donation Box containers
- Donation centers are located in Port Hempstead, Spellgard, Katherian, North Point, Dalanthar, Lor and Huangjin
Titling Your Weapon ¶- 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.
Unlimited Ammunition Training ¶- Instead of shooting arrows, if you train 10,000 of the same type of arrows/bolts/bullets, you will receive Unlimited Ammo for the weapon you train with
- Training is done by typing /o C train or
- You must be wielding the ranged weapon you wish to train and the ammunition that you are training for in the proper slot
- Each training attempts requires an Enchanting Oil, so it's better to save up to 500 then train (since you can now stack up to 500 ammunition)
- Only Hickory and Mahogany Bolts and Arrows or Light and Serious Bullets can be used.
- Players must be near a ranged target (the bullseye archery target) to train
- Your ranged weapon's description gets updated with a count of how many times you have trained a particular ammo
- Darkfire and Flame Weapon will not work on Unlimited Ammunition ranged weapons
- It is okay to accidentally train with the wrong ammo, it won't reset your attempts. But basically the first ammo type to get 10,000 training run throughs will give the item property
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Updated Systems ¶[/SIZE]
Merchants ¶- Players can now use Appraise, Bluff, Persuade or Intimidate at merchants
- Players roll d100 + Skill Ranks vs Vendor's d100
- For every 7 point difference between your roll and the vendor's roll, you will get a mark up or mark down depending on if you beat the merchant or not
- The markup/discount will be in effect with that merchant for 1 hour
- At Temple Vendors if you have donated to that church, you will get a percentage discount based upon how much you have donated
Hunger and Thirst ¶- Canteens now store 20 drinks, please don't feel the need to carry 12 canteens with you
- All liquids are more quenching
- Hunger and thirst timers have been upped a bit so usually a good meal and a couple drinks will set you for 6 hours
- Food now gives you HP based upon their food score, except for the items bought at the Inn
Pipeweed Smoking ¶- Placed a few more plants here and there
- Tobacco is now 0.1lbs
- Pipeweed smoking now gives small regenerative properties and skill bonuses if you use the Herbal Flint and Stone to dry your leaf.
- The rarer the pipeweed, the stronger it is
- Skill bonuses will have to be discovered ;)
- The regenerative process will be broken if entering combat, it's an after combat/social bonus
- The effect lasts 1 Turn for Hickory, 2 for Oak, 3 for Mahogany, 4 for Yew
- Pipeweed smoking causes your thirst to drop a little bit faster
Healing Supplies ¶- All potions and healkits except the top crafted ones can be bought at Temple Vendors
- Convenient stacks of 10 & 50 for faster purchasing
- Weights for kits and potions have been dropped to 0.1 and 0 respectively
- Potions and healkits are much more powerful
- Cure Light = 4d4
- Cure Moderate = 8d8
- Cure Serious = 12d12
- Cure Critical = 16d16
- Heal Potion = 20d20
- Healkits now give you more of a modifier on your Heal skill, DC on poison/disease have not changed
- Cure Light Healkit = 4d4 + (Heal Skill * 1.25)
- Cure Moderate Healkit = 8d8 + (Heal Skill * 1.5)
- Cure Serious Healkit = 12d12 + (Heal Skill * 1.75)
- Cure Critical Healkit = 16d16 + (Heal Skill * 2)
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Death ¶- Change required reflections to 5 RL minutes per character level for respawning
- Cap required reflections at one RL hour
- Reflection time is now based off of time stamps and not a count of reflection cycles, so reflection time passes equally whether the character is online or offline
- Reflection countdown messages report time remaining in minutes, not reflections
- Pale, ghostly glow will fade away completely after 2 minutes
Persistent Storage ¶- Crates autosave when contents are disturbed
- Crates will not get stuck open
- Updated the capacities of all the container furnitures to 25
- Updated the capacity of the large crate to 35
- Bank chest holds 20 items instead of 10
- Two players may not look in the same storage container at the same time, was necessary for security and system logic
Ranged Weaponry ¶- Elemental enchantments can now be used 10 times on ammunition, once you use it on ammunition once, its only good for ammunition after that
- Ammunition stacks to 500
- You can't use elemental enchantments on unlimited ammo
- Added bullets on par with arrows and bolts, requires enchanted metals, enchanted gems and mushrooms, done through Infusing
- Intermediate crafting products for making arrows and bolts now produce quantities of 100 (up from 20, applies to shafts and arrowheads)
- Arrow/bolt/bullet recipes produce a stack of 100 of their respective object (up from 20)
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Lore Related ¶[/SIZE]
- Fix some references to Fort Velensk instead of Fort Vehl
- Fix some references to Point Harbor instead of Mariner's Hold
- Fix some references to Karthy instead of Katherian
- Fix some references to Sielwood instead of Silkwood
- Update all the deity relationships on the statues at temples
- Updated Jukebox songs to fit new places/names
- Change some references of Weave to Al'Noth
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Bugs Fixed ¶[/SIZE]
- Items may not be removed while customizing to prevent an exploit, if this causes you problems, please report it
- Metamagic was improperly affecting item use spell casts if the items were used directly after a Metamagic cast spell
- Fix Weird Immunity to Fear issue
- Fixed broken custom animations, *urge* *poise* *cross arms* etc..
- Speech processing should not happen on // messages
- Remove Draconic as the default language for reptilian humanoids. Use Goblin as the default language instead.
- Fix some backwards chairs in the Hlint courthouse
- Fixed some duplicate area tags
- Disable default Bioware horse mount/dismount functions in favor of our system
- Many more here and there
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Enhancements ¶[/SIZE]
Areas ¶- Add Tinker's Furnace to the Hlint, Xin Smithy
- Remove gate to farming area in Hlint
- Give one of the cows in Krandor a name
- Fix a broken AT in Blackford Castle
- Add some fish in Fort Wayfare
- Fix description of beetle and boar in the ox pen in hempstead
- Fix Temple to Grannoch fundraiser
- Silkwood Spider Cave:
- Adjusted from feedback
- Other adjustments for those brave enough to test them.
- Layonara Quest Areas revamped.
- Dragonstorm Campaign Quest Areas Introduced.
- New Areas in the north. Lots. We're not saying where!
- The Deep revamped. CNR overhauls in addition to new regions.
- New areas on west. Go find them!
- Camp Zones introduced in key areas.
- Crafthall adjustments. Lighting, ambiance, and finally... jukeboxes.
- New Regions on Belinara. Go find them!
- Area plotlines progressed accordingly. I'm not saying where.
- Remapped areas with 'invisible' zones.
- Other areas added for general travel and plot specific quests. As ever, have fun finding them.
- Lots of things that will blow your hair back. Find them!
General ¶- The minimum XP gained is now the CR level of the kill, not just 1xp if the creature killed is of a lower level
- Deer, white stags and wild chickens won't attack on sight
- Birchbark is stackable
- Up the DC on the Horn of Sounding's spell
- Player chat parsing is much faster when using normal channels (not the self tell /o)
- Carpenters tools on branches of wood can make tinder
- Add Shiff Dragonheart to Tomb of Lost Heroes
- Add Axodeth Stonecutter to Tomb of Lost Heroes
- The darkness that happens at rest may be causing the UV bug, took it out anyway as it was only 12 seconds and once you get in higher levels, you rest a lot longer then that
- Don't load Lor when coming into Central, just load a quick area for redirection
- Trash cans don't destroy items until the trash is closed
- Tower shields are a little lighter
- Allow for wands and a few missed weapon types to be customized
- Gradual change from dusk to dawn and back
- Give the player a message at each dawn telling them what day it is
- Emptying Bags of Sand produce all the bits in one usage
- Added pecans somewhere on West
- Remove some of default Bioware loading screen hints that don't make sense for Layonara
- Familiars/Companions can die in the Arena without time limitations for recall
- The breakage rate for crafting and harvesting tools is now much closer to their designed specifications, making them effectively more durable than they have been but about as durable as they should have been
- When a harvesting tool breaks from use, the tree or deposit will yield at least one bit of CNR before the tool breaks
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Class Specific Changes ¶[/SIZE]
Barbarian ¶Bard ¶- Bards can choose Epic Spells
- Bards get 6 skill points not 4 (no relevelling, sorry)
- Spell updates
Cleric ¶- Holy Word visual effects now have the deity symbol centered in the middle
- Spell updates
Duelist ¶- Acrobatic Attack no longer loses DEX
- Acrobatic Attack cancels invis
- Acrobatic Attack no longer does crazy criticals
- Acrobatic Attack can't target party member
- Precise Strike does not overwrite weapon enhancement bonuses
- Precise Strike shows violet simple glow on the rapier
- Weapon Titling
Fighter ¶Monk ¶- Monks can slow their movement speed down with /o C slow <0-99> (or ) -- 0 cancels it, 99 is the slowest
Paladin ¶- Holy Word visual effects now have the deity symbol centered in the middle
- Spell updates
- Weapon Titling
Palemaster ¶- Add 1 caster level for every 2 levels in Palemaster.
Ranger ¶- HiPS in Wilderness free at 21, requires a a couple relevels or bic edits
- Rangers can cast any spells with Eschew 1
- Spell updates
Rogue ¶- Bonus Feat selection is more varied
Shifter ¶- Give the medusa wild shape a bow with unlimited ammo, oak platinum raven for 1d4 bludge, 2d4 vs Magical Beasts
Sorceror ¶- Spell updates
- Added Persuade as a class skill
Spellsword ¶- Update the duration and give two usages a day for imbue
- Imbue III DC is 22 at Level 20-29, 24 at Level 30-39 and 26 at Level 40.
Weaponmaster ¶Wizard ¶Feats ¶- Planar Turning now requires 20 Cha and 20 Wisdom dropped from 25 for both
- Blinding speed now lasts your Dex score (not modifier) in rounds.
Greater Rage ¶ 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 ¶ 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
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Spells ¶[/SIZE]
Shield of Faith ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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:
- Charm
- Slow
- Stun
- Sleep
- Confusion
- Dazed
- Paralyzed
Note: Replaces Mass Charm
Bracar's Fascinating Elemental Storm ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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 ¶ 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