The World of Layonara  Forums

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - jrizz

Pages: 1 ... 6 7 [8] 9 10 11
141
Layonara Server / Layonara 3.21.2 Patch Release
« on: April 17, 2009, 08:41:49 pm »
  • Improve player logging in a bit more to not spike the server with lag
  • Updated some creatures
  • Fix mining picks never breaking
  • Removed circle kick from shield guardians
  • Ignore sitting when the player does a *hesitate(s)*
  • Respect tool feedback flag setting
  • Fix looting corpses not reporting to the party
  • Couple more performance improvements
A Note on Player Inventory

There's still quite a few people who hurt the other community members by carrying so many items.  This is even more critical when you yourself crash mid combat with a party, because when you log back in, your party members in combat are suddenly going to spike in lag.

I find it interesting that the problem is joked about in some circles and we've increasingly attempt to improve it, but the simplest way is to just ask players to not carry so much.  Do you really need seven dragon scales? Do you really need a box of aloe on your player? A bag of something is no improvement just in case you thought it helped. There are plenty of storage options.

I'm starting to consider per item surcharges on portals to help promote leaner inventories, any other suggestions are quite welcome.

Cheers!
The following users thanked this post: jrizz

142
Layonara Server / Layonara 3.21.0 Release notes:
« on: April 10, 2009, 09:49:01 pm »
[SIZE=18]Version 3.21.0 is online![/SIZE]


 Persistent Storage is once again ENABLED
 It's back, it's faster and it's better than ever!  Check out the new features:
  • Migrated from     the Bioware DB to MySQL
  • Storage     placeables can now hold either bags/boxes or loose items, but not     both types
  • Storage     capacity is 36 items (a full box of 1x1s or 5 boxes of 6 nuggets for     example) for all storage, including bank chests
  • Contents of furniture containers     are displayed in that object's description
  • Transaction log of additions and     removals from the containers are displayed on the object's     description
  • Players can now name and describe     the crates
  • Bank chest security more solid
  • West and Central merged into full world bank chest holding 36 items like all other containers
  • Logging is much more detailed
  • Extra protection from loss during     server crashes
  • Failsafe mechanism to not mess up     even if the crates get stuck, the container is still saved and     changes are logged and changed on the db
  • LORE ready if hobby work desired     later
Various Bug Fixes
  • Changed Carpenter's Tools to be     flagged as identified in the palette.  Updated craft vendors to sell     the correct version.
  • Attempted fix on Acacea's WLDQ     “Knock” power
  • Fix Driggle to show updated store     with correct healing goods
  • Fix unintentional ambush spawn in     The Great Forest
  • Unlock interior doors in Ozlo's     tower
  • Various area fixes on West
  • Various area fixes on Central
  • Updated/rebalanced a few creatures
  • Adjust XP code so that the     creature CR is always the minimum XP given rather than only when the     XP would be 1 or less
  • Add missing conversation for NPC     in Krellin's Tents.
  • Make Skald Wail respect Death     immunity
  • Restore Creedo interiors (craft     halls, merchant hall and bank)
  • Update loot drop lists with new     heal kits and potions. Also update for missile shaft CNR quantity
  • Adjust Greater Sanctuary to     hopefully reduce problems with PCs being detected and problems     casting spells even after the Greater Sanctuary effect is removed
  • Fixes to GM voice function
Other enhancements
  • Added weapons to Shapechange Balor     and Fire Giant forms
  • Make the differential in prices at     the high, medium and low town temple vendors to not be so drastic
  • Sand and Clay deposits should     return at least one unit of CNR before the shovel breaks
  • Housing furniture placeables can     be named with the quill system
The following users thanked this post: jrizz

143
Fixed Bugs / Ambush Spawn
« on: April 07, 2009, 06:41:44 pm »
Misplaced spawn/ ambush in Great Forest off Ozlo's.  I'll post when I fix it.

In the meantime, watch out folks when heading east from Ozlo's.  It is not intended to be that way.
The following users thanked this post: jrizz

144
Hello all,

We're sorry to do this, but we have temporarily disabled persistent storage.  This applies to all chests, crates and other containers in player housing and guild halls, as well as bank chests.

Do not worry! Your items are not lost. They will simply be inaccessible for a time while we work out the best way to address these issues.

At this time, we do not have an ETA on when persistent storage will be available again.  We understand that this may be an inconvenience for you, but we assure everyone it will be relatively short-lived. Please bear with us as we seek to improve the situation.
The following users thanked this post: jrizz

145
Layonara Server / Layonara 3.2 Release Notes
« on: April 06, 2009, 12:51:59 am »

[SIZE=18]
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]
[SIZE=18]
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
[SIZE=18]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)
        [/LIST]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)
        [SIZE=18]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
        [SIZE=18]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
        [SIZE=18]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
          [SIZE=18]Class Specific Changes
          [/SIZE]
           Barbarian
          • Feat updates
          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
          • Weapon Titling
          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
          • Weapon Titling
          Wizard
          • Spell updates
          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


            [SIZE=18]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
          The following users thanked this post: jrizz

          146
          Rumour Has It / An outstanding discovery out of the Wolfswood...
          « on: April 03, 2009, 12:13:11 pm »
          A group of priests and priestesses of Folian S'pae were thrilled to discover a way to imbue restorative properties into pipeweed!

          Many months were spent trying to add alchemical and holy reagants to the pipeweed itself with no success.  Essa Valenti came up with the brilliant idea of imbuing the flint with some aloe and a praise to The Longstrider and lo, revitalization coursed through their veins!  They also discovered some pipeweeds were stronger then others and each seeming to have a special blend that heightened their senses.

          Mass production of the Herbal Flint and Steel kits immediately spread and are beginning to be commonly seen in General Stores at reasonable prices.

          //OOC Details will be in the update announcement
          The following users thanked this post: jrizz

          147
          General Discussion / Layonara 3.2 Is Coming Soon!
          « on: April 01, 2009, 01:38:13 pm »
          [SIZE=18]No Fooling!
          [/SIZE]

          You folks won't believe the load of changes we've packed into this update.  Many suggestions were implemented, many annoyances corrected and a boat load of new functionality was tossed in.  Combine that with the sweet new areas built by Chongo and you're all in for a big treat!

          Our scheduled release is pending some playtesting but we're targeting the weekend.  Maybe as early as the quiet hours of Saturday morning, but no guarantees. :)

          More then your game experience, your community experience is going through a bit of an overhaul as well.  I eluded to this in an earlier post but we felt most of the policy, procedure and rule changes are now all intertwined, so to release partial changes would have been confusing without the full picture.

          [SIZE=18]Stay tuned for a few teasers and added details![/SIZE]
          The following users thanked this post: jrizz

          148
          Roleplaying / Please don't make an Ox of it
          « on: March 30, 2009, 04:15:05 am »
          We have natty costume changes, personalised weapons, flags, banners, cloaks of distinction. We all love these and we readily sign up to all these aspects of RP and immersive features.
           
           So can we show some restraint and keep the oxen out of the houses, Inns, banks, and crafting buildings. It makes the rest of the things above worth a little more.
           
           Thanks for your consideration.
          The following users thanked this post: jrizz

          149
          Layonara Server / Rules, Policies and Procedure Review
          « on: March 16, 2009, 03:06:24 pm »
          Over the past few weeks the teams have been spending time analyzing all of our rules and procedures.  

          Some have needlessly languished as archaic solutions to problems that we experienced as a very active community.  

          Some have always been difficult situations where making everyone happy was not possible.

          Some were even probably mistakes on our part to institute, harming the majority of the innocent players for minimal actions of the guilty.

          Some bog down time for GMs to police and thus hurt their ability to create meaningful moments for the players.

          Some bog down our teams with administrative overhead that could be better spent on making the world more fun.

          To this end, as we reach definitive conclusions on our reviews, we will be announcing and rolling out these changes.  This may take some time yet still, but there are some that we have quickly agreed can be adjusted and there's no reason we should not implement them right away.

          As always, we will listen to your feedback. I can tell you right now that threads and posts on these forums by community members are continually referenced in our discussions.

          As a final note, our focus on these adjustments have tried to aim particularly at having the existing community enjoy Layonara more and welcoming new members to have as much fun as they can.
          The following users thanked this post: jrizz

          150
          General Discussion / Hey all
          « on: March 11, 2009, 12:38:28 pm »
          I want to apologize to everyone for suddenly disappearing, to the players, the GM team and Harlas especially, who put more faith in me than I probably deserved. :)

          I don't want to get into details, but I went through a rough period and I felt it would be easier to handle it without Layo, instead of feeling stretched in life by obligations, if that makes any sense. It wasn't planned, or I would have let you all know that I'd be gone for a while, it just happened.

          Anyway, apart from a little recent skiing injury (last day injury of course..) I'm quite all right now. And thanks to the people who missed me, I missed you too!

          I don't know if I'm still going to be very active here. Hardragh and Daeron might show their face occasionally at any rate. I do so very much miss the insane schemes of the first. So I'll see what happens.

          Anyway, good to be back-ish and maybe see you all ingame at some point.
          The following users thanked this post: jrizz

          151
          Layonara Server / LORE Character Updates
          « on: January 29, 2009, 04:23:16 am »
          While working on some web server backup maintenance, with the help of orth we made some changes to LORE. The two most notable differences are:

          • Character pages are now updating again
          • The antiquated header logo has been changed


          Enjoy!
          The following users thanked this post: jrizz

          152
          Rumour Has It / Last flash of the duellist
          « on: November 16, 2008, 07:20:03 am »
          Sad rumors start to spread quickly from Dalanthar to northern parts of Dregar and further, as a pitch black heared man wearing a blue fullplate enters the town carrying lifeless body on his arms. He walks with determined steps through the town as the towns folks around looking at the sad scene, whispering to each other. Strong arms carrying a lifeless body of older, silvery heared man through the city. They can been seen leaving the city, heading north, towards Willows Weep.


          //Last Journey of Duellist Pyyran Rahth the Fencer//
          The following users thanked this post: jrizz

          153
          General Discussion / Happy Veteran's Day!!!
          « on: November 11, 2008, 07:58:35 pm »
          I have been in meetings all day but I wanted to make this post all day. I wanted to thank all of our members who have served in the armed forces here in layo for their time and duty to our country in the US.

          A shout goes out to the wives and husbands of Veterans as well. You do a lot in the back ground for us during our time away from home. We love you and thank you, even if we don't say it enough.

          CTR2 Hall USN (1995-1999)
          The following users thanked this post: jrizz

          154
          General Discussion / long time and update
          « on: November 11, 2008, 02:50:29 pm »
          Hi guys,


          Just thoughti would let you all know im still alive and kicking and im lurking around abit again.

          I lost my home internet awhile ago, but now i have a small laptop with a wireless connection so i can check things out and maybe try and at least post some misadventures in the forums once andawhile.

          I finally got my license a coupleof months ago so now im a full fledged acupuncturist/ massage therapist and am trying to get my business going. Its taking alot of my time right now, but thats a good thing. It keeps me out of trouble...well sortof, butthatsanotherstory. :p

          Miss you all and all the trouble grenna was causing.

          Cheers
          The following users thanked this post: jrizz

          155
          Character Development Quests (CDQ's) / twidget658 - Sea Dog - [CLOSED]
          « on: November 10, 2008, 05:49:19 pm »
          Hello there!
           
           You should expect a fair amount of NPC interaction on my quests. Sometimes, things are not as they initially appear...or are they? I stress RP over combat, but I do like to have challenges and test the character (and player, but mostly tactically). Not every battle needs to be fought.
           
           Failure of the CDQ is not necessarily a 'failure'. Everything has consequences. It may not be exactly what you wanted, it may be better, it may be worse.
           
           Available times: PST (Washingston State)
           8pm - 11pm (M-F)
           10am - 10pm (Sat)
           1pm -11pm (Sun)
           
           CDQs in Progess:
           [LIST=1]
          • [Blank]
          • [Blank]
          CDQs in Planning:
           [LIST=1]
          • Wren
          • Sion
          Waiting List:
           [LIST=1]
          • [Blank]
          • [Blank]
          Good luck and lets have fun!
          The following users thanked this post: jrizz

          156
          Rumour Has It / Journey's End
          « on: October 25, 2008, 10:11:01 am »
          *Two forlorn figures lead a small cart to Folian's Temple in the depths of the Forst of Fog. Wordlessly, the older of the two figures, a lean man of middle years, takes from the cart the linen-wrapped body of his fallen friend and companion. Nearby, at the shoulder of the second figure, she a lithe younger woman who watches the scene through reddened eyes, a white-faced Belinaran monkey chitters and fidgets, distress and confusion written large in all-too-human expressions.

          Moving slowly under the weight of his lifeless burden, the man approaches the High Priest of the Temple of the Longstrider. Carefully, gently, he lays the corpse to the sward at his feet.*


          A fallen son of the Prince of Wolves.

          *whispered*

          Rest well nephew.

          *With a nod towards his lady companion, the man quickly and quietly departs the temple to find the fallen's father and mother and tell them of life's greatest curse .. to outlive one's child.*




          [size=-3]// The end of Trouble Tempest //[/size]
          The following users thanked this post: jrizz

          157
          Rumour Has It / Goldwin Blacknight - Life of a Hero
          « on: October 16, 2008, 01:43:46 pm »
          It is with the greatest of sadness that I write this letter to inform all those who knew Goldwin Blacknight, of his passing. He died as he lived protecting the innocent and less fortunate. He died saving the life of a child. There can be no greater sacrifice given, than a life given to save another.
           
           I write to tell you of his courageous spririt, of his giving heart. Of a friend who will be missed and never forgotten. He always offered to help where he could, and protect those he loved with a understanding that his life was lived for more than just the trivial possesions, but to help those who needed him to become better people.
           
           I am one of those who became better for knowing him and I will never forget my treasured friend.
           
           Goldwin Blacknight will be sorely missed, walk always in the light Goldwin Blacknight.
           
           With a deep respect and fond friendship,
           ~Elohanna Dawnstar
          The following users thanked this post: jrizz

          158
          General Discussion / Naughty naughty dwarf
          « on: October 05, 2008, 12:23:14 pm »
          dear Sniverous or guild owners of chests at 223 Prantz,

          my apologies but whilst innocently waiting to use the portal from Prantz ter wayfare I, Rockhead Howling Wolf, had an overwhelming desire ter sneak a look in a large storage chest. I think it was the result if some mind altering attacks from the mushrooms close ter Prantz! Anyway the bloomin thing wouldnt close so I has moved all the objects into the adjacent chest ( overseen by the gods! (dm)).

          please accept my apologies fer the fingerprints all over yer goods, all of which are still there! and fer the spittle on the adamantium as I was just checking ter see if it were real by tasting it.

          please leave a note if'n yer want ter get the judges involved in the matter and I will gladly pay yer some compensation, maybe a few flagons of dwarf ale, fer being rude and nosey whilst in your abode.I promise I did not try any of yer clothes but that purple shirt hanging up in the corner is nice. I never touched it!

          Alternatively yer may want ter call the militia out in which case please give advance warning by bird and I will be away ter the dessert fer a few months ter perfect me disguise.

          Yours Humbly,

          Rockhead Howling Wolf.



          (ps. thanks ter Atlas, Vincent and Salleron fer the advice. Hope the close circuit tv shows me being honest!)
          The following users thanked this post: jrizz

          159
          Layonara Server / Donations & The Future of NWN
          « on: October 01, 2008, 11:36:47 pm »
          Hello again,

          I've received a couple queries to the status of donations which I wanted to address with the upcoming changes to the servers.

          Essentially what we've always hoped for in terms of donations was enough to offset the costs to host NWN.  That was five servers and their bandwidth.  At its peak, Leanthar was paying over $500 a month for these servers.  Over the summer it was closer to $300, but the charges were going to be over $1000 a month with the new billing structure.  An impossible price.

          The donations always helped and each of us was always afraid of the potential of Leanthar just really not being able to cut it any more.  I lost sleep when he told me of the new pricing and the inevitability of the downtime.  In the end Leanthar and I both had many reasons for finding every way possible to keep NWN going.  Despite the financial weight which could be better spent, the occasional stress, the time lost better spent on future development, we really want NWN to keep serving our world.

          There are a lot of people who help right now, the developers, the gamemasters, the character approvers, the lore team, the writers, the mmo team who have all helped us in the direction we seek and to continue to serve Layonara as a magnificent world realized in the form of a video game.  To not bridge the time from now until the release of the mmo with a video game entity of Layonara would in our minds have been a disservice to everyone who helps out.  Then there's the rest of the community, those who have been here for long times and those of you who have just fallen in love with Layonara.  Despite the very limited amount of rotten apples in the orchard, we really enjoy hearing about the great times you've had.  Your creative outlets both in game and in the forums.  Your community spirit and support.  

          It is also no secret, we are hoping each of you will see NWN to the other side, and give us a chance in our future generation. Having even a fairly small starting community will be a boon to attracting more folks.  Especially those very well versed in roleplay and its potential for enjoyment.  And I certainly know the benefits in terms of seeking beta testers with technical aptitude.  I truly hope we can carry this weight that NWN can sometimes be across the bridge.  There are still concerns beyond the financial strain.  The most important being time dealing with the inevitable issues that serving the world brings up.

          Finally on a personal note, where would I be without having some Plenarius time?  I'm not ready to just write him off in a story, I want to play it out where it all started.

          So we have taken quite a downsize, we've lost 7 servers, 5 for NWN which will be combined into 2 in Montreal. 1 for DB and fileshare, and 1 to run West and Central. We'll probably have to do without a Quest server unless we can run a third module on the one server, which Dorganath and I doubt.  We also lost 2 of our development servers.   All of our hosting, 5 servers, is now in Montreal. 4 of these are paid by OneST8, one of them is piggy backed with some of our (him and I) other personal pages.  The 5th one we're getting tomorrow/Friday will be paid by me.  The tasks the 2 development servers from San Jose handled are now squeezed into the 3 remaining servers in Montreal. We have assurances from EdTheKet, Dorganath and Thak that they can help the financial strain if necessary.

          So here's the deal, if you want to keep helping out to say thanks for fronting the cost of the bandwidth and server for NWN, keep donating.  With that said, the truth is that we will continue to eat the costs ourselves regardless if you donate or not as the servers will be used for our future whether they host NWN or not.  NWN Layonara is in good hands for now, but be willing to accept its inevitable departure, hopefully with fair warning.

          If you want to say thanks to Leanthar for all he's paid in the past until now then donate.  (Expenses incurred are over $20,000, that is minus all past donations.)
          If you want to help OneST8 and I foot the bill, hey thanks... donate. (Average monthly bill for the two NWN servers will be $200)
          If you're excited about our future and wish to help us in that regard, donations are welcome.

          To recap, you owe us nothing but continuing to enjoy the world, or if you have the time, continuing to volunteer as you can and hopefully you will give us a chance with the future generation of Layonara.  

          If for whatever reason you just can't donate.  It's cool, don't feel bad, we'll do our best to stay alive. Alas, all good things eventually come to an end, but we're pretty confident we'll have a phoenix rising from the ashes.  Hope to see you there to witness it!

          -James
          The following users thanked this post: jrizz

          160
          General Discussion / (Small version by request)
          « on: September 30, 2008, 09:50:53 pm »
          [SIZE=16]" As we descended we came upon the last dwarven tunnel, a hallway that led to a large natural cavern. The hall was rough as though the cutters broke through into the cavern and left their duties of perfecting the path for another time, one that never came. Thus began a descent deeper and deeper, tunnels not dug by hands but burrowed or even eaten from the solid core of the mountain high above us lead from cavern to cavern. No more level rooms were to be found as we went down, further and further into Layonara. The simple clans and beasts from above grew scarce as deeper and fouler beasts, some that have never seen the sun, turned common and our group now trekked slowly and carefully."[/SIZE]
           
          [SIZE=16] [/SIZE]
          [SIZE=16]---Harolgar, Frostblade  of the White Fox Clan---[/SIZE]



          [SIZE=16] About a month or so ago I tendered my resignation to Layonara team. I used to be able to crank out hours upon hours of building on top of playing the game for hours on end. These days I can't really find committed time to fulfill my duties as a full time quest GM on top of growing our little garden of NWN Layonara. I thought about clinging onto the GM seat, I really did. But all I'd end up doing is passing judgement or chiming in my steady opinion from afar without an inkling or grasp of our community. So it's time to call it quits.[/SIZE]
           
          [SIZE=16] [/SIZE]
          [SIZE=16] [/SIZE]    
          [SIZE=16]When I started off with the relic based entry theme/ system, I built a good chunk of new material. It was closed and locked off waiting for completion both in building and the scripting needed to successfully implement it. Also, older material that had been converted was locked off. Since Dorg finalized 1.69 several weeks ago, I picked up the modules for one last swing and wrapped everything up that I was capable of handling on my own, with a little help on puzzle scripting from ScriptWrecked (thanks script).[/SIZE]
           
           

             
           
          [SIZE=16]The major new addition to the server is the region of the Great Spikes of the Blinding Lands, implemented as closely to Ed's team's new writings on it as I could muster knowing all the potentials of the toolset... of course with ample spins and twists on it to appropriately get an amused growl from Ed. The adventure of these northern realms is pretty neat. It's an older and perhaps simpler vibe, one that I had a lot of fun working on. And the GM who first picks up on the nature of the region and the number of quests to be had here is lucky. All in all around 70 areas that were either locked off or didn't yet exist are now in game and waiting for you. There are also a couple of new quest areas to get things kicking on quests. Beyond that it's the normal fixes here and there, trying to wrap the monster that was too hard here, and the area that needed a bit of love there.[/SIZE]
           
           

           
           
          [SIZE=16]I've had a great time working on this module, and hope you guys liked what came of v3. I'll support fixes for the next couple of weeks to make sure nothing is quirky, and after that I'll still be around playing.[/SIZE]
             
          [SIZE=16] [/SIZE]
          [SIZE=16]So, I suppose I'll see you in there, and remember - when you find a book, take the time to read it and talk about it. It may save your life.[/SIZE]
           
           

          The following users thanked this post: jrizz

          Pages: 1 ... 6 7 [8] 9 10 11

          anything