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General Discussion / Just another player.« on: August 26, 2009, 11:22:23 am »
Wasn't going to make a public post about this because I didn't think it was really that necessary, but I guess I should make people aware that I have stepped down from the GM team and will no longer be running any quests etc.
I will still be here as a player, as much as I can spare the time for, but sadly it's best I step down as I can't dedicate the time I used to be able to writing/running quests, it has been a lot of fun and a big thanks to the team for letting me a part of it. Makashi. The following users thanked this post: Sol_seeker
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Layonara Server / Layonara 3.2 Release Notes« on: April 06, 2009, 12:51:59 am »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 ¶
Merchants ¶
Areas ¶
[/SIZE] Barbarian ¶
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:
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: Sol_seeker
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General Discussion / A little something for Sol_seeker« on: February 09, 2009, 07:59:22 pm »
[SIZE=48]HAPPY BI[/SIZE][SIZE=48]RT[/SIZE][SIZE=48]HDAY!!!!!!!!!![/SIZE]
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General Discussion / The Troll King presents: The Explorer Series« on: December 11, 2008, 11:36:39 am »
I'm introducing a new series for the rest of this month and the next month (and maybe longer) that highlights the dungeons of Layo, and especially the new content. Primarily, the purpose for the series is to allow for those that have yet been unable or simply won't be able to explore the various dungeons/adventure areas due to time constraints, since many of the dungeon areas require a significant time committment to visit.
This series is..... .... regular adventuring but with added GM spice/help/porting in and out. .... an effort to give our casual/family gamers who have a hard time committing five+ hours to adventuring a peek at what's out there to be explored. .... an effort to help people develop new adventuring groups as well as play with their current one. .... an effort to help new players become familiar with the world and with older players. .... an effort to allow for slower and more directed, meaningful exploration, without the feeling that "if we don't rush through these areas, this will take ten hours instead of five." This series is not..... .... a set of conventional quests with plots and stories. .... a way to gather CNR. The format goes like this: 1) Name the area we'll visit and a starting location. Most locations will require multiple sessions, so often the session will end and start within the dungeon. Therefore, the primary duty of the GM is to port folks in and out for these short sessions. 2) Give level req's (I'll aim for high, mid, and low levels areas). 3) Each session runs for two hours, two and a half max. 4) No XP will be offered, save for maybe 500xp RP bonks. The payoff is the exploration and monster XP. 5) The party closes after it enters the dungeon. The party opens again when it's time to visit a new dungeon. 6) Gathering CNR during the trip is prohibited. However, dropped loot is kept and split by the party as usual. This doesn't mean that we can't go to places that have CNR, but gathering CNR is not the purpose. Exploration and PC interaction is the primary goal here. The purpose of this thread, other than to explain the new series, is to allow for everyone to make requests on dungeons/areas people wish to explore. So, with that said, request away! You've got slightly less than a week to choose the first place to go. The following users thanked this post: Sol_seeker
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General Discussion / Done.« on: May 10, 2008, 01:24:21 pm »
I have a master's degree. Got the piece of paper yesterday, after sitting very bored through a two hour ceremony in a robe with sleeve-wings.
I think my family was more happy than I was. And now it's back to an 8-5. On the upside, I'll be more consistent with Layo time now. :p P.S. To those on the "Reveal the Storm" quest, see the layo server forums. I finally got a post in there, and yes, I pretty much just woke up. The following users thanked this post: Sol_seeker
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