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 - Slithy Tove

Pages: [1]
1
Layonara Server / Bonus XP Week....ish
« on: December 17, 2012, 11:34:38 pm »
Do I have your attention?  *grins*

It's time again for one of our famous bonus XP events.  Here's the details:
  • Begins on Saturday, December 22, 2012 *
  • 50% more XP from combat
  • 100% more XP from GM-led quests/events, RP rewards and Auto XP
  • Ends on Tuesday, January 1, 2013 *
[SIZE=10]* Start and end times will depend on when I get to it[/SIZE]


Bear in mind it is the holidays, and GM availability will be subject to other obligations first, but I've gotten assurances from at least some of our GMs for scheduled and impromptu events and the like.  



Rewards for RP are rated higher than combat, so remember to make time for it.  There have been several new characters lately from new and old players alike, so hopefully there will be some good opportunities for all.  Old faces are always good as well, of course. Make something happen!
The following users thanked this post: Slithy Tove

2
Layonara Server / Version 3.31 is online!
« on: November 03, 2012, 10:38:22 pm »
[SIZE=24]Version 3.31 is online![/SIZE]

 I'm going to start this one out by thanking all the people who contributed first, because without them, this update would be a lot smaller...and a lot less cool.  So in no particular order, I'd like to give my personal thanks so Alatriel, Guardian 452, Script Wrecked, Honora, Xaltotun and mixafix for their specific contributions and/or initiatives. Specific contributions will be detailed below.  Similar thanks go to the members of the Project Team and GM Team who contributed to various efforts with input and perspective.  Lastly, a fair amount of this content comes from the community as a whole.  While some things may not seem like direct requests and suggestions, the original motivations for some come from the community at-large, so thanks go to you all for bringing forth your ideas, even if we've managed to twist them from their original forms.
 
As I mentioned within the last few days, there is an updated HAK and TLK file required for this update. If you haven't downloaded them yet, please do so now.

 [SIZE=16]Fixes:[/SIZE]
  • Fix Find Traps skill bonus     calculation
  • Fix heal kit static drop in Swamp     of Sorrows cave to be the correct version
  • Fix spelling and grammar issues on     discarded papers in Tomb of the Emerald Skull
[SIZE=16]Area updates:[/SIZE]
  • Updated –     Hallowlight Forest (A path! A path!) {1}
  • Updated –     Fieroz City, formerly Fort of Last Hope (now matches the description     in established lore) {2}
  • New – Siphe     Castle (interior) {2}
  • Updated –     Partial Great Forest facelift (adjusted spawns, new layouts and a     new cave...somewhere)
  • Updated –     Silkwood Spider Cave (adjusted spawns for density)
  • Updated –     Leringard, main city and docks (now more closely matches approved     description) {2}
  • New –     Leringard undercity (Yep! New mid-level adventuring areas with a     progressive difficulty) {2}
  • Edge tile fix     in a quest area {3}
  • Some extra     CNR scattered around in a few places
  • Added trash     barrel to Center
  • Vale and     Clover reflect recent attacks and destruction
  • Magic     returned to the Great Rift following several CDQs by Storold and     crew
  • Change start     point in Center to be away from the portal
  • More grouped     under another heading (below)
[SIZE=16]Armor Crafting updates:[/SIZE]
 There are some pretty significant changes to Armor Crafting, specifically for the metal armors, helmets and shields. This project was spearheaded by Guardian 452 and ultimately most of the heavy lifting was done by him, but it was definitely a group effort with significant input coming from members of the Project and GM Teams. In terms of specifics...
  • Metal helmets     reduced to one type per metal. Since each helmet variant differed     only in appearance, they were wasting valuable palette space.      Helmets can be customized to any of the other appearances. Recipes     are likewise reduced to one helmet type per metal.
  • Metal shields     reduced to one type per metal and size factor (small, large and     tower) for the same reasons as the helmets.  Recipes are likewise     reduced as above.
  • Redundant     Platinum Chain Shirt removed from palette
  • Added a     craftable breastplate for each metal type as a step between     chainmail and splint mail
  • Added     Platinum and Cobalt shields
  • Completely     reworked the properties of all armors across all metals.  Armors,     helmets and shields are designed to complement each other and work     as a set.  There is a more consistent progression between armor     types within each metal and upward through the metal types. If     anyone wishes to take advantage of the new properties, old metal     armors can be “oxed”. Anyone wishing to keep the old properties     may do so.
  • Tower shield     recipe ingot requirements reduced by 1
Specifications on the new armors, shields and helmets will be posted elsewhere.  They would make this post far too long.
 
[SIZE=16]Thrown Weapons:[/SIZE]
  • Weight     and cost significantly     reduced on throwing     axes
  • Crafting     yield increased on throwing axes
  • Stack size     for throwing axes increased to 100
  • Elemental     rods can now be applied to throwing axes, darts and shuriken
[SIZE=16]Loot!!![/SIZE]
  • Loot drops     updated with over 100 fresh items lovingly designed and created by     the Layonara Project Team.  These items replace a similar set of     100+ unique items you've all come to know and love over the last few     years. Special thanks to Guardian 452 for taking the time to create     the final items.
[SIZE=16]Shifter PrC forms:[/SIZE]
 A while back, we disallowed two Epic Shifter feats from being used due to some serious lore violations with the forms. Particularly, these were the Construct Shape and the Undead Shape feats.  It doesn't take much imagination to understand why constructs and undead are somewhat the antithesis of Layonara's Druids as we have represented them in lore.  Anyway, at the motivation of Xaltotun and mixafix, we started an effort to replace these forms with something more compliant with lore.  While the end result differs quite a bit from their initial proposal, proper credit is due to them for getting the ball rolling.  
 
The Undead Shape feat is now Nature Entity Shape, and the Construct Shape feat is now Manifestation Shape.
  • Nature Entity     Shape – The Shifter can take the form of one of three nature     entities: Nature's Warrior, Nature's Vengeance and Nature's Wrath.      These forms have new properties associated with them that are around     the same power level as the undead forms but more appropriate for     the forms that are represented.
  • Manifestation     Shape – The Shifter can take the form of one of three     manifestations: Obsidian Manifestion, Hematite Manifestation and     Diamond Manifestation.  These forms are basically re-skinned and     renamed, but mechanically the same as the Construct Shape forms.
For any who are curious, a “manifestation” is a concept from our MMO work that is formed around an entity out of whatever natural materials that are available, thereby giving the formless entity a form.
 
Full details for these feats will be available on LORE shortly.
 [SIZE=16]
General Game Features:[/SIZE]  
  • Ship captain     conversations updated to be a little more descriptive about their     destinations {4}
  • New     customization system.  This is actually a system GMs have had for a     while but which was never adapted for player use. It's easier to     use, better organized, allows cloning of appearances (subject to     racial/gender/type limitations), has easier-to-use coloring and is     always successful. That's right, there's no more DCs for modifying     equipment and no more wasting potentially hundreds or thousands in     True for all those failed checks.  A small fee still applies, but     it's far more reasonable. Thanks to Script Wrecked for adapting the     system for player use.
  • Updated math     for the Save vs. Soul Mother. *listens for the sound of jaws hitting     the floor* The new progression goes like this:
    • Levels 1-3:         Automatic success – no chance of Soul Strand loss
    • Levels 4-20:         DC = level / 2
    • Levels 21+:         DC = 10 + ((level – 20) / 4)
    [/LIST]In other words, below level 20 (and above level 3), the chance of losing a soul strand from dying increases by 1% for every two (2) levels.  Above level 20, the chance of losing a soul strand from dying increases by 1% for every four (4) levels. At level 40, that chance sits at 15%. {5}
    •     New system – AutoXP.  This system allows a new mechanism for GMs     to reward good RP. Rather than a single hit with a fixed amount,     this system will grant a small amount of XP, based on the     character's level, at regular intervals over a period of time as     long as the character is logged in, not idle and not in combat. {6}
    Low-level/New player experience:
    •     Adjustments to Center crypts and undercity spawns to be more     friendly to a solo, low-level adventurer
    •     Dirty Claw Kobold spawns tweaked
    •     Adjusted combat XP curves to give a boost to characters through     level 12. Formerly, this curve flattened out at level 3.
    •     Moved a Point of Interest to make it easier for the new player as an     introduction to the system
    •     New characters get more True to spend
    • Adjusted     combat XP calculation for parties to reduce or eliminate the XP     reduction when a character is below the average party level,     especially by larger margins. This actually affects everyone, not     just low-level characters, but the effect will be more profound for     this group.
    As an important comment, any items removed from the palette have been converted to dynamic items, so if they are put onto an ox, they will not be destroyed.
     
     I'll be making a few more posts related to this update soon, but until then feel free to ask questions that come to mind.
     
     Notes:
     [SIZE=10]{1} Primary credit to Guardian 452[/SIZE]
     [SIZE=10]{2} Primary credit to Alatriel[/SIZE]
     [SIZE=10]{3} Primary credit to Script Wrecked[/SIZE]
     [SIZE=10]{4} Primary credit to Honora[/SIZE]
     [SIZE=10]{5} Please note, this reduction in the Save vs. Soul Mother DC is a purely OOC change. Please do not RP or acknowledge any sort of change in this mechanic in any in-character way. There is not IC reason for it.  There's no greater purpose or mysterious shift in the Cosmos, nor have your characters become “stronger” somehow or the Soul Mother gotten “weaker” or “less hungry”.  This is simply me adjusting the curve, as we have done in the past.[/SIZE]
    [SIZE=10][SIZE=10]{6} This system is completely at t[SIZE=10]he discretion of the GMs, and they may[SIZE=10] enable or disable it for any character at any time for any reason. It is not an entitlement, it is a reward. Please treat it as such[/SIZE][/SIZE][/SIZE].
    [/SIZE]


     Enjoy!
    The following users thanked this post: Slithy Tove

    3
    Important Layonara Announcements / Tech Update and a Request For Donations
    « on: February 18, 2012, 04:55:51 pm »
    Hi everyone,

    I've made my decision about server hosting and we're not going to see as much down time as I suspected. We do have to transfer the web/lore/forums/irc to a new server but I suspect that will only take a late night downtime of those services, I expect that will be taken care of some time in the last few days of February.  The NWN servers are going to stay as is and as far as I can think, they will not need any sort of downtime.

    While I worked on cutting some costs with our host provider I decided to pay for an entire year for all our servers. This comes at a much bigger front end cost of course, but in doing so I save 10% for the full year. This means we're committed to at least another year of all of our servers.

    Now I know we haven't had the Donation Tracker working. I was hoping that by creating a manual PayPal donation campaign then whoever donates can post a reply to this thread (unless they wish to be anonymous) and I will confirm their donation with my gratitude and a virtual hug. I'm not looking for any specific target dollar but if I could get back $500 over the year from the community it would be fantastic. There's no timeline for this, so if things are tight right now I understand, but every little bit, even $5 helps!

    For convenience I've created links to pay in four different currencies, AUD, CAD, EUR and USD. There is an area on PayPal to add a personal message, please include your forum or character name so I know who's who.

    Donate to Layonara in AUD

    Donate to Layonara in CAD

    Donate to Layonara in EUR

    Donate to Layonara in USD

    Thanks to everyone for helping and once this server migration is complete I look forward to working hard on the new community site.

    Best wishes,
    James
    The following users thanked this post: Slithy Tove

    4
    Layonara Server / Version 3.30.4 is online!
    « on: May 10, 2011, 10:36:40 pm »
    [SIZE=32]Version 3.30.4 is online![/SIZE]
     
    NOTE: There is a new HAK file for this update.  Download it here.
     
    Changes/fixes:
    • Slight tweaks to Brech Mountain cave
    • Adjust Awakened spawn appearances to better match lore
    • Fix description on Xeen statue in Katherian to properly reflect lore
    • Better destruction of furniture inside player housing when the house is sold
    • Fix a furniture duplication error under specific circumstances in multi-area player houses
    • Update Angel's guild hall to add a new statue
    • Fix laggy display cases in Angel's guild hall (hopefully)
    • Mist added to Warrior Falls to reflect quest outcome
    • Fix silk quests in Center
    • Fix price coding on some West Blackford houses
    • Fix (hopefully) inconsistent issue where combat dummy appears as a music stand
    • Fixes to the Silver Buckle Inn
    • NPC changes in Kelin's Inn in Krandor
    Assist credits go to Alatriel and thanks go to those who reported bugs.

    Enjoy!
    The following users thanked this post: Slithy Tove

    5
    Layonara Server / Update coming tonight
    « on: March 16, 2011, 08:47:03 am »
    Hey all,

    I have a small update ready to load in tonight. Unfortunately it does require a HAK update, so I thought I'd give you all the link now so you can prepare.

    http://nwn.layonara.com/downloads/files/layo_ctrlv3r11.rar

    As usual, this goes in your "hak" subfolder under your NWN installation. You can download and extract this at any time. It will not interfere with your ability to play before the update, and it is required for the new version.
    The following users thanked this post: Slithy Tove

    6
    Layonara Server / Version 3.30 is online!
    « on: October 27, 2010, 08:02:36 pm »
    [SIZE=32]Version 3.30 is online![/SIZE]

     

     This version is a pretty significant update in some ways, and it also requires new HAK files.  Please note that I've restructured the “control” HAK file into two files: a “ctrl” HAK and a “res” HAK for size and management reasons. You will need to download both of these files as well as the latest TLK file in order to enter the game.


    [SIZE=-1]http://nwn.layonara.com/downloads/files/layo_resv3r1.rar (HAK)
            http://nwn.layonara.com/downloads/files/layo_ctrlv3r10.rar (HAK)
            http://nwn.layonara.com/downloads/files/layonara_v24.rar (TLK)
    [/SIZE]

    (NOTE: the All-in-One HAK has not yet been updated)



     This update contains some initiatives that we've been working on in one sense or the other for several months, and in some cases nearly a year,, and in particular one far reaching initiative that we hope will improve several long-running ills. I'll mention more on this later, but this one in particular is the result of a collaboration between the GM Team as a whole based on feedback and comments from the community.
     

     For expediency, I want to quickly thank the entire GM Team, the Plot Team, the Project Team and the community for their various contributions, and specifically, I want to thank (in no particular order) Script Wrecked, Alatriel, Rowana, Eorendil, Pankoki, Carillon Guardian-452 and mixafix for their more direct contributions and for saving me a load of time.


    And now, onto the meat:
     

     Announcing: Center, Brelin Kingdom, Mistone[INDENT][SIZE=16]Once a town of its own right prior to the Dark Ages, the region of land  once known as Center has seen a resurgence in recent years.  The resettling began with refugees fleeing the destruction and uncertainty brought by the tsunamis that struck the west coast of Mistone. While initially little more than a tent city, Center started to become a crossroads in its own right. Its location along the strategic road between Fort Wayfare and points south helped it to become more than just a transient safe shelter for the displaced. Enterprising merchants set up their tents and wagons, finding the trade and commerce worthwhile.  [/SIZE]
    [SIZE=16]
    [/SIZE]

    [SIZE=16]As has often been the story of other towns, an inn was built to serve not only those who ended up staying for a long term but also those traveling along the road. The merchant presence likewise became a fixture, drawing not only a banking presence but also facilities for skilled tradesmen. Merchants migrated away from Fort Wayfare, though this wasn't long lamented by residents, who on the whole felt some relief at having less traffic (and fewer “undesirables” lingering around their town. In keeping with this sentiment, Fort Wayfare petitioned Spellgard to “do something about that portal” in the middle of town.  Spellgard agreed, and a team led by Connor Garvill shifted the portal's exit to Center.  With the added traffic through every means, Center began to truly thrive and become a hub of activity of all sorts.   [/SIZE]
    [SIZE=16]
    [/SIZE]

    [SIZE=16]While still essentially a transient settlement, as it doesn't qualify as a town yet, Center has grown beyond the simpleness of its rebirth into a place worthy of note.[/SIZE]
    [/INDENT] To address one of the biggest problems with v3, Layonara once more has a single starting area: Center.  Located south of Fort Wayfare and north of Port Hempstead fields, Center and its surrounding areas represent a complete low-level experience for all new characters.  Its status as an unincorporated settlement (at best) makes it open to all races, even those banned from cities and towns throughout the civilized world.  That is not to say that they're welcomed by all, but there is either tolerance or numbness in those who might be considered residents.
     

     Besides the land mass that is Center, the surrounding areas have been remapped somewhat.  Existing areas have been changed and new areas have been added.  
     

     And of course, there are benches.
     

     Along with this, there is a new entry area, which should help introduce new players to the Dragon Storm campaign.
     

     As with many things, it is better seen than described, so please, stop by and have a look.  We're eager to hear your feedback.  As well, why not submit a new character and experience it through new eyes.
     

    And since it is such a big thing, it's worthy of special note that Carillon and Pankoki worked quite hard and diligently to bring the Team's vision and plans for Center to life. It is no small feat they accomplished.



     -------------------------------------------------------------------


    With all that said, let's get onto the list...



     

     [SIZE=16]Center:[/SIZE]
     The Center project involves 15 new areas created in or around Center, creating a new hub for the server and completely changing the experience of a first level character entering the game world. Some examples of changes relating to the hub that will help the new character:  
    • New starting     point; characters no longer appear in Port Hempstead or Fort Vehl
    •     West housing portal destination changed from Fort Wayfare to Center
    •     Smaller “Hlint-like” area with benches, facilitating players     meeting up
    •     Safe rest campsite for hanging out
    •     Temple and healer available in the area
    •     New basic craft hall in the area, with merchants available
    •     Conveniently located barn and ox merchant
    •     Low level quests located in the city areas
    •     Message board in craft hall, directing new players to other low     level quests
    •     Low level CNR and spawns placed in areas around Center, allowing new     characters to adventure more easily and safely
    •     Convenient and central bindstone, so older players hanging out can     keep an eye out for newer players and help them reach their graves
    •     New inn with full crafting kitchen, meeting room, and large stage     for player functions and quests
    •     New CNR locations, fishing spots, spawns and creatures in new areas     surrounding Center
    •     10 new scripted quests added. (Most are low level and integrated     into Center, but a few are suitable for more experienced characters)
    •     New Prunillan temple added to West server, in Center
    •     Some merchants and quest NPCs moved from other urban areas to     Center, to facilitate player gathering and usefulness of area
    •     Barn moved to Center from Port Hempstead Fields
    [SIZE=16]
    [/SIZE]
     [SIZE=16]Other New stuff:[/SIZE]
    • New low-level     undead area tucked away south of Center (go looking for it)
    • New module     entry area on West, replacing The Eye of the Storm area with     something that introduces the plot better. (Note: Characters do not     walk this path in an IC sense. It is more to introduce the player to     the plot and the world's setting.  The information is IC, but the     path is not.)
    • New CNR and     adventuring areas added off of Lake Splendor (you have to look for     them though)
    • Krandor     Hospital guild hall has been added to Krandor [SIZE=10](1)[/SIZE]
    • Dwarven Army     guild has been added to Bloody Gate [SIZE=10](1)[/SIZE]
    • The Coalition     guild hall has been added to the Dapplegreen Tower [SIZE=10](1)[/SIZE]
    • Meeting Room     added to Bydell Castle as a place to learn about and discuss the     Dragon Storm Plot [SIZE=10](2)[/SIZE]
    • “Magic     Mouth” system added.  There are two instances in the Bydell Castle     Meeting Room, and others elsewhere (with more planned).  You'll know     it when you see it.
    • WLDQ Reward     for Daniella Stormhaven [SIZE=10](3)[/SIZE]
    • WLDQ Reward     for Jaelle Thornwood [SIZE=10](3,4)[/SIZE]
    • WLDQ Reward     for Lance Stargazer [SIZE=10](3,4)[/SIZE]
    • WLDQ Reward     for Alandric Vensk [SIZE=10](3)[/SIZE]
    • New poison     type available for crafting: Hallow Wraith Spider poison (causes     chance of spell failure) [SIZE=10](5)[/SIZE]
    • Knight PrC     now available (formerly Purple Dragon Knight) [SIZE=10](5)[/SIZE]
    • System to add     a subrace bias to merchants. This is an initial implementation and     may well change over time. Right now, it's only in effect in     Trelania, and if your character is one of those against whom the     merchants are biased, you'll know what I mean. (Note: This was     requested and done due to semi-recent in-game events and player     actions, so you only have yourselves to blame...and if you think I'm     talking about you, you're probably right. *winks*)
    • Added area     between Lor and Castle Mask to illustrate the distance between them     and the benevolent presence of Raelian forces.
    [SIZE=16]Changed stuff:[/SIZE]
    • A few changes made to the Red     Light caverns due to CDQ outcome
    • Rearrangement of some low-end CNR     resourced due to Center and Red Lights
    • Re-tie and remodel of 250 Prantz     to Hurm
    • Re-tie of 260 Prantz to Nith
    • Add mastiff to 117 Fort Llast
    • Remodel of Leringard Arms (121     Leringard)
    • Remodel of 125 Leringard
    • Adjusted/Rebalanced Ice Marches     areas, in part due to quest outcomes
    • Mistone Alliance Scout PrC changed     to Agent of the Realm PrC [SIZE=10](5,6)[/SIZE]
    • Show a few signs of life in the     Hallowlight Forest
    • Add Master Weapon Crafter's Anvil     in Mariner's Hold advanced crafting hall
    • Add Lesser Jewelers Benches to     Creedo and Fort Vehl craft halls
    • Adjust location of trash barrel in     Port Hempstead Hall of Reconstruction
    • Remove Systrian from Hlint
    • Adjust Hlint to follow server PvP     settings rather than being a no-PvP area
    • Add/extend some server logging
    • Add reflections of scabbard/neck     armor customizing options
    • Update/add areas in Kuhl kingdom     to reflect state of campaign plot [SIZE=10](7)[/SIZE]
    • Rename Storan to Shade of Storan     to reflect WLDQ outcome
    • Remove non-functional “metalic”     enchanting bowls from the Lookout Tower
    • Remove (illegal!) scribing and     infusing stations from Prantz craft hall
    • Rename Grannoch temple NPC for     lore reasons
    • Move Temple of Shidaleria from     Lan's Port to Fort of Kings for lore reasons
    • Remove/replace all non-human NPCs     from the Lan's Port Fisherman's Tankard for lore reasons
    • Improve emergency portal in West     and Central entry areas
    •     Merchant Interiors of Fort Vehl, Leringard and Fort Llast have been     updated and made more efficient and user-friendly
    •     Inn in Fort Wayfare downsized and made cozier and more efficient
    •     New roads to Dapplegreen, Port Hempstead, and surrounding areas     created, following Layonara maps more closely
    •     Dark Peaks of the Watcher area outside Fort Wayfare updated and     connected to new cave system
    •     GM Area NPCs set to the Neutral To All faction by default
    •     Some quest areas have been updated and refreshed
    •     Lengthen the amount of time that passes before a permed character is     whisked away by the cut-scene
    [SIZE=16]Fixed stuff:[/SIZE]
    • Fix area     tagging in Silkwood Spider Cave
    • Adjust     terrain in The Grand Mountains to attempt to work around tileset     weirdness
    • Adjust     terrain in the Thunder Peaks to attempt to work around tileset     weirdness
    • Place correct     Mithril Golem in the Great Rift: Asunder
    • Fixed     (hopefully!) furniture loading problems for a certain range of     houses on Dregar
    • Fix Citadel     of Toran Enchanting Holy Pool
    • Add missing     Enchanting Holy Pool to Temple of Grannoch on Mistone
    • Close     potentially confusing race condition related to striking a rock of     ore right after a nugget has been broken off
    • Fix Implosion
    • Fix “Point     of Influence” markers related to Arkolio's WLDQ reward
    • Fix     activation and other problems related to Arkolio's WLDQ reward
    • Fix Stort     Pawn Shop
    • Rename     Charles Dawson so that he is from the correct town name
    • Remove buggy     vulnerabilities from certain Plot-specific creatures
    • Remove a     status flag reporting in the combat window when casting Power Word,     Kill
    • Marent's     quest now returns bandages
    • Horses     recovered by the horse merchant should now have their names restored     as well
    • Fix spelling     of name for Cailomel guild hall area
    • Add missing     safe rest areas
    • Journal     entries updated, removing any lasting V3 name change problems and     updating outdated entries (e.g. Haven Mine ogre problem)
    • Fixed     descriptions on statues in Lor due to incorrect references
    • Tweaked     portal code for hopefully better resilience.
    [SIZE=16]Notes:[/SIZE][LIST=1]
    • [SIZE=10]New     guild halls are for purchase by their respective guild leaders only.     Anyone else who purchases any of these buildings may forfeit the     purchase price of the hall[/SIZE]
    •     [SIZE=10]The Bydell Castle Meeting Room     is deity-neutral, so paladins of certain deities need not worry     about violating their oaths[/SIZE]
    • [SIZE=10]Please     work with the GM who ran your WLDQ to obtain any material/item     rewards that may accompany this reward[/SIZE]
    • [SIZE=10]These     reward include a custom “skin”, which will be applied on login.      For best results, wait until     resting is possible, rest, log out and log back in the first time     you log in after the update.[/SIZE]
    • [SIZE=10]Details     will be up on LORE shortly[/SIZE]
    • [SIZE=10]Any     current characters with Mistone Alliance Scout levels should contact     the GM team about the options for a partial rebuild.[/SIZE]
    • [SIZE=10]Representations     of the state of Kuhl Kingdom disrupt the route typically taken to     Hilm Castle and The Great Forest (and points beyond).  Taking the     “usual” route will become significantly more dangerous. As well,     there are multiple warnings to this effect in-game, both IC and OOC.      Understand that characters caught adventuring in these areas are     subject to the full consequence that the GM Team can bring to bear,     as would be fitting for the current state of the Kuhl kingdom.  In     addition, the spawns in the Kuhl areas may be overwhelming and     completely unfair.  This is by design, and no Soul Strand losses     will be reimbursed due to the “unbalanced spawn” clause for any     losses in these areas. However, since the GM Team does not wish to     hinder the fun of players by restricting travel to points that could     previously only be reached through the Kuhl kingdom (in a mechanical     sense), an alternate route has been provided.[/SIZE]
    So there it is!  As I said above, we're looking forward to everyone's feedback on Center.  It represents many hours of work and collaboration, but it may not yet be as good as it can be.  Let us hear your thoughts if there is anything that you feel is needed, missing or should be changed.
     

     Go forth and enjoy!
    The following users thanked this post: Slithy Tove

    7
    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: Slithy Tove

            Pages: [1]

            anything