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Layonara Server / Significant update coming soon!« on: October 17, 2010, 10:24:28 pm »
Hey all,
I'm sure you've seen by now at least one mention of me saying "in the next update" and "almost done" and the like. Well...it's really almost here. The last few details are being sorted out, and while I'm hesitant to give a specific day (yet), you can count on seeing it in the very near future. [SIZE=-1]In preparation of this, you'll need to download some files: 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) You can download these files now and place them in their appropriate locations. They will not impact your ability to play before the update. Regarding the HAKs, the first one listed, the "res" HAK, is new. The old "control" HAK was getting kind of large, so I split off all the large graphical resources that had been stuck into the "control" HAK up to this point, so that future HAK updates in the "control" (now "ctrl") will be smaller and easier to manage on my end and yours. That's it! Happy downloading! [/SIZE] The following users thanked this post: Falonthas
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Rumour Has It / Known faces are on the move...« on: October 15, 2010, 04:49:29 am »
[SIZE=16]Here and there - whether on a sea voyage, at a tavern or a roadside inn - you here mention of important people journeying to the Great Forest these days.
A town guard spotted Lance Stargazer on his mount and overheard a conversation with a stable boy. A trapper and trader in skins mentions meetings among druids that have taken place during previous months, preparing for something... something big. A ranger whom you run into while taking shelter from a thunderstorm even mentions that the High Druid of the West is on his way to a gathering in the Great Forest. Something seems to be going on in the Horn Kingdom, the northernmost Kingdom on Belinara. Something of import? Perhaps.[/SIZE] [SIZE=10]// This relates to this plot quest: http://forums.layonara.com/calendar.php?do=getinfo&e=17694&day=2010-10-16&c=3[/SIZE] The following users thanked this post: Falonthas
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General Discussion / Answering the Questions« on: July 15, 2010, 05:04:17 am »
I have been asked by a lot of people to please come back over the last year. I am considering it. Recently I even received a txt and call. Thank you for the conversation and kind words. I have been asked to air a few things and this post finally made me do it...
http://forums.layonara.com/roleplaying/278422-wl-frustrated-options-offered.html I know exactly what pimbmendan means. I miss this server and the friends I made here deeply. I miss the effects and consequences someone's actions had, both positive and negative. The ever evolving world of Layonara has always been amazing and kept so many playing coming back throughout the years. I played from 2003 to 2010. For 7 years I enjoyed Layonara and cherished all the time I put in. Even more importantly I cherish the time others put in to make the world so special. I have the utmost respect and appreciation for the staff and the players. I have always tried to show that respect and appreciation to everyone here through both my in game and out of game actions. However, it feels like my efforts meant absolutely nothing when it came time for my WL attempt. My WL quest is one of the single most botched things I have ever seen happen by the Staff in 7 years. I was failed before ever being given a chance. My WL quest was shelved for almost 2 years and once it eventually started, it then took almost a year to run the quest. It took so long to get the WL quest running, that the people who would have played in it a year prior, were simply no longer active. I couldn't find evil PCs out there anymore, ESPECIALLY dark elves. I had to relay on PCs ranging from levels 7-15 for a WL quest, because that is all we had to work with. Now this is not the staffs fault, nor is it anyone's fault. However this should have been taken into consideration when running a Dark Elf WL quest. Rather than throwing insane amounts of purple instant kills at the low level party. I was told that the level of the party would be taken into consideration. Few know that I was actually failed at the start of the quest, due to a misunderstanding. I thought we were in a time bubble and not supposed to be active in game. Thank you Dorg for helping handle that situation as a mediator of sorts and making it possible to continue from that point. I however feel I was failed from there. Perception. Layo staff, you got that one wrong and nothing was ever done to even come close to trying to resolve it. I know it may sound like I'm faulting the failure of the WL, but I am not trying to. I fault the failed attempt to fix the botch. I also feel the staff has done so many things right, i guess they deserve a free pass on my WL =) This has torn at me in many ways and I have simply avoided talking about it or coming here to explain. I didn't want to seem ungrateful for the approval and time put into my WL. I knew failure could be an option and I would have loved another shot at the WL quest knowing I could fail. I was just honored to be considered and accepted for the WL. As a player, it meant everything. It represented the 7 years I put into Layonara. Seven years is a long time to put into something. However, as Pibmanden said, where are the consequences? I fully expect big results from the success of a WL...but absolutely nothing for the failed attempt? The only consequences for my PC's actions during the WL quest are the ooc administrative failed results. I should have listened to everyone who warned me. So many told me that I would fail my quest because I would run out of time. Even DMs warned me from the start. I should have stayed with the first DM who took my WL and waited my turn behind Jenara. After all I waited almost a year behind Jenara before I found another DM. I knew how Rowana ran her quests and what to expect from them. I had never been on a quest ran by Minerva where I was an actually part of the quest. Minerva, despite the way this quest was handled and the way I was treated in the end, or should I say not treated...={ I still appreciate all the time and effort you put in. You stepped up to the plate when no one else had time. You tried the best you could and I saw that and appreciated it. I take full responsibility for not having gone on any of your regular quests prior to selecting you to run my WL quest. I learned a lot from that quest, both good and bad. For your time and hard work, thank you. I never wanted any kind of hand out. I also do not feel entitled at all. I have always felt that my entitlements (if you want to call them that) came in the form of the enjoyment of playing the game with great friends and seeing the results of those actions throughout the world of Layonara. I miss you guys and I am sorry if this offends anyone in anyway. It is how I saw the events unfold. I miss Layonara, I miss you, and I hope I have not been forgotten. Thank you, Geo a.k.a. Magus Del'Mar The following users thanked this post: Falonthas
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General Discussion / Dear NWN« on: June 20, 2010, 11:19:09 am »
Dear Neverwinter Nights,
I never actually finished your official campaign (any of them), and most of even my favorite modules were left off around 95% completion. No more than a handful of areas from the module project I started were ever done, even though building was the only reason I went PW surfing to begin with. I am a poor modeler and have not given you any shiny new toys like other people have over the years, as with my most valiant efforts I am generally just translating the work of others to work for us. I rarely finish stories, and my scripting in any language is akin to the tourist that greets natives with "the cat is black" and says his farewells as "the cheese is stinky". I only dabbled with your sequel, and even when I poked my head into another PW I didn't speak with another soul. I bought that nice premium module that I heard was very good, but like other very good modules I only got halfway through it, along with that expansion. Expansions. I've found that the things I love most about your sequel are the models that got ripped from it and given to you. Enjoy! I did not get you a card, because I hate cards, and also I don't care for wrapping paper, bows, and in general anyone bothering me, and also I am officially 2 days late. But I thought I would say it anyway. Happy 8th Birthday, NWN! Eight years later you are getting some of the best content since your release. Here are just a few examples of the continued labors of love on your behalf, to cheer you and make up for my own lack of contribution. I did not even count the last patch they labored on for you, and the premium modules that were cancelled but given to the community, or any of the older content that is still in the top ranks! NWShader (Ignore them when they say adding bloom to NWN is like putting lipstick on a pig - they should have said gilding a lily. The possibilities cannot be measured!) NWNCQ NWN Enhanced sixesthrice's pretty tilesets CTP Babylon CEP 2.3 (the new DM tools are crazy!) Senemenelas' Underdark Tileset KotoR Heads SciFi Placeables Worms Fantasy Interiors Sen's Seasonal Workshop (remember when we were trying to make the seasons change dynamically with worms, NWN? That was silly. This is easy.) Community Music Pack Lastly, while I do not have anything of my own that is anything of note, and have not in general added to your lifespan with so much as a font, you must understand that with your kind I am a fickle creature. Drawn to shiny and ever dissatisfied with its empty reflection, I move on and on and on from "games," leaving a trail of open manuals and dusty boxes behind me, bouncing from latest and greatest back to Betrayal at Krondor, Mario, and King's Quest, and, more recently, Lemmings. Forget all the others. You are the only one I have been (semi-)faithful to, and with you are the only characters (singular) I've made that have lasted any significant length of time, even when we are called silly for still caring about a game nearing a decade-old and wanting to do good things for it. Did I say a decade? No, no, you are closer to 5 than 10. Forget all that. So thank you for the toolset, and thank you for Acacea, and happy birthday! The following users thanked this post: Falonthas
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General Discussion / Death of a *coughs* Maiden« on: June 06, 2010, 03:28:52 pm »
*Durgen casually enters the tavern keeping his eye on the corners of the place as he usually does for signs that this may not be safest place to drink.
Picking a dead leaf out of his beard, he takes a seat at a table near the door. As the not-so-pretty barmaid starts to near his table, he overhears two young, muscled looking fellows talking about a scantly dressed woman who called herself a Xeenite priestess. After drinking round for round with these two louts, she stated she had her fill with them and was going to look for some real men to party with. With a long kiss for each of them she sauntered out of the tavern and set a course for The Rolling Hills. The next morning her body had been found, laying at a very awkward angle. It appeared she had run into a band of madmen that roam around those parts. "What was her name again?" The second replied, "It was Hedessa. Man could she drink. And those legs...." The fellow just shook his head with a grin before changing to a somber look. "Huh?" says Durgen. The barmaid, not so patiently repeats "I said are ya just gonna sit there or do you want something to drink?" "I be 'avin an ale" he says absently. Then quickly states "Naw, oi'll be 'avin one of dem Xeenite wines if ye 'ave somethin loike dat." The barmaid looks at the dwarf curiously. "I'll go find out." After a fashion, the barmaid returns. "Apparently some woman drank nearly everything we had. I have this" she says as she sets a glass down "but I think it has turned." Minutes pass after the barmaid leaves the table, the dwarf sniffs the glass and wrinkles his nose. "Well Essa, ye always be a pain in me rear. Naw ya got me drinkin' dis nasty stuff." "What kin oi say, ye loiked ta 'ave fun, party ta wee hours in da mornin' with sailors, an use dat whip of yers ta beat both enemy an' social acquaintance, from whot oi 'ere, in ta submission. And, durn it, ye tended ta git da best of me in our verbal barbs. Oi guess oi'm jus sorry oi could nah be der when ye died. Ye must 'ave found fellas dat loiked ta party a bit too rough." "All oi kin say naw is dat oi got da last word in", he pauses, "but dat do nah really feel loike a victory." Durgen raises his glass and to no one in particular says "to Hedessa Tanario, may ye be buried with a smile on yer face an' wine in yer flask." Finishing the turned wine, the dwarf nearly chokes. "By da gods, oi kin nah believe dis did nah get ya first." He throws far too much true on the table and leaves out the front door. The following users thanked this post: Falonthas
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General Discussion / I'm back« on: October 13, 2009, 08:23:06 am »
Hey everyone. It's been a while but I think it's time for Clarissa to return to the world of Layonara. Just wanted to give a shout out to let everyone know I was back. Hope to see you all in game.
Mike The following users thanked this post: Falonthas
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Layonara Server / Version 3.21.4 is online« on: September 25, 2009, 01:37:29 pm »
It's been longer than expected, but...
Version 3.21.4 is online!
** Characters with the Cloak of the Bat can ask a GM directly in-game for a replacement with the Nighteyes Cloak. Please do not clog the Grievance/Request process with these. This is an item-for-item swap. Thanks go to orth, Script Wrecked and Acacea for their contributions, as well as Alatriel for her remodel work. Please note that this does require an updated HAK file, which can be downloaded here. Enjoy! The following users thanked this post: Falonthas
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Introduce Yourself / Stopping in to say hi!« on: September 23, 2009, 12:20:35 pm »
Been a few years since I stopped by the Layonara site. I must say I am very impressed how it has grown and changed over the years.
I will have to load up my old NWN and stop on by. The following users thanked this post: Falonthas
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General Discussion / For My 31st Birthday« on: August 02, 2009, 01:45:27 pm »
I'm going to cut the cord for helping develop the NWN server further.
So, with a fresh new posting style, I'm going to keep this short and sweet. I've had a brilliant time with a great number of you, even the ones I've gotten really into it with. I always thought I'd make a farewell post with the list of everything I built here, because it would feel like some sort of reminder to everyone. It's a bit silly though, as for years and years I've tried to legitimize my efforts to this community, and overly so. I think it stems back to my embarrassing beginnings here... but I'm no pyschologist heh. I enjoyed building most everything I built, and I'm very proud of how V3 turned out. That's enough for me this time. I will always support the MMO team's efforts, and I look forward to the new game. There are a lot of reasons for leaving, and I'd explain them... but the folks I'd really want to understand probably already get it. So best of luck, I'll still be around now and then, in game and on the forums, and Dorg, I'll try not to troll your posts on balance too much. And with one last challenge... the toolset is easy to learn. It just takes time if you're going to make something come out right. Time learning all of the placeables and tile options so you know the brushes and colors to use. But it's not technically hard. I challenge one of you, anyone, to step it up and legitimize all of your scrutinizing comments on the way the server should or could be. Make 10 areas to a new theme, send them to Dorg. Someone, anyone, impress Layonara with something new for others to enjoy. Even if you know it's ending someday, soon or not so soon, who knows... build it because you care for the server today. Take up the torch, as I know there are some people who have wanted to prove me wrong on some things - and there's no bigger crux to it then this. Everything else is just forum posts. Take care all. The following users thanked this post: Falonthas
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Guilds and Councils /
« on: May 29, 2009, 02:04:47 am »
I recently stole some stuff on my rogue Telini... I was addressed by a DM and told to take care of this issue.. The guild I stole from is The Orc Bashers... I plan to make progress in addressing this issue on Monday or Tuesday when I have time from college and work... Thanks in advance for your patience in this issue if in fact it is given....
tobeelijah Telini-Telinar-Ivory The following users thanked this post: Falonthas
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General Discussion / Having Fun?« on: May 16, 2009, 09:51:24 pm »
I hope everyone is having fun exploring and adventuring together with friends this weekend. One of the things I hope to see from this weekend is that players (you) find new friends to adventure with in Layonara, or that some players return to regain the enjoyment of the world. I challenge each of you to go find new players or encourage players to return and enjoy the world. Layonara is built for you, the player/gamer--something we never forget.
We really do have a fantastic GM team that dedicates a whole heck of a lot of time (for 7!! years now folks) to the community. Not to mention all of the "lowly" programmers and module builders that dedicate their time to grow the world and community *ducks for cover behind the content team....then realizes his mistake...* I really do enjoy dogging on them the very few times I get the chance!! Hope all are having a good time. The following users thanked this post: Falonthas
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Just for Fun / Dm theme songs« on: May 16, 2009, 07:58:19 pm »
I figured it was time for the dm's to get their own theme song as well as us poor players
This one made me think of Pesudonym with Lord Cove and Dezza as back up singers YouTube - Everybody's Makin' It Big But Me [size=-15]please dont kill me the next time I log on [/size] The following users thanked this post: Falonthas
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Layonara Server / Updated Deity Entries« on: May 16, 2009, 02:59:55 pm »
Hello everyone,
The last few weeks, several volunteers have helped in creating summaries of the new deity texts. These summaries will be around 2 pages long, so approximately 56 pages of new deity information will be put on LORE in the near future. We do, however, have far more, this is less than a third of the information that will be in "Layonara: The Pantheon". We're not clear on when this will be released yet, but with our recent endeavors of a version online and the policy refactoring we thought it a good idea to also release part of the new lore. We'll update you as we go along and the information is put on LORE. A few words of caution: - some dogmas have had an overhaul so will look a bit different, some will be broader in scope, others will have a narrower scope. - some deity texts that are in the current Pantheon book (2006 version) have been completely re-written as their initial authors did not allow us to use the texts. This also means some sects or parts of some churches will no longer exist, and will in fact never have existed. All of these however, should find a new home inside the new church organization. I'll take questions on these once they've been released. Note that no new entries have been posted yet, we'll let you know when we start and how we progress so that you don't click through LORE needlessly! Once they're there, I will be taking questions on the new entries in the "Ask a Gamemaster" forums. Last but not least, some words of thanks: Thanks to all the writers for writing the new deity texts! Thanks to rowana, Dezza, ycleption, Minerva for the summarizing. Thanks go to OneST8 and orth for setting up the Trac system to manage this. Thanks in advance to our LORE volunteers to put it all on LORE in the desired format! Thank you for reading this, let me know if you have questions, Ed The following users thanked this post: Falonthas
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Just for Fun / Crows and Daggers« on: May 14, 2009, 03:27:58 am »Quote from: darkstorme Minor additional point, not crucial but a bit jarring when I read it; a dagger any bigger than a throwing knife would be very difficult for a crow to lift; it's not a matter of where it grips it, it's a simple matter of weight ratios. Daggers in-game weigh a pound - a one pound bird would be hard-pressed to lift its own weight again for any real distance. Carillon comes home and checks the forums and goes to find Darkstorme, taking him to task on this oversight Carillon: You're wrong about the dagger, you know. Darkstorme: What dagger? Carillon: The one the crow carries. Darkstorme: No ... that's the point. The crow cannot carry a dagger. Carillon: Sure it can. It could grip it by the haft. Darkstorme: It's not a question of where he grips it! It's a simple question of weight ratios! A five ounce crow could not carry a one pound dagger! The biologist in Carillon pauses. Carillon: Full grown crows are about a pound ... Darkstorme: It was an immature crow. Carillon: Oh, alright then. *** Several hours later .... Darkstorme: Look, it doesn't matter. It was just a minor point. Carillon: Wait a minute! It could be carried by a Voltrexian crow! Darkstorme: Oh, yeah, a Voltrexian crow maybe, but not a Dregarian crow. That's my point. Carillon: Oh, yeah, I agree with that. *** Later that evening, Carillon pokes Darkstorme awake ... Carillon: Supposing two crows carried it together? The following users thanked this post: Falonthas
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Layonara Server / 2x XP and 1.5x GP Weekend« on: May 12, 2009, 11:18:29 am »
Layonara will be running a 2x XP and 1.5x GP weekend from May 15th - May 17th. These are always great times to join up with friends and to explore the world, while also being well rewarded.
The following users thanked this post: Falonthas
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Layonara Server / Updated World Policies -- Effective 23-April-2009« on: April 23, 2009, 09:38:06 pm »
[SIZE=13]Layonara is a world built for entertainment and community. Years of diligent volunteer effort on the part of the Layonara team has generated extensive and engaging environments, compelling and unique game dynamics, a vibrant and supportive community, and a universe overfull with history.[/SIZE][SIZE=13]
[/SIZE][SIZE=13] To maintain Layonara's entertainment factor and sense of community we strive to: [/SIZE]
We urge everyone to read the updated policies in this thread. Should you have any questions, please don't hesitate to ask them in our "Ask a Gamemaster" forum.[/SIZE] [SIZE=13] - The Layonara GM Team ---------------------------------------------------------------------------- NOTE: The policies below represent that which has been updated. It is our goal to merge these into LORE so that there is consistent information both on the forums and in LORE. This process will take a few weeks likely, so please bear with us through a brief period of inconsistency. These policies will also be cross-posted in the applicable section of the forums for convenience. The policies given below are best segregated into three main categories: [/SIZE]
And now, without further ceremony... [SIZE=24]Behavioral policies:[/SIZE][/B][/COLOR] Area level restrictions – Effective immediately, we are lifting all area level requirements. This means that there will no longer be any level-based stipulations regarding where a character may travel. After much internal review, the GM Team feels that most, if not all, places in the game world effectively enforce their own sort of level restrictions, both in difficulty and degree of reward, and it is not beneficial to the Community or the GM Team to police or enforce such limits artificially. The following is a guideline for what each area is designed for danger wise, so that players may knowingly choose their destinations.[LIST=1]
Party level spread – Effective immediately, we are rescinding all previous statements regarding the level split between the highest- and lowest- level character within a party or grouping. The GM Team feels this particular rule has been misunderstood, misinterpreted and misapplied at all levels of the Community including by members of our own GM Team. As a result, it has been damaging to roleplay, it has caused animosity between the Community and the GM Team and has made people feel like criminals just because they associate with a character more than 10 levels different. Special note on the lifting of area and party level restrictions – While we are effectively removing all restrictions regarding character levels, we are hoping to encourage better grouping, better roleplay, a greater sense of adventure and an environment where roleplay is not unduly bounded by out-of-character issues such as level and arbitrary lines on a map. Having said that, the GM Team maintains a single request that can be summed up briefly as:[INDENT]“Don't drag, and don't kite.” [/INDENT]It is possible for a low-level character in a group of higher-level characters to contribute in some form, whether by flinging spells, tossing potions, firing arrows or any number of other contributing things, even if they're not terribly effective. The important part is that they attempt to contribute. Similarly, a high-level character can escort a group of lower-level characters without doing all the work for them. So, in this spirit, we ask for the Community to respect this and to keep these things in mind when going out and about. We're not going to break up a party on Dregar that contains a 5th level character just for that fact alone, nor will we go on hunts when we see a wide party level spread. However, if we see little or no roleplay among the party, if we see non-contributing lower-level characters or we see a high-level character being the primary application of force among a group of otherwise lower-level characters, we may request a modification to the party's behavior. If the behavior persists, we reserve the right to disband the party. We want everyone to have fun, to adventure and explore, and we no longer feel it appropriate to keep these restrictions in place. We ask only that the Community enjoy this expanded freedom and request that it be used responsibly. Muling – Another often misunderstood rule is that of muling. Our official definition of muling, effective immediately, is: “Muling is when you have items (in the bank, in your inventory, in your house, etc. that you have earned or fairly traded for), and then you give those items to a newly created character of your own for free. This also applies to having a character you control gather CNR or other items for another character you control. It is fine to RP a 'sales person' or whatever you may want to call it but from this point forward please do not let that 'other person' be another character under your control." To put more plainly, it is muling to give items, gold or any other assets from one character under your direct control to another, whether you have multiple Bioware accounts or not. You, as a player, are the common factor between them, and giving one character an advantage that another has earned is not something we tolerate. If you must transfer goods between two characters under your control, then do so through a third-party and conduct the exchange like a business transaction, meaning exchange goods or coins in trade. This applies as much to unassociated characters as it does to characters who are directly related (i.e. parent/child relationships). We believe all characters deserve to accumulate equipment and wealth in line with their own accomplishments, and it is unfair to the rest of our Community if some take it upon themselves to give benefits to one of their characters by the work of another. We ask everyone to respect this philosophy for the good of everyone in the Community. Looping and Camping – Looping is defined as going through the same few areas in a short period of time in order to keep continually harvesting CNR, reaping XP and loot from killing the creatures there, etc., and then repeating this sort of thing over and over in a given span of time. Camping is defined as staying effectively in one place, typically one single area, usually for the purpose of waiting for CNR to respawn so your character can harvest another full load, and then waiting again for the next respawn cycle over and over again. Another form of camping is to enter an area, kill the creatures and/or harvest the CNR available, then log out for a time, log back on and repeat the process. We ask the community to limit any looping behavior through a small number of areas to 60 minutes. We ask the community to limit any camping behavior in a single area to 30 minutes. In the case of logging in, harvesting and logging out, we ask that you simply do not do this more than 3 times in a row. The GM Team understands that not everyone has a lot of play time. Sometimes there is only a small amount of time to log in, take care of a few things and then log back out, and we do not wish for people with limited time to feel like criminals. However, we also believe that players should exercise some degree of self-restraint when doing such things. While we will not be actively policing for camping and looping behavior, if we observe such in excess of the stated guidelines, we reserve the right to intervene and inform the party that they have pushed the boundaries of what we would like to see. Unless taken to the extreme, the GM Team will not be applying in-character or out-of-character punishments to any groups caught looping or camping in excess, however we may remove the group from the situation if our requests are not respected. In Summary At no point will there be in-character consequences to the breaking any of these rules; no effects, no spawning of creatures, no going to jail or being tersely corrected by NPCs. There will only be out-of-character actions, which can range from simple warnings to banning, the latter being the most severe of course and only at the extreme abuse of the rules. Please do not associate in-character consequences to out-of-character actions as they are completely separate. iIn-character choices will generate in-character consequences and likewise for out-of-character choices. [SIZE=24]Character Submission and Approvals Policies:[/SIZE][/B][/COLOR] First and most important to the community: by submitting a character, whether or not it is approved, you agree to adhere to all the rules of this server both in game and out. If you have not, by this point, read the rules of the server, it is recommended that you do so now (please follow this link). Name – All names of character submissions must be the original creation of the submitting applicant. They can not be copyrighted names from a game, book, television show, movie or any other medium not covered in this list, nor can they be names belonging to existing characters in Layonara. Race – There are numerous races on Layonara. Not all are available as player races, but there are many options in game at this time. Only the sub races Wemic, Brownie, Ghostwise Halfling, Sea Elf, Dark Elf and Goblin will require additional justification for choosing this race in the biographies. When you chose one of these races, please take into account that the review may take an extended period of time. Due to lore reasons, Tiefling and Aasimar will no longer be an option for new character submissions. For the same reason, no half races (Half elf, Half orc, Half giant, Half ogre) can be born after the year 1421. You can find the current year here. The following races must start out with an alignment of CN, TN, NE, or LE: Dark Elf, Half Orc, Half Giant, Half Ogre, Orc, Goblin, and Deep Dwarf. There is one exception to this; a cleric character that follows Az'atta (regardless of race) may start out with a good alignment. (see further down for more information on alignments in general.) Please see the racial LORE pages for further information. Age – When selecting the age of your character please keep in mind that many age at different rates and some races naturally mature slower as a result. As well, each race has a minimum starting age since we do not allow child player characters. Classes – The mechanical classes of Layonara have several wide interpretations and some have very specific needs. Most standard character classes do not require anything in the way of justifying the choice of class over some other in the character submission. As such, a detailed justification for a particular class is an optional thing, and we will not overly scrutinize them, excepting for very obvious glaring issues (I.E. a submission where a sorcerer studies his magic rather then innately acquires it or a level one fighter is taking on whole mobs of orcs on his own, etc). Clerics and paladins however, must give their stated commitments in their biographies and we would still like them to make clear in their biographies their respect for their deity's dogma and/or organization. Druids also have their own submission requirements, and we would like to have any druid players read the druid information page. Additionally, applications asking for dual classes are not expected to include more then what a single class of the same would require. Resubmissions to add a second or third class after initial approval (excepting druid, paladin, cleric or monk) need only be a resubmitted biography with a few additional lines explaining the IC reasoning. Resubmission to add druid, paladin, cleric or monk (especially if the starting class was monk or druid to begin with and a character is returning to this class) hold the same requirements and stipulations as above with potential extra requirements (such as CDQ, CDT or other need). If you have a character with multiple classes, you must have 5 levels minimum in each class before level 20 (e.g. You cannot have a level 3 rogue, level 17 fighter, you need at least 5 rogue) Monk, Paladin and Druid classes have restricted multi-classing. Policy on Applications for Additional Class and/or PrC past level 20 –Characters approved for an additional class beyond what was established prior to level twenty-one (21) must take five (5) levels or more consecutively upon initiating levels in the new class. This rule reflects what should be inherent of all applications for a new class. By pursuing a new class, the player is pursuing a new avenue for character growth. This growth should be reflected by an investment in the new class beyond a simple label. Taking one level in a new class and then going back to the initial class(es) shows a limited drive to pursue the path for which you were approved. Once five (5) consecutive levels in the new class have been taken, you are free to level as you find appropriate, provided there are no multi-classing restrictions for the new class. Alignment – Most alignments are unrestricted and will not require special support with in the biography to be approved so long as there are no glaring conflicts.(For example, a Neutral Good rogue who mugs and robs travelers indiscriminately to make a living.) Chaotic Neutral remains a special alignment, and the submitting player must have had an active character in the world for four (4) months prior to the submission of the Chaotic Neutral character. There is no minimum level requirement for this active character. You do need to submit, in your own words, an acknowledgment stating your acceptance of the rules of the server and giving a statement acknowledging that Chaotic Neutral is not carte blanch act randomly, expecting to be free of penalty. In the game and in our community, actions have consequences, and if you are not willing to accept the consequences, do not make those actions. Evil too is special and with the heavier requirements. Lawful Evil and Neutral Evil require an active character for at least nine (9) months. There is no minimum level requirement for this active character. As with Chaotic Neutral, on the character submission the player is required to state in their own words that they accept the rules of the server. As well they must state that they accept that the alignment of Evil may put them at odds with the majority of the player community as well as the NPCs they interact with, and that they accept the consequences to their actions. Chaotic Evil is not available to player characters on Layonara, and if a character's alignment shifts to Chaotic Evil territory the character becomes property of the GM team and is no longer playable. The actual approval of these alignments lays ultimately with the GM team, based upon appropriate roleplay of previous alignments. The team holds this to protect the community as a whole and not to target any particular members of it. Realize that by choosing these alignments the review time is longer than for standard characters, as input from the GM team will be sought. Deity – Deities are an active, if indirectly so, power upon Layonara. When a character passes from the world the deity may choose to call their souls to their domain. Some classes require a deity choice but most do not. Do not choose a deity to enter in the deity field unless your character is truly devout as it will bring consequences (both good and bad) to your character. If you do select a deity for your character please use common sense where dogma and your character's worship is concerned and if there is an extreme case, such as a dwarf worshiping Lucinda, make certain the details are touched on in the biography. A final note on deities: The GM team will enforce the accurate portrayal of a character who is devout. If they are caught doing something their deity disapproves of, there may be consequences. These include, but are not limited to, helping the enemy of your deity, doing something strictly against the dogma of your deity, and furthering the goals of an unfriendly or enemy deity. General Biography details and lore – The primary focus of biographies is RP and lore. Despite the above leniencies, lore will still be strictly adhered to and possible conflicts with lore will receive the most scrutiny. In the case of reapplications for alignment shifts, secondary classes, etc, an RP justification will be requested as always, but a few lines should suffice (as long as they are explanatory). When applying using your own format, please link all pertinent information along with your request. Optional questionnaires will be posted for use for both original submissions and reapplications to simplify the process for the player. Character backgrounds can comprise pretty much of whatever you wish but should cover the following:
Languages – Available Ears: Elven, Halfling, Dwarven, Dark Elf, Gnomish, Thieves' Cant, Wemic, Animal, Brownie, Underwater, Sign Language, Orc, Goblin, Draconic and Florane (T'oleflor). Everything except Draconic and Florane are available on initial submission with some additional support in the biography. Races receive their specific ear on creation. Dark elves receive both the elf and Dark Elf ear. Sea Elves get the elf and underwater ear. Druids and rangers start with the animal ear, while rogues start with the ability to use thieves' cant. Certain clerics may also begin with the animal ear depending on domain. Half elves will be able to understand the elven language but the biography and intelligence must support the ability to speak it. These default ears do not count against your bonus languages. Languages may also be learned in game from other players. They cannot be learned from familiars or NPCs, and after creation, your character journal must reflect the learning of the language to have it approved. Approval after initial creation involves submitting a request and a link to your character journal as well as the support testimony of your tutors. In any situation, except for automatic languages and where specified to be outside of the norm, all applicants wanting additional languages need to make certain they have the appropriate intelligence to support the request. The maximum number of additional languages to be requested on submission is two (2). The maximum number of non-racial/non-class languages that a character can learn is equal to the character's base Intelligence (INT) modifier. For example, an elven Druid would automatically receive the elven and animal “ears” when the character first signs into the world. With an INT score of 12 (+1 modifier), the character may learn one additional language, if desired. This language may be granted on the initial approval or learned over time in-game. Restarts/Rebuilds/Relevels – The definition of a restart, for the purposes of this server, is: starting one's character completely over from scratch without any benefit of the previous incarnation's inventory, coin or experience. That is to say you start over from level one with nothing. In addition we will require you to post for a deletion of the old incarnation and create the new version with a slightly different name. Add an extra space, perhaps change one or two of the letters or some other minor change. If the change is not made the database will think it is the same character and will not allow for static quests to be completed, among other issues. It is further recommended that any variation of name be noted in your original character submission thread. Sometimes it happens that we find ourselves not liking how our character has turned out, mechanically speaking, for a wide variety of reasons. Level five (5) and below seems to be the most common areas where this occurs. To that end, all level five and below characters will be granted one (1) free restart when requested in the Character Submissions forums. Between the levels six (6) and ten (10) the Character Approvals team will still consider the merits and problems with a restart at that point and grant or deny based on the result on their findings. After level ten (10), or if a denial after level six (6), a character may use one of their Graceful Pleas for a restart. Once a Graceful Plea is used, it cannot be rescinded and anything needing changed (re-name, re-description, etc) after this restart will count in their normal capacities as if it was the original character. This means whatever Graceful Pleas and freebies previously used will count against the restarted character. The character restart does not refresh the count. Please go slow and pay attention to the details as when recreating the character. A restart does not clear the loss of Soul Strands (see: Soul Strands and the Layonara Death System) and they must be reapplied for once the new character is made. Please post for this action in the Grievance Forum. A rebuild is when a character is allowed to restart and then gain all of their experience, items and equipment. This is only granted for an extensive reason, such as a CDQ or quest that results in the deity change of a cleric or something of that magnitude, or when the development team makes mechanical changes to classes that require such action. They are extremely rare and require the support of at least one GM in the capacity of GM not player witness. A relevel is when one level is removed and given again. This is only granted for reasons such as accidental clicks, misunderstood feats or spells and the like. This falls under the jurisdiction of grievances requests and must be dealt in that forum with the guidelines stated in that policy. Prestige Class (PrC) resubmissions – PrC submissions are changing as follows:
Organizations and Ranks – With all of the above stated there are two very important points to keep in mind. Firstly, just because a player is a Toranite Undead Hunter, it does not automatically mean they are in the order of the Shining Hand. If a character desires to be part of an organization likely a Character Development Quest (or CDQ) or other GM acknowledgment is necessary. Either submit this with the matching class/PrC request or submit for a CDQ to attempt to join the desired organization. Some organizations have very specific procedures and requirements to join (such as the well established Knights of the Wyrm) and can be handled as a group function or as a personal CDQ. Secondly, most level one characters start out as the lowest level above 'student' in any organization they might be a part of. For instance, most starting clerics will begin in their acolyte phase (where applicable). This does not afford them any special treatment beyond being a priest of their faith. If a player wishes to advance in rank within their church, or any other organization it is squarely on the shoulders of the player to initiate CDQs to attain this goal. At present there are certainly some complications, lore availability wise, with knowing what to ask for, but any GM has access to the information and the player need only ask to find out what steps are needed or what general possibilities are available to them. It should be noted that character level is not related to rank in a church. Character Development Quest Rules –[LIST=1]
One last note: While you wait for your character to be reviewed, perhaps you might look around the forums at some of the in-character threads and more at our Layonara Online Reference Encyclopedia (also called LORE, but should not be confused with 'lore'. Tricky aren't we?) Looking forward to seeing you in game! [SIZE=24][SIZE=13]Please note that as of this date, all previous policies for this forum are no longer valid. The relevant threads will be removed shortly to avoid confusion.[/SIZE] Dispute, Grievance and Requests for Reimbursement Policies:[/SIZE] Graceful Pleas – For some months the team has pondered various options for dealing with the inequalities that the current grievance system suffers. Along with several other polices, this particular aspect was given much thought. The issues and potential for abuse are too numerous for an open return system, yet the current restrictive system created a sense of unfairness and inequity within the community. What follows is a compromise added to the system to grant leniency without making the system as a whole too cumbersome to support. Effective immediately, all players have the right to three (3) “Graceful Pleas” for each character. These Graceful Pleas can be used for a “no fault” return or reimbursement. Graceful Pleas can be used for things such as (but not limited to):
For players wishing to restore a permed character, please read the section below titled: Special note regarding the loss of a character's final Soul Strand. In the event that a player commits a bannable offense, all Graceful Pleas for all characters are subject to forfeit. A Graceful Plea may not be used to reverse a banning decision. Soul Strand and XP Loss– Effective immediately, there are only three scenarios for Soul Strand and XP reimbursement:[LIST=1]
[/INDENT]Special note regarding the loss of a character's final Soul Strand – When a character loses his or her final Soul Strand, the player will be given a one-time choice to request a reconsideration of this final death, given that the above criteria have not already been enacted for the event in question. There does not need to be any special reason, justification or evidence at all for this request. The only requirement is that it comes after the loss of a character's final Soul Strand and the player still has at least one (1) Graceful Plea left for this character. The player will be given a choice between one of the following:[LIST=1]
For the purposes of this contingency, if items are to be sacrificed as part of returning a permed character to life, an item will qualify to be counted if it is:
The exchanges made with either of these options are permanent, and cannot be re-gained through use of a Graceful Plea. The option of this choice will only be available once over the lifetime of any given character. If a character who takes one of these options loses his/her final Soul Strand again, this option will not be available. While it is possible that the XP loss could drop a World Leader (WL) character below the minimum level for WL eligibility, exercising this option will not result in the loss of WL status already gained. If the character's WLDQ is in-progress, the GM Team will evaluate whether or not to continue the WLDQ or wait until the character has regained sufficient XP to qualify. However, the approval to attempt a WLDQ will not be rescinded as a result of exercising this option. The concept behind this idea is to give players that “one last chance” while preserving the concepts of permanency and the gravity of death. If a Graceful Plea is used to restore a character that has permed before the advent of this policy, the character will only have two (2) Graceful Pleas remaining. In addition, we will impose some RP restrictions upon such a case:
Wills – Over the last couple of years, the prevalence of character wills, distributable upon the final death of a character, have become more popular and unfortunately more complex, intricate and difficult to adjudicate. There have been several in relatively recent history that have become very time-consuming for the Team to decide upon and handle. As a result, we have decided it is necessary to set some realistic limits on what can be included and distributed by a character's will. [LIST=1]
Item reimbursement – Unless caused by a GM error or a bug (as defined above under the Soul Strand policy), all item reimbursements will fall under the policy regarding Graceful Pleas. As previously stated, a Graceful Plea may not be used to get back an item sacrificed to return a permanently dead character to life. Experience Point (XP) reimbursement – Unless caused by a GM error, a bug, disconnection/crash or unexpected jump (as defined above under the Soul Strand policy), all XP reimbursements will fall under the policy regarding Graceful Pleas. As previously stated, a Graceful Plea may not be used to get back any XP sacrificed to return a permanently dead character to life. Gold (GP) reimbursement – Unless caused by a GM error or a bug (as defined above under the Soul Strand policy), all GP reimbursements will fall under the policy regarding Graceful Pleas. Bannings – [SIZE=13]GMs and World Leaders are able to temporarily ban a player in-game, pending a full review by the GM Team. Such bannings will not be dispensed lightly, and the burden of proof will fall heavily upon the individual doing the banning. As part of the process, a temporarily banned player may state his/her case here. However, we will require that all arguments, both supporting and refuting the banning, come supplied with ample evidence, in the form of chat logs, screen shots (if available) and witness testimony. Decisions on the reversals of bannings will be made based on presented evidence, testimony and information gathered by the GM Team from in-game observation and server logs. If a banning becomes permanent, the player will be banned from the forums as well, and the only recourse is by contacting Leanthar directly. Historically, very few permanent bannings have been reversed. To help assuage any fears that may come from this new capability, if a GM or World Leader temporarily bans a player for a reason that is reversed and if it happens in a blatant or abusive way, then that GM or World Leader will be reprimanded and perhaps lose their status as a GM or World Leader. Every temporary banning will be logged, and the GM or World Leader who bans someone bears an urgent responsibility to provide the evidence and justification behind the banning action to the GM team shortly after the banning takes place. Banning is something that we take very seriously here, and as such it requires a lot of responsibility and proof. As such, bannings, temporary or otherwise, will not be dispensed lightly.[/SIZE] [SIZE=13]Graceful Pleas may not be used to dispute or overturn a banning. [/SIZE] [SIZE=13]Character Rebuild/Relevel –[/SIZE] [SIZE=13]Rebuilds and Restarts fall under the jurisdiction of character approvals and must be submitted in that forum for consideration with accordance to the listed policy.[/SIZE] [SIZE=13]Relevel requests due to an honest misclick will only be granted within 48 hours of the level being taken AND if less than 10% of the XP needed for the next level has been earned. [/SIZE] [SIZE=13]If you find yourself outside of the normal limits for such a request, you may still make the same request with a Graceful Plea by providing the same justification and reasoning.[/SIZE] [SIZE=13]Character edits –[/SIZE] [SIZE=13]This is not so much a new policy but a codification of precedent so that it is clear to the community. Character edits cover a rather broad set of tasks, including:[/SIZE]
[SIZE=13]Name changes – Changes to a character's name requires the character file to be edited as well as about a dozen database updates, and only a small handful of staff are able to perform such changes. As such, we will permit only one (1) “free” name change for a character without a strong RP reason (i.e. marriage, quest outcome, etc.). This allows one to fix an oversight or error during character creation or to reflect the course of RP. Outside of these guidelines, a name change is still possible by using a Graceful Plea.[/SIZE] [SIZE=13]Description changes – Changes to a character's in-game description requires the character file to be edited, and only a small handful of staff are able to perform such changes. As such, we will permit only one (1) “free” description change for a character without a strong RP reason (i.e. marriage, quest outcome, etc.). This allows one to fix an oversight or error during character creation or to reflect the course of RP. Outside of these guidelines, a description change is still possible by using a Graceful Plea.[/SIZE] [SIZE=13]Appearance changes – Changes to a character's in-game appearance, such as a change in tattoo, skin or hair coloring or a change in head model can be affected in-game by any GM. As long as these requests remain reasonable and are not requested on a whim, we are content to allow players to request these changes from any available GM directly. Please note that wings and tails as permanent character appearance traits will not be approved or given unless as a result of a WLDQ.[/SIZE] [SIZE=13]Portrait changes – Changes to a character's in-game portrait can be handled easily in-game by any GM. Please request all such portrait changes directly from any available GM. When requesting a portrait change, please have the name of the portrait file handy. We cannot set portraits with a description (i.e. “The one with the blonde girl in plate armor”). Unless you have the portrait's file name, we cannot set your portrait.[/SIZE] [SIZE=13]Housing and furniture transfers –[/SIZE] [SIZE=13]This is not so much a new policy but a codification of precedent so that it is clear to the community. Characters may transfer houses and/or furniture to another character provided both parties are in agreement with the terms of transfer and can state as much as part of the request. However, a character cannot transfer a house or its contents to another character under the control of the same player. This would be muling. [/SIZE] [SIZE=13]In the case of absentee home owners the new policy stands as this: Absentee house and furniture transfer requests will only be granted if the owner has not logged into the game or forums for six (6) months and cannot be contacted/doesn't answer by most viable means. The requesting party must have some sort of legitimate claim to the property such as marriage or co-investment. Rental contracts are not considered legitimate proof.[/SIZE] [SIZE=13]Properties of banned players are considered immediately forfeit and only in cases of marriage will the properties be passed on to another player. [/SIZE] [SIZE=13]----------------------------------------------------------------------------[/SIZE] For convenience, I'm including the link to an "Ask a Gamemaster" thread here for asking questions and discussing these new policies. The following users thanked this post: Falonthas
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Layonara Server / Layonara 3.21.1 Patch Release« on: April 13, 2009, 07:10:10 pm »
Just a short one:
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General Discussion / General Note to the Populace« on: April 11, 2009, 04:10:26 am »
Hey everyone,
I am posting this here as currently I am running Fenrir's WLQD. This particular one is currently having a significant effect on things in the world and I am posting this to ask you to participate in bringing the full sense of whats happening to life. I often find that with WLQD's they feel like they are taking place almost in another Layonara to the one everyone else plays in from day to day. This come about because normally it is a select group who deal with the WLQD issues at the times they can get together and thus it does not affect everyone else on the server in their day to day activities. So the general populace goes about doing what they do every day they play on Layonara with more than likely a very minor interest in whats happening out there because they are not a part of it. In reality this is not the case, and I want to ask you, the typical Layonara players to help me build the atmosphere for those working towards Fenrirs WLQD. How can you help I hear you ask? First of all you need to be aware of what currently might be affecting your characters so you can include it in your everyday RP or interactions, so lets start there. 1/ Mithril and titanium have always been hard to obtain, now in the market places both metals have begun to dry up, prices are sky rocketing in mithril (please reflect this in prices etc) 2/ Priests of Beryl, Dorand, Grannoch, Sulterio and Grand all are sensing something wrong with the element of Earth in the world. Spells that rely on earth as a component of base source of power are weaker than normal, stoneskin for example wont last as long, earth elementals weaken and die very quickly etc (All can be Rp'ed) 3/ Giants in the Ulgrids have been hardly seen at all, there have been no attacks between the dwarves of the Ulgrids and the giants there for the past two months. 4/ Market places around the world are getting the jitters as mithril deposits used as securities for banks, mercantile guilds and even nations are disappearing. 5/ There is a general unease amongst druidic circles regarding notification they have received from certain faiths regarding the weakening of Earth, particularly within Layonara itself. 6/ Spellguard are now even investigation what they percieve as a serious threat against Layonara itself based within the field of earthen magics. (Rp for members of the faith) 7/ Tremours have been felt in various places across the world and people are beginning to say these are linked to the missing mithril. If you know this...then you can employ it in your RP and thus help with the immersion of the WLQD for the people directly involved, the general community (whose world is being affected), and really help bring alive whats happening, for everyone. Thank you. The following users thanked this post: Falonthas
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Layonara Server / Layonara 3.21.0 Release notes:« on: April 10, 2009, 09:49:01 pm »
[SIZE=18]Version 3.21.0 is online![/SIZE]
Persistent Storage is once again ENABLED It's back, it's faster and it's better than ever! Check out the new features:
The following users thanked this post: Falonthas
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Layonara Server / Layonara 3.2 Release Notes« on: April 06, 2009, 12:51:59 am »I know while you wait you really want to see what's in store, and I have comments on this update that I'd rather not have you wait for me to think out. The same goes for the credits, so for now I'll let you read these release notes and follow up a little later with a few more thoughts. [/SIZE] [SIZE=18] New Systems ¶ [/SIZE] AFK System ¶
Merchants ¶
Areas ¶
[/SIZE] Barbarian ¶
Type of Feat: Class Prerequisite: Barbarian. Specifics: The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter, extending into epic levels. At 15th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Consitution, 1d4 Sonic damage on all attacks and +3 to Will saves (the -2 penalty to Armor Class still applies). Each Rage lasts as long as your Barbarian + Bear Warrior + Battle Rager levels in Rounds. Thundering Rage ¶ Type of Feat: General Prerequisite: Epic Barbarian, Strength 25. Specifics: Any weapon the barbarian wields while in a rage does an additional 2d10 points of sonic damage on a critical hit. There is a 50% chance for a creature hit by one of the barbarian's weapons to be deafened for 3 rounds. Use: Automatic [SIZE=18]Spells ¶[/SIZE] Shield of Faith ¶ Caster Level(s): Cleric 1 Innate Level: 1 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 turn / level Additional Counter Spells: Save: None Spell Resistance: No Material Component: A Bit of Holy Text The target gains a +1 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster. Note: No more cap Ice Dagger ¶ Caster Level(s): Sorcerer / Wizard 1 Innate Level: 1 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: One creature Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Few Drops of Water You create a piece of ice that flies toward the target and deals 1d4 points of cold damage per level for the first 5 levels plus an additional 1d4 points per 4 levels thereafter. Note: Spell continues to scale Negative Energy Ray ¶ Caster Level(s): Cleric 2, Wizard / Sorcerer 1 Innate Level: 1 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Will 1/2 Spell Resistance: Yes Material Component: Small Mirror A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 5d6 at level 9. An additional 1d6 points of damage is gained for every 3 caster levels thereafter. Negative energy spells have a reverse effect on undead, healing instead of harming them. Note: Spell continues to scale Horizikaul's Boom ¶ Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: One creature Duration: Instantaneous Additional Counter Spells: Save: Will partial Spell Resistance: Yes You blast the target with loud and high-pitched sounds. The target takes 1d4 points of sonic damage per two caster levels for the first ten levels plus an additional 1d4 per five levels thereafter and must make a Will save or be deafened for 1d4 rounds. Note: Spell continues to scale Burning Hands ¶ Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Transmutation Descriptor(s): Fire Component(s): Verbal, Somatic Range: 30 ft Area of Effect / Target: Spell Cone Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes A cone of fire shoots forth from the caster's hands, burning all those within its area of effect for 1d4 damage per caster level for the first five levels then 1d4 bonus per each four levels thereafter. Note: Spell continues to scale Entropic Shield ¶ Caster Level(s): Cleric 1 Innate Level: 1 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: 1 turn / level Additional Counter Spells: Save: None Spell Resistance: No A magical field appears around the target, causing any nearby enemies a 20% chance to miss on ranged attacks. Note: Target no longer just caster Acid Arrow ¶ Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Single Duration: 1 Round + 1 Round / 3 Levels Additional Counter Spells: Save: None Spell Resistance: Yes Material Component: Rhubarb Leaf The caster targets a single creature with an acid bolt. The initial damage from the spell is 3d6, then 1d6+1 per three caster levels every round until the spell expires. Note: Spell continues to scale Gedlee's Electric Loop ¶ Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Evocation Descriptor(s):Electrical Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Small Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 (See Below) Spell Resistance: Yes Material Component: Copper Wire You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of damage per 2 caster levels up to level 10 plus an additional 1d6 points per 5 caster levels thereafter. Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round. Note: Spell continues to scale Soundburst ¶ Caster Level(s): Bard 2, Cleric 2 Innate Level: 2 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Will Special Spell Resistance: Yes All creatures within the area of effect take 1d8 points of damage per 5 caster levels and must make a Will save or be stunned for 2 rounds. Note: Spell continues to scale Woodland Sheath ¶ Caster Level(s): Ranger 2 Innate Level: 2 School: Transmutation Descriptor(s): None Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: A piece of Birch Bark Woodland Sheath hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level: Level 8-10: +3 Level 11-14: +4 Levels 15-29: +5 Levels 30-34: +6 Levels 35+: +7 Note: Spell continues to scale Barkskin ¶ Caster Level(s): Druid 2 Innate Level: 2 School: Transmutation Descriptor(s): None Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: A Holy Symbol which must be worn Barkskin hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level: Level 1-6: +3 Level 7-12: +4 Levels 13-29: +5 Levels 30-34: +6 Levels 35+: +7 Note: Spell continues to scale Flame Weapon ¶ Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Evocation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Creature, Weapon or Gloves Duration: 1 Turn / Level Additional Counter Spells: Save: None Spell Resistance: No A successful hit will do 1d4 points of damage, +1 per five caster levels ( maximum of +8 ) of fire damage. The caster can either target a specific weapon or gloves in his inventory or a creature to enchant the weapon the creature is wielding or gloves if they are not wielding anything. If a ranged weapon is targeted or the target creature is wielding a ranged weapon all equipped ammunition will have the fire damage property. Note: Now works on ranged and gloves Fireball ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Large Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Bat Guano The caster unleashes a fiery projectile that explodes upon all within the area of effect for 1d6 points of fire damage per caster level up to level 10 plus an additional 1d6 points of damage per 2 caster levels thereafter. Note: Spell continues to scale Blade Thirst ¶ Caster Level(s): Ranger 3 Innate Level: 3 School: Transmutation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Creature or slashing or piercing weapon. Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: No You grant a slashing weapon an enhancement bonus and a vampiric effect that will heal you as you deal damage. If targeted on a creature, the spell will enchant the weapon in the primary hand of the target. The enhancement bonus and vampiric effect are +3 up to level 19, +4 up to level 24 and +5 thereafter. Note: Spell continues to scale Glyph of Warding ¶ Caster Level(s): Cleric 3 Innate Level: 3 School: Abjuration Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Large Duration: 1 Turn / 2 Level Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per 2 caster levels to all creatures within the area of effect up to caster level 10 and then an additional 1d8 points of sonic damage per 4 caster levels thereafter. After being triggered, the glyph dissipates. Note: Spell continues to scale Searing Light ¶ Caster Level(s): Cleric 3 Innate Level: 3 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes The caster directs a beam of white-hot light at a single target. The damage is based on the target's racial type: Undead: 1d8 per caster level up to level 10, an additional 1d8 per 4 caster levels thereafter. Construct: 1d6 for every 2 caster levels up to level 10, an additional 1d6 per 6 caster levels thereafter. Other: 1d8 per 2 caster levels up to level 10, an additional 1d8 per 6 caster levels thereafter. Note: Spell continues to scale Quillfire ¶ Caster Level(s): Druid 3 Innate Level: 3 School: Transmutation Descriptor(s): Poison Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Fortitude Negates (poison only) Spell Resistance: No The caster throws poisonous quills at a target, doing 1d8 points of damage +1 per 2 caster levels in addition to inflicting Scorpion Venom on the target if they fail a Fortitude save. Note: Spell continues to scale Wounding Whispers ¶ Caster Level(s): Bard 3 Innate Level: 3 School: Abjuration Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Caster Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: No The caster is surrounded with whispers that injure any creature that hits the caster for 1d6 + 1 / level points of sonic damage (maximum 15 points of damage). Note: Max increased back from 10 to 15 Lightning Bolt ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Chain of targets in a straight line Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Rod The caster fires a bolt of lightning that passes through all creatures in a straight line from the caster. The bolt does 1d6 points of electricity damage per caster level up to level 10 plus an additional 1d6 per 2 caster levels thereafter. Note: Spell continues to scale Acid Breath ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Cone Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level up to level 10 plus an additional 1d6 points per 2 caster levels thereafter. Note: Spell continues to scale Negative Energy Burst ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Negative Energy Protection Save: Will 1/2 Spell Resistance: Yes All creatures caught in the area of effect take 1d8 points of negative energy damage plus 1d8 per 4 caster levels. All creatures caught in the area also lose 1 point of strength per 4 caster levels. Negative energy spells have a reverse effect on undead, healing instead of harming them. Note: Spell continues to scale Scintillating Sphere ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Huge Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Bead The caster unleashes a crackling electric projectile that explodes upon all within the area of effect for 1d6 points of electric damage per caster level up to level 10 plus an additional 1d6 per 2 caster levels thereafter. Note: Spell continues to scale Call Lightning ¶ Caster Level(s): Druid 3 Innate Level: 3 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes All enemies within the area of effect take 1d6 points of electrical damage per caster level up to level 10, an additional 1d6 per 3 caster levels thereafter. Note: Spell continues to scale Magic Vestment ¶ Caster Level(s): Cleric 3 Innate Level: 3 School: Transmutation Descriptor(s): Armor Enchantment Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Creature, Armor or Shield Duration: 1 Turn / Level Additional Counter Spells: Save: None Spell Resistance: No Material Component: A Holy Symbol which must be worn You empower the touched armor or shield with a +1 AC bonus per 5 caster levels to a maximum of +7. Note: No cap Greater Magic Weapon ¶ Caster Level(s): Bard 3, Cleric 4, Paladin 3, Wizard / Sorcerer 3 Innate Level: 3 School: Transmutation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Creature, Weapon or Gloves Duration: 1 Turn / Level Additional Counter Spells: Save: None Spell Resistance: No Material Component: Powdered Carbon You empower the touched weapon with a +1 enhancement bonus per 5 caster levels (maximum of +5). The caster can either target a specific weapon or gloves in his inventory or a creature to enchant the weapon the creature is wielding or gloves if they are not wielding anything. If a ranged weapon is targeted or the target creature is wielding a ranged weapon all equipped ammunition will have the enhancement. Note: Works on bows and gloves Improved Invisibility ¶ Caster Level(s): Bard 4, Wizard / Sorcerer 4 Innate Level: 4 School: Illusion Descriptor(s): Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Turn + 1 Round Per Level. Additional Counter Spells: Invisibility Purge Save: Harmless Spell Resistance: No Material Component: Gum Arabic The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a concealment bonus equal to 20+1 per caster level to a maximum of 50. The target also gains a bonus +2 to Dodge AC. Note: Change in concealment calculation and +2 Dodge Wall of Fire ¶ Caster Level(s): Druid 5, Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Wall 30 ft Long Duration: 1 Round / 2 Levels Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes This spell creates a curtain of fire that deals 4d6 plus 1d4 per 3 caster levels fire damage to any creature that attempts to pass through it. Note: Spell continues to scale Hammer of the Gods ¶ Caster Level(s): Cleric 4 Innate Level: 4 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Will Partial Spell Resistance: Yes The caster smites a group of enemies with divine light for 1d8 points of damage for every two caster levels for the first 10 levels plus an additional 1d8 points of damage per every 5 levels thereafter. Enemies that make a Will save take half damage and avoid being dazed for 1 to 6 rounds. Note: Spell continues to scale Flamestrike ¶ Caster Level(s): Cleric 5, Druid 4 Innate Level: 4 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Holy Symbol which must be worn A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage per caster level up to level 15, plus an additional 1d6 points of damage per 3 caster levels thereafter. Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage. Note: Spell continues to scale Stoneskin ¶ Caster Level(s): Druid 4, Ranger 4, Wizard / Sorcerer 4 Innate Level: 4 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: Dust of Topaz This spell grants the target creature damage reduction as such: Level 9 or below: DR 5/+1 Level 10 to 14: DR 5/+2 Level 15: DR 5/+3 Level 16 to 19: DR 10/+3 Level 20 to 24: DR 10/+4 Level 25+: DR 10/+5 The spell absorbs 10 points of melee damage per caster level, to a maximum of 150, before collapsing. Note: Max damage increased from 100 to 150 Firebrand ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Alchemist's Fire Masses of flame (one per caster level to a maximum of 15) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level up to level 10 plus an additional 1d6 per 3 caster levels thereafter. Note: Spell continues to scale Ball Lightning ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Small Metal Pellet Balls of lightning (one per caster level to a maximum of 15) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of lightning, only the closest targets will be damaged. If there are more balls of lightning than creatures, the excess balls of lightning disappear. Each ball of lightning explodes for 1d6 points of damage per caster level up to level 10 plus an additional 1d6 per 3 levels thereafter. Note: Spell continues to scale Inferno ¶ Caster Level(s): Druid 5 Innate Level: 5 School: Transmutation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Single Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: Yes Material Component: Bee's Wax The caster causes a target to ignite into flame. Each round the target will suffer 1d6 +1/level. A reflex save is permitted each round to avoid damage, making the save does not put out the flames, only enables damage to be skipped for that round. Note: Spell continues to scale Cloudkill ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: 1 Round / 2 Levels Additional Counter Spells: Save: Fortitude Special Spell Resistance: Yes A billowing cloud of noxious vapors settles over the area. Its effects vary according to the Hit Dice of the affected creatures: 1-3 HD: Instant death 4-6 HD: Fortitude save or death Over 6 HD: 1d10 damage/round per 5 caster levels Note: Spell continues to scale Cone of Cold ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic, Material Range: Cone, 30ft Area of Effect / Target: Spell Cone Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Rod A cone of frost and snow shoots forth from the caster's hands, doing 1d6 points of cold damage per caster level up to level 15 plus an additional 1d6 per 2 caster levels thereafter to all those within the area of effect. Note: Spell continues to scale Dirge ¶ Caster Level(s): Bard 6 Innate Level: 6 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Large Duration: 1 Turn + 1 Round / level Additional Counter Spells: Save: Will negates Spell Resistance: Yes The caster's song draws the energies of death and destruction. Any enemies in the area of effect suffer 2 points of Strength and Dexterity ability score damage each round. If the enemy leaves the area of effect, their Strength and Dexterity are restored. Note: Duration and change to Will Save Blade Barrier ¶ Caster Level(s): Cleric 6 Innate Level: 6 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Wall 30 ft Long Duration: 1 Round / Level Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Blade Barrier brings into being a 30-ft long and 3-ft wide wall of stabbing blades. All those passing through the wall take 1d6 points of damage per caster level up to level 15 plus an additional 1d6 per 4 levels thereafter. Note: Spell continues to scale Acid Fog ¶ Caster Level(s): Wizard / Sorcerer 6 Innate Level: 6 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: 1 Round / 2 Level Additional Counter Spells: Save: Fortitude Spell Resistance: Yes Acid Fog creates a thick, clinging, greenish cloud. Creatures entering the cloud take 4d6 acid damage. Creatures entering the cloud must make a Fortitude save or have their movement reduced by 50%. Every round a creature spends in the cloud, it suffers 2d6+1 point per caster level acid damage. Note: Spell continues to scale Chain Lightning ¶ Caster Level(s): Wizard / Sorcerer 6 Innate Level: 6 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Colossal, 1 Target / Level Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Rod A bolt of electricity arcs through the caster's enemies for 1d6 points of electrical damage per caster level up to level 20 plus 1d6 points per 2 caster levels thereafter to the initial target and half that amount to all secondary targets. Note: Spell continues to scale Banishment ¶ Caster Level(s): Cleric 6, Wizard / Sorcerer 7 Innate Level: 6 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Will negates Spell Resistance: Yes The caster is able to cause all summoned creatures, familiars, animal companions, and Outsiders in the area of effect to be destroyed. A number of creatures equal to four times the caster's level in HD can be banished. Note: Bumped from 2 times to 4 times Crumble ¶ Caster Level(s): Druid 6 Innate Level: 6 School: Transmutation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: One Construct Duration: Instantaneous Additional Counter Spells: Save: No Spell Resistance: No This spell inflicts 1d6 points of damage per caster level up to level 15 plus an additional 1d6 points for each 3 caster levels thereafter to a selected Construct. This spell does not affect living creatures. Note: Spell continues to scale Greater Stoneskin ¶ Caster Level(s): Druid 6, Wizard / Sorcerer 6 Innate Level: 6 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Personal Area of Effect / Target: Caster Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: Dust of Diamond Grants the caster a damage reduction of 20/+5. The spell absorbs 10 points of melee damage per caster level, to a maximum of 200, before fading. Note: Max damage upped from 150 to 200 Power Word, Stun ¶ Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Divination Descriptor(s): Component(s): Verbal Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Clarity Save: Will Special Spell Resistance: Yes Those in the area of effect take 1d4 per 2 caster levels Sonic damage and must make a Will save or be stunned for 2d4 rounds. A successful Will save stuns the target for 1 round. The maximum creatures affected in the area are 1d4+1 per 5 caster levels. The spell does not affect those immune to Mind spells. Note: Area of Effect now Delayed Blast Fireball ¶ Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: 1 Round / 3 Levels Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d6 points of fire damage per caster level to all within the area of effect up to level 20, plus an additional 1d6 points per 2 caster levels thereafter. Note: Spell continues to scale Firestorm ¶ Caster Level(s): Cleric 8, Druid 7 Innate Level: 7 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Spell Component: Holy Symbol must be worn Everyone within this spell's area of effect are inundated with a rain of fire and take 1d6 points of damage per caster level up to level 20 plus an additional 1d6 points of damage per 2 caster levels thereafter. Half of the damage is divine and the other half is fire-based. Allies are not subject to divine damage. Note: Spell continues to scale Nature's Flow ¶ Caster Level(s): Druid 8 Innate Level: 8 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Gargantuan Duration: Concentration, 1 Round / Level Spell Resistance: No Spell Component: Holy Symbol must be worn Area Limitation: Natural The druid focuses all his natural will to project an expansive aura around himself. This aura flows from Nature through the druid and out to her or his allies. After the aura blankets the area, and for 1 round per level while the druid maintains her or his meditative focus, all allies regenerate 12 hit points per round. If the druid's concentration is broken, either by his own volition, such as attacking or casting, or by taking damage, the regenerative flow of nature is broken as well. To assist with keeping focus, the caster is also surrounded in a protective layer when the spell is first cast. Note: The protective layer now includes all damage types. Mass Disorientation ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Enchantment Descriptor(s): Mind-Affecting Component(s): Verbal Range: Short Area of Effect / Target: Colossal Duration: 1d8 Rounds Additional Counter Spells: Save: Will Negates Spell Resistance: Yes Non allied creatures of most racial types in the area of effect who fail a Will save are clouded with one of the following afflictions:
Bracar's Fascinating Elemental Storm ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Gargantuan Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes Developed after years of study of the ancient Rhun Zharr Tome, this fascinating spell is one of Brac’ar Fireface Kilring’s finest creations. When cast, a storm of elemental missiles shoots forth towards the target, stopping them in their tracks as they stare in fascination at their impending doom. This spell is a testament to the skill and mastery of woven magic of this dwarven wizard, tailor and scribe. A number of elemental missiles (one per caster level to a maximum of 20) appear and randomly target and hit any hostile creature in the area of effect. The missiles will have an even spread among the target(s) as possible, with a maximum of 8 per target. Random elements pour forth from the casters hands into the missiles, giving an unpredictable result in what type of elemental damage the target(s) will take. The possibilities include 2d8+1 per 2 caster levels of fire, lightning, cold, or acid damage. Additionally, each missile in the colorful spectrum has a dazzling effect on the target(s) and the target struck with the blast of elemental energy must make a will save or be dazed for 1d4 rounds. Note: Spell continues to scale Sunbeam ¶ Caster Level(s): Cleric 8, Druid 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: 3 Rounds Additional Counter Spells: Create Greater Undead Save: Reflex Negates Spell Resistance: Yes Material Component: Holy Symbol The caster summons a globe of divine radiance to blind and burn those within the area of effect. Undead take 1d6 points of divine damage per caster level to a maximum of 25d6. All other monster types take 1d6 points of divine damage per 3 caster levels and are blinded for 3 rounds. A successful Reflex save halves the damage and voids blindness. Any shadows or vampires caught in the area of effect will be instantly slain if they do not make a successful Fortitude save. Note: Spell continues to scale Earthquake ¶ Caster Level(s): Cleric 8, Druid 9 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic, Material Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: No Material Component: A Holy Symbol which must be worn The caster causes a massive earthquake around himself, causing 1d6 points of damage per caster level up to level 20, plus an additional 1d6 points of damage per 2 levels thereafter to all creatures in the area of effect. The caster is not affected by the earthquake. Note: Spell continues to scale Horrid Wilting ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Necromancy Descriptor(s): Death Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Fortitude 1/2 Spell Resistance: Yes Material Component: A Piece of Sponge All creatures within the area of effect take 1d8 points of withering energy damage per caster level up to level 20 plus 1d8 per 2 caster levels thereafter. Note: Spell continues to scale Incendiary Cloud ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: 1 Round / Level Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster creates a cloud of smoke and embers that causes 4d6+1 per caster level points of fire damage each round to all creatures within the area of effect. Note: Spell continues to scale Bombardment ¶ Caster Level(s): Druid 8 Innate Level: 8 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Quartz Crystal Rocks fall from the sky, causing 10d8+1d8 per 3 caster levels above level 10 points of damage to all enemies in the area. Note: Spell continues to scale Sunburst ¶ Caster Level(s): Druid 8, Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex Spell Resistance: Yes A brilliant explosion occurs where the caster directs causing 1d6 points of damage per caster level (to a maximum of 25d6) to all undead. Non-undead creatures suffer 1d6 damage per 4 caster levels. Vampires are destroyed instantly if they fail a Reflex saving throw. All enemies in the area of effect must also make a successful Reflex saving throw or be blinded permanently (the blindness can only be magically removed). Note: Spell continues to scale Nature's Balance ¶ Caster Level(s): Druid 9 Innate Level: 9 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Fortitude Negates Spell Resistance: No Focusing your link with nature, you are able to channel essential life forces to balance yourself and those around you. Performing this great sacrifice will tax your body tremendously, effectively setting your current hit point value to 50% of your maximum. This act of attunement then grants you the ability to tip the scales to those who surround you. The primal equilibrium reached within will then allow you redistribute life energies to both friend and foe in a similar balance. The spell will set all your allies to 75% of their maximum hit point value and enemy creatures surrounding you to 25% of their maximum hit point value if they fail the fortitude save. Note: Size change Power Word, Kill ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Divination Descriptor(s): Death, Mind Component(s): Verbal Range: Short Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Death Ward Save: Will Spell Resistance: Yes 1d4+1 per 5 caster level creatures in the area of effect must make a Will save or die. A successful Will save will cause 1d6 Sonic damage per 2 caster levels. Note: Area of Effect spell with damage Howling Hurricane ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Conjuration Descriptor(s): Cold, Sonic Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: Round / 5 Levels Save: Fortitude Special Spell Resistance: Yes On entrance, targets are stricken with a blast of Cold air dealing 1d6 points of damage per 5 caster levels. Every round in the hurricane will then continue to deal 3d6 Sonic damage and render the target Deaf. In addition if the target fails a Fortitude save, they will take 5d6 points of Cold damage and be blinded for 1 Round. Mass Flesh to Stone ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Special Save: Fortitude Immunity: Freedom Special Spell Resistance: Yes Those in the area of effect are petrified, encased in stone forever. Targets failing a Fortitude save but have Freedom of Movement are encased in rock for 1d4 rounds. The caster can petrify 1d4+1 per 10 levels of creatures. PCs who fail the save and do not have Freedom of Movement are petrified for 3 Rounds. Meteor Swarm ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Evocation Descriptor(s):Fire Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The spell causes everything within the area of effect to be pummeled by incoming meteors. All those caught in the destruction take 20d6 points of damage plus 1d6 per 2 caster levels thereafter and then are set on fire which deals 1d6 fire damage for 5 rounds or until a reflex save is made. All creatures within 7 feet of the caster are protected from the spell's effect. Note: Spell continues to scale Implosion ¶ Caster Level(s): Cleric 9 Innate Level: 9 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Up to 4 Targets Duration: Special Additional Counter Spells: Save: Fortitude Negates Spell Resistance: Yes The caster creates a vortex of destruction that tears asunder the first creature found within its area of effect, killing them instantly unless they make their saving throw. It then targets another creature for the next round for up to 4 rounds. The caster may not perform any other actions while focusing on Implosion. Note: Redone FIN The following users thanked this post: Falonthas
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