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Messages - ycleption

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1
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: ycleption

2
Layonara Server / Open letter on CA changes
« on: May 15, 2010, 08:39:01 pm »
Hello Layonara Community!
 
 Without preamble, I will just get right to the purpose of this letter.  It has been mentioned in several places that there are impending changes  coming to the server. This letter is with regards to the character  submissions process and related details. The changes are posted here in the guidelines, edited into the main  document and outlined at the bottom.  

 I wanted to write something longer and more explanatory then the short  bullet points that accompany  the spliced and edited in information  spread throughout the generous document. I'll break them down, point by  point, for clarity.

 The first note is in regards to the problems we've had in the past  where creativity and lore have clashed.  The best advice we can give  here is: before you spend time working out the details of personality,  of history, of anything, check the overall concept in the Ask A  GameMaster forum. For most class/race/deity/alignment combinations  that people seek, the guidelines and lore are well defined. For anything  else that seems unique or on the threshold, it is best to ask before  investing the time and heart (and even play time) creating something  that is incompatible with lore.
 
 The second is a short note on obtaining new classes beyond level thirty  (30). It's mostly a solidification in 'writing' of existing policy so  that everyone is aware of the terms. Adding a 'job' at level thirty or  after is highly unusual for most people. This should be something like  learning a whole new skill set at the age of 60, maybe 70 or beyond.  That is not to say it cannot be done but it should be considered very  difficult and roleplayed accordingly. The character approvers will look  at this on a case by case basis but will expect a great deal of tangible  development. Tangible development would include the usuals: logs,  P/CDTs, quest development, GM testimony, and other methods.
 
 The next point relates to power level of initial submissions. We have  had this issue from time to time, and consistently enough that we are  simply putting it in documentation. Because the world is a submission  'controlled' world based on substantial lore and accurate roleplay of  the same we request that characters enter the world with the background  that supports them existing as a level one character. Does this mean  that great things cannot occur in the character's history? No, but it  does mean when the player slips into the shoes of the character the  first time he or she needs to be on the same starting point as all the  other first level characters. There are many ways to have this work out  and still be very flexible, so many that I can't begin to list them all.  This has been a long standing requirement and we are simply putting  this into publicized format so that it is available to all equally.
 
 The fourth point is the answer to the question of characters per  player. This is often a question asked by new players and a few have  thought that we only allow one per player so it has been included up  front in the submission guidelines. We will not be raising the cap on  allowed numbers, it will remain at six per player. This is being done  for many reasons. I will emphasize that the primary reason is concerns  about quality of roleplay, not just with the CA or GM staff but also  concerns out in the community that have been communicated to us through  various channels. There is a large concern by many out there that  allowing players to carry more characters then six will further dilute  the quality of roleplay available on the serve and encourage a more  'hack and slash' style of play as everyone vies to raise those  characters to what is seen by most as tolerable ability levels (20+).  
 
 The other big reason for this decision is the already thinly stretched  Character Approval Team. In the reasoning for choosing six characters  per player was the concern that people (collectively) would submit a  great many 'cool concept' characters that would require due diligence by  the approvers. These  would likely not see much, if any, development as  a character. While this sounds like more to do with the above reasoning  it comes down to, there already isn't enough time for the character  approvers to go around and we can't see spreading them any more thinly  by raising the cap. Especially when dealing with volunteers, time is a  precious commodity, one we are chronically low on.
 
 To assuage some concerns out there. We are aware that initially when  this came up it was not clear to even some members of the GM team and  there may well be those out there who have more then six characters  spread out over several accounts. The approvers are largely aware of  these (though I won't go so far as to say all!) and again, due to  confusion in the rules and reasoning allowed this to occur. Those people  will not be punished by being asked to remove cherished characters. The  only 'action' that will result of the instituting of this policy with  clarity is if a player submits for a seventh or beyond numbered  character, we will not approve it until such time that they move to have  their excess characters deleted. We will not knowingly approve more  then six characters per player from this time forward.  
 
 The fifth point is the use of Graceful Plea for the rebuild of  characters. Dorganath has explained this in his post here, but the  character approval guide had similar wording so it was removed from this  place as well. As it is stated in his post, there will be no more  granting of rebuilds through use of Graceful Pleas. Rebuilds are rare  for many reasons, one of the primary reasons of course being time  investment. There are still times when a rebuild is logical and will be  supported. These situations generally result through roleplay reasoning  such as WLDQ outcome, quest outcome, deity shift for clerics and things  of this nature. Clearly these will be supported without the use of  Graceful Plea.
 
 In our sixth change, we reverted Shifter and Shadowdancer PrCs back to a  CDQ only approval. This may seem counter intuitive when we talk about  making things 'easier' for people to progress. In truth it was taking  twice and sometimes more the amount of time to get these PrCs granted  through P/CDTs alone. Misinformation being spread through out the  community and the time investment meeting the P/CDT entry requirement  was taking more in the amount of months when CDQs are actually more  reliable for information and quicker then the entries. We make this  shift for the betterment of the use of lore as well as to more smoothly  transition players to their desired classes.
 
 The next point that has been edited in the guidelines is an extensive  note on resubmissions to explain that process. There are many reasons  for this and I'm not sure I can accurately articulate them all but I  will make the attempt here anyway. Layonara, first and foremost, is a  roleplay server. Clearly there is plenty of an action element but  roleplay remains the focus. This includes dealing with lore accurately  and correct reasoning behind a resubmission. Under no circumstances  should any request be made purely for mechanical reasons. We know full  well this decision has been not as firm in the recent past but we are  returning to our roots. All resubmissions will require ample roleplay  justification.  
 
 I can already guess that some people will feel that this is more  prohibitive, and looking at it on the surface maybe it is. To counteract  that we have opened up new avenues for support when attempting to meet  the qualifications of 'ample roleplay justification.' In addition to  citing logs, P/CDTs and CDQs as reference we are now accepting direct GM  commentary/testimony. This, realistically, was available in the past  but we are solidifying the extension to erase concerns of favoritism,  ever a murmur on this server. If GM testimony is being used as sole  support we will require hearing from no less then three GMs about their  personal experience as GM (not as players) with the player in question.  We are also offering a 'mix and match' solution for those who can't, for  whatever reason, quite reach the minimum needs for such a shift with  just one method. Players will be able to use whatever combination of the  above listed methods to support their request. Realistically, this  solution was already available as well but is being presented to the  server populace in clear and succinct terms.
 
 The eighth point, a note on arguing policy with the approver staff.  Many, many of these arguments are sustained by the applicant using very  old and irrelevant applications. Very many of these situations use  applications that came from before Layonara even instituted it's  copyright and permissions policy. We will not acknowledge arguments  cited from further than nine (9) months prior to the application in  question. Additionally, applications that are cited from before a recent  guideline change (such as the one we are putting in just now) may or  may not be applicable and is up to the various teams to decide at that  time. Our policy changes may stem from anywhere from mechanics (i.e.  balance) to results of a quest (Roleplay reasons) or issues resulting  from lack of manpower just to name a few possibilities. This is by no  means is an extensive list of reasons but given for possibilities in  explanation.  
 
 In an upcoming letter we'll discuss some more updates that are coming.  These are efforts that are mostly on the Team side of things in order to  make the character approval process easier on the community (no new  requirements, changes to policies or anything like that). We aren't  completely ready to unveil things there but hopefully will be soon!
 
 ~row
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3
Layonara Server / Layonara 3.2 Release Notes
« on: April 06, 2009, 12:51:59 am »

[SIZE=18]
I know while you wait you really want to see what's in store, and I have comments on this update that I'd rather not have you wait for me to think out. The same goes for the credits, so for now I'll let you read these release notes and follow up a little later with a few more thoughts.  [/SIZE]
[SIZE=18]
New Systems
[/SIZE]  
 AFK System
  • /o C afk /o C back now create/cancel a custom fx around the player indicating so
  • If the player performs any actions or moves it gets cancelled
Generic Donation Tracking
  • Characters can now donate gold and items directly to specific, non-deity causes in-game at general donation centers without GM intervention
  • Generic donations still utilize the Temple Donation Box containers
  • Donation centers are located in Port Hempstead, Spellgard, Katherian, North Point, Dalanthar, Lor and Huangjin
Titling Your Weapon
  • Paladins/Weapon Masters/Duelists/Fighters can name their blades with the quill and the ~~title command
  • If a weapon is titled there's a small chance that you will get a special kill message and bonus XP
  • You can name weapons for others, but they will only get an XP bonus if they are one of the classes listed above.
Unlimited Ammunition Training
  • Instead of shooting arrows, if you train 10,000 of the same type of arrows/bolts/bullets, you will receive Unlimited Ammo for the weapon you train with
  • Training is done by typing /o C train or
  • You must be wielding the ranged weapon you wish to train and the ammunition that you are training for in the proper slot
  • Each training attempts requires an Enchanting Oil, so it's better to save up to 500 then train (since you can now stack up to 500 ammunition)
  • Only Hickory and Mahogany Bolts and Arrows or Light and Serious Bullets can be used.
  • Players must be near a ranged target (the bullseye archery target) to train
  • Your ranged weapon's description gets updated with a count of how many times you have trained a particular ammo
  • Darkfire and Flame Weapon will not work on Unlimited Ammunition ranged weapons
  • It is okay to accidentally train with the wrong ammo, it won't reset your attempts. But basically the first ammo type to get 10,000 training run throughs will give the item property
[SIZE=18]Updated Systems[/SIZE]

 Merchants
  • Players can now use Appraise, Bluff, Persuade or Intimidate at merchants
  • Players roll d100 + Skill Ranks vs Vendor's d100
  • For every 7 point difference between your roll and the vendor's roll, you will get a mark up or mark down depending on if you beat the merchant or not
  • The markup/discount will be in effect with that merchant for 1 hour
  • At Temple Vendors if you have donated to that church, you will get a percentage discount based upon how much you have donated
Hunger and Thirst
  • Canteens now store 20 drinks, please don't feel the need to carry 12 canteens with you
  • All liquids are more quenching
  • Hunger and thirst timers have been upped a bit so usually a good meal and a couple drinks will set you for 6 hours
  • Food now gives you HP based upon their food score, except for the items bought at the Inn
Pipeweed Smoking
  • Placed a few more plants here and there
  • Tobacco is now 0.1lbs
  • Pipeweed smoking now gives small regenerative properties and skill bonuses if you use the Herbal Flint and Stone to dry your leaf.
    • The rarer the pipeweed, the stronger it is
    • Skill bonuses will have to be discovered ;)
    • The regenerative process will be broken if entering combat, it's an after combat/social bonus
    • The effect lasts 1 Turn for Hickory, 2 for Oak, 3 for Mahogany, 4 for Yew
    • Pipeweed smoking causes your thirst to drop a little bit faster
    Healing Supplies
    • All potions and healkits except the top crafted ones can be bought at Temple Vendors
    • Convenient stacks of 10 & 50 for faster purchasing
    • Weights for kits and potions have been dropped to 0.1 and 0 respectively
    • Potions and healkits are much more powerful
      • Cure Light = 4d4
      • Cure Moderate = 8d8
      • Cure Serious = 12d12
      • Cure Critical = 16d16
      • Heal Potion = 20d20
      • Healkits now give you more of a modifier on your Heal skill, DC on poison/disease have not changed
        • Cure Light Healkit = 4d4 + (Heal Skill * 1.25)
        • Cure Moderate Healkit = 8d8 + (Heal Skill * 1.5)
        • Cure Serious Healkit = 12d12 + (Heal Skill * 1.75)
        • Cure Critical Healkit = 16d16 + (Heal Skill * 2)
        [/LIST]Death
        • Change required reflections to 5 RL minutes per character level for respawning
        • Cap required reflections at one RL hour
        • Reflection time is now based off of time stamps and not a count of reflection cycles, so reflection time passes equally whether the character is online or offline
        • Reflection countdown messages report time remaining in minutes, not reflections
        • Pale, ghostly glow will fade away completely after 2 minutes
        Persistent Storage
        • Crates autosave when contents are disturbed
        • Crates will not get stuck open
        • Updated the capacities of all the container furnitures to 25
        • Updated the capacity of the large crate to 35
        • Bank chest holds 20 items instead of 10
        • Two players may not look in the same storage container at the same time, was necessary for security and system logic
        Ranged Weaponry
        • Elemental enchantments can now be used 10 times on ammunition, once you use it on ammunition once, its only good for ammunition after that
        • Ammunition stacks to 500
        • You can't use elemental enchantments on unlimited ammo
        • Added bullets on par with arrows and bolts, requires enchanted metals, enchanted gems and mushrooms, done through Infusing
        • Intermediate crafting products for making arrows and bolts now produce quantities of 100 (up from 20, applies to shafts and arrowheads)
        • Arrow/bolt/bullet recipes produce a stack of 100 of their respective object (up from 20)
        [SIZE=18]Lore Related[/SIZE]
        • Fix some references to Fort Velensk instead of Fort Vehl
        • Fix some references to Point Harbor instead of Mariner's Hold
        • Fix some references to Karthy instead of Katherian
        • Fix some references to Sielwood instead of Silkwood
        • Update all the deity relationships on the statues at temples
        • Updated Jukebox songs to fit new places/names
        • Change some references of Weave to Al'Noth
        [SIZE=18]Bugs Fixed[/SIZE]
        • Items may not be removed while customizing to prevent an exploit, if this causes you problems, please report it
        • Metamagic was improperly affecting item use spell casts if the items were used directly after a Metamagic cast spell
        • Fix Weird Immunity to Fear issue
        • Fixed broken custom animations, *urge* *poise* *cross arms* etc..
        • Speech processing should not happen on // messages
        • Remove Draconic as the default language for reptilian humanoids. Use Goblin as the default language instead.
        • Fix some backwards chairs in the Hlint courthouse
        • Fixed some duplicate area tags
        • Disable default Bioware horse mount/dismount functions in favor of our system
        • Many more here and there
        [SIZE=18]Enhancements[/SIZE]

         Areas
        • Add Tinker's Furnace to the Hlint, Xin Smithy
        • Remove gate to farming area in Hlint
        • Give one of the cows in Krandor a name
        • Fix a broken AT in Blackford Castle
        • Add some fish in Fort Wayfare
        • Fix description of beetle and boar in the ox pen in hempstead
        • Fix Temple to Grannoch fundraiser
        • Silkwood Spider Cave:
          • Adjusted from feedback
          • Other adjustments for those brave enough to test them.
          • Layonara Quest Areas revamped.
          • Dragonstorm Campaign Quest Areas Introduced.
          • New Areas in the north.  Lots.  We're not saying where!
          • The Deep revamped.  CNR overhauls in addition to new regions.
          • New areas on west.  Go find them!
          • Camp Zones introduced in key areas.
          • Crafthall adjustments. Lighting, ambiance, and finally... jukeboxes.
          • New Regions on Belinara.  Go find them!
          • Area plotlines progressed accordingly.  I'm not saying where.
          • Remapped areas with 'invisible' zones.
          • Other areas added for general travel and plot specific quests.  As ever, have fun finding them.
          • Lots of things that will blow your hair back. Find them!
          General
          • The minimum XP gained is now the CR level of the kill, not just 1xp if the creature killed is of a lower level
          • Deer, white stags and wild chickens won't attack on sight
          • Birchbark is stackable
          • Up the DC on the Horn of Sounding's spell
          • Player chat parsing is much faster when using normal channels (not the self tell /o)
          • Carpenters tools on branches of wood can make tinder
          • Add Shiff Dragonheart to Tomb of Lost Heroes
          • Add Axodeth Stonecutter to Tomb of Lost Heroes
          • The darkness that happens at rest may be causing the UV bug, took it out anyway as it was only 12 seconds and once you get in higher levels, you rest a lot longer then that
          • Don't load Lor when coming into Central, just load a quick area for redirection
          • Trash cans don't destroy items until the trash is closed
          • Tower shields are a little lighter
          • Allow for wands and a few missed weapon types to be customized
          • Gradual change from dusk to dawn and back
          • Give the player a message at each dawn telling them what day it is
          • Emptying Bags of Sand produce all the bits in one usage
          • Added pecans somewhere on West
          • Remove some of default Bioware loading screen hints that don't make sense for Layonara
          • Familiars/Companions can die in the Arena without time limitations for recall
          • The breakage rate for crafting and harvesting tools is now much closer to their designed specifications, making them effectively more durable than they have been but about as durable as they should have been
          • When a harvesting tool breaks from use, the tree or deposit will yield at least one bit of CNR before the tool breaks
          [SIZE=18]Class Specific Changes
          [/SIZE]
           Barbarian
          • Feat updates
          Bard
          • Bards can choose Epic Spells
          • Bards get 6 skill points not 4 (no relevelling, sorry)
          • Spell updates
          Cleric
          • Holy Word visual effects now have the deity symbol centered in the middle
          • Spell updates
          Duelist
          • Acrobatic Attack no longer loses DEX
          • Acrobatic Attack cancels invis
          • Acrobatic Attack no longer does crazy criticals
          • Acrobatic Attack can't target party member
          • Precise Strike does not overwrite weapon enhancement bonuses
          • Precise Strike shows violet simple glow on the rapier
          • Weapon Titling
          Fighter
          • Weapon Titling
          Monk
          • Monks can slow their movement speed down with /o C slow <0-99> (or ) -- 0 cancels it, 99 is the slowest
          Paladin
          • Holy Word visual effects now have the deity symbol centered in the middle
          • Spell updates
          • Weapon Titling
          Palemaster
          • Add 1 caster level for every 2 levels in Palemaster.
          Ranger
          • HiPS in Wilderness free at 21, requires a a couple relevels or bic edits
          • Rangers can cast any spells with Eschew 1
          • Spell updates
          Rogue
          • Bonus Feat selection is more varied
          Shifter
          • Give the medusa wild shape a bow with unlimited ammo, oak platinum raven for 1d4 bludge, 2d4 vs Magical Beasts
          Sorceror
          • Spell updates
          • Added Persuade as a class skill
          Spellsword
          • Update the duration and give two usages a day for imbue
          • Imbue III DC is 22 at Level 20-29, 24 at Level 30-39 and 26 at Level 40.
          Weaponmaster
          • Weapon Titling
          Wizard
          • Spell updates
          Feats
          • Planar Turning now requires 20 Cha and 20 Wisdom dropped from 25 for both
          • Blinding speed now lasts your Dex score (not modifier) in rounds.
          Greater Rage

           Type of Feat: Class Prerequisite: Barbarian. Specifics: The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter, extending into epic levels.
           At 15th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Consitution, 1d4 Sonic damage on all attacks and +3 to Will saves (the -2 penalty to Armor Class still applies).
            Each Rage lasts as long as your Barbarian + Bear Warrior + Battle Rager levels in Rounds.        

           Thundering Rage

           Type of Feat: General Prerequisite: Epic Barbarian, Strength 25. Specifics: Any weapon the barbarian wields while in a rage does an additional 2d10 points of sonic damage on a critical hit. There is a 50% chance for a creature hit by one of the barbarian's weapons to be deafened for 3 rounds.
            Use: Automatic


            [SIZE=18]Spells[/SIZE]

           Shield of Faith

            Caster Level(s): Cleric 1
          Innate Level: 1
          School: Abjuration
          Descriptor(s):
          Component(s): Verbal, Somatic, Material
          Range: Touch
          Area of Effect / Target: Single
          Duration: 1 turn / level
          Additional Counter Spells:
          Save: None
          Spell Resistance: No
          Material Component: A Bit of Holy Text

            The target gains a +1 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster.
            Note: No more cap

           Ice Dagger

            Caster Level(s): Sorcerer / Wizard 1
          Innate Level: 1
          School: Evocation
          Descriptor(s): Cold Component(s): Verbal, Somatic, Material
          Range: Short
          Area of Effect / Target: One creature
          Duration: Instantaneous
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes
          Material Component: A Few Drops of Water

           You create a piece of ice that flies toward the target and deals 1d4 points of cold damage per level for the first 5 levels plus an additional 1d4 points per 4 levels thereafter.
            Note: Spell continues to scale

           Negative Energy Ray

            Caster Level(s): Cleric 2, Wizard / Sorcerer 1
          Innate Level: 1
          School: Necromancy
          Descriptor(s): Negative
          Component(s): Verbal, Somatic, Material
          Range: Medium
          Area of Effect / Target: Single
          Duration: Instant
          Additional Counter Spells:
          Save: Will 1/2
          Spell Resistance: Yes
          Material Component: Small Mirror

           A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 5d6 at level 9. An additional 1d6 points of damage is gained for every 3 caster levels thereafter. Negative energy spells have a reverse effect on undead, healing instead of harming them.
            Note: Spell continues to scale

           Horizikaul's Boom

            Caster Level(s): Wizard / Sorcerer 1
          Innate Level: 1
          School: Evocation
          Descriptor(s):
           Sonic
          Component(s): Verbal, Somatic
          Range: Short
          Area of Effect / Target: One creature
          Duration: Instantaneous
          Additional Counter Spells:
          Save: Will partial
          Spell Resistance: Yes

            You blast the target with loud and high-pitched sounds. The target takes 1d4 points of sonic damage per two caster levels for the first ten levels plus an additional 1d4 per five levels thereafter and must make a Will save or be deafened for 1d4 rounds.
            Note: Spell continues to scale

           Burning Hands

            Caster Level(s): Wizard / Sorcerer 1
          Innate Level: 1
          School: Transmutation
          Descriptor(s): Fire
          Component(s): Verbal, Somatic
          Range: 30 ft
          Area of Effect / Target: Spell Cone
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes

           A cone of fire shoots forth from the caster's hands, burning all those within its area of effect for 1d4 damage per caster level for the first five levels then 1d4 bonus per each four levels thereafter.
            Note: Spell continues to scale

           Entropic Shield

            Caster Level(s): Cleric 1
          Innate Level: 1
          School: Abjuration
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Medium
          Area of Effect / Target: Single
          Duration: 1 turn / level
          Additional Counter Spells:
          Save: None
          Spell Resistance: No

            A magical field appears around the target, causing any nearby enemies a 20% chance to miss on ranged attacks.
            Note: Target no longer just caster

           Acid Arrow

            Caster Level(s): Wizard / Sorcerer 2
          Innate Level: 2
          School: Conjuration
          Descriptor(s): Acid
          Component(s): Verbal, Somatic, Material
          Range: Long
          Area of Effect / Target: Single
          Duration: 1 Round + 1 Round / 3 Levels
          Additional Counter Spells:
          Save: None
          Spell Resistance: Yes
          Material Component: Rhubarb Leaf

           The caster targets a single creature with an acid bolt. The initial damage from the spell is 3d6, then 1d6+1 per three caster levels every round until the spell expires.
            Note: Spell continues to scale

           Gedlee's Electric Loop

            Caster Level(s): Wizard / Sorcerer 2
          Innate Level: 2
          School: Evocation
          Descriptor(s):Electrical
          Component(s): Verbal, Somatic, Material
          Range: Short
          Area of Effect / Target: Small
          Duration: Instantaneous
          Additional Counter Spells:
          Save: Reflex 1/2 (See Below)
          Spell Resistance: Yes
          Material Component: Copper Wire

           You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of damage per 2 caster levels up to level 10 plus an additional 1d6 points per 5 caster levels thereafter. Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round.
            Note: Spell continues to scale

           Soundburst

            Caster Level(s): Bard 2, Cleric 2
          Innate Level: 2
          School: Evocation
          Descriptor(s): Sonic
          Component(s): Verbal, Somatic
          Range: Short
          Area of Effect / Target: Medium
          Duration: Instant
          Additional Counter Spells:
          Save: Will Special
          Spell Resistance: Yes

           All creatures within the area of effect take 1d8 points of damage per 5 caster levels and must make a Will save or be stunned for 2 rounds.
            Note: Spell continues to scale

           Woodland Sheath

            Caster Level(s): Ranger 2
          Innate Level: 2
          School: Transmutation
          Descriptor(s): None
          Component(s): Verbal, Somatic, Material
          Range: Touch
          Area of Effect / Target: Single
          Duration: 1 Hour / Level
          Additional Counter Spells:
          Save: Harmless
          Spell Resistance: No
          Material Component: A piece of Birch Bark

            Woodland Sheath hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level: Level 8-10: +3
          Level 11-14: +4
          Levels 15-29: +5
          Levels 30-34: +6
          Levels 35+: +7        

            Note: Spell continues to scale

           Barkskin

            Caster Level(s): Druid 2
          Innate Level: 2
          School: Transmutation
          Descriptor(s): None
          Component(s): Verbal, Somatic, Material
          Range: Touch
          Area of Effect / Target: Single
          Duration: 1 Hour / Level
          Additional Counter Spells:
          Save: Harmless
          Spell Resistance: No
          Material Component: A Holy Symbol which must be worn

            Barkskin hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level: Level 1-6: +3
          Level 7-12: +4
          Levels 13-29: +5
          Levels 30-34: +6
          Levels 35+: +7

            Note: Spell continues to scale

           Flame Weapon

            Caster Level(s): Wizard / Sorcerer 2
          Innate Level: 2
          School: Evocation
          Descriptor(s): Weapon Enchantment
          Component(s): Verbal, Somatic
          Range: Touch Area of Effect / Target: Creature, Weapon or Gloves Duration: 1 Turn / Level
          Additional Counter Spells:
           Save: None
          Spell Resistance: No
            A successful hit will do 1d4 points of damage, +1 per five caster levels ( maximum of +8 ) of fire damage. The caster can either target a specific weapon or gloves in his inventory or a creature to enchant the weapon the creature is wielding or gloves if they are not wielding anything. If a ranged weapon is targeted or the target creature is wielding a ranged weapon all equipped ammunition will have the fire damage property.
            Note: Now works on ranged and gloves

           Fireball

            Caster Level(s): Wizard / Sorcerer 3
          Innate Level: 3
          School: Evocation
          Descriptor(s): Fire
          Component(s): Verbal, Somatic, Material
          Range: Large
          Area of Effect / Target: Huge
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes
          Material Component: Bat Guano

           The caster unleashes a fiery projectile that explodes upon all within the area of effect for 1d6 points of fire damage per caster level up to level 10 plus an additional 1d6 points of damage per 2 caster levels thereafter.
            Note: Spell continues to scale

           Blade Thirst

            Caster Level(s): Ranger 3
          Innate Level: 3
          School: Transmutation
          Descriptor(s): Weapon Enchantment
          Component(s): Verbal, Somatic
          Range: Touch
          Area of Effect / Target: Creature or slashing or piercing weapon.
          Duration: 1 round / level
          Additional Counter Spells:
          Save: None
          Spell Resistance: No

           You grant a slashing weapon an enhancement bonus and a vampiric effect that will heal you as you deal damage. If targeted on a creature, the spell will enchant the weapon in the primary hand of the target. The enhancement bonus and vampiric effect are +3 up to level 19, +4 up to level 24 and +5 thereafter.
            Note: Spell continues to scale

           Glyph of Warding

            Caster Level(s): Cleric 3
          Innate Level: 3
          School: Abjuration
          Descriptor(s): Sonic
          Component(s): Verbal, Somatic
          Range: Short
          Area of Effect / Target: Large
          Duration: 1 Turn / 2 Level
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes

           The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per 2 caster levels to all creatures within the area of effect up to caster level 10 and then an additional 1d8 points of sonic damage per 4 caster levels thereafter. After being triggered, the glyph dissipates.
            Note: Spell continues to scale

           Searing Light

            Caster Level(s): Cleric 3
          Innate Level: 3
          School: Evocation
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Medium
          Area of Effect / Target: Single
          Duration: Instant
          Additional Counter Spells:
          Save: None
          Spell Resistance: Yes

            The caster directs a beam of white-hot light at a single target. The damage is based on the target's racial type: Undead: 1d8 per caster level up to level 10, an additional 1d8 per 4 caster levels thereafter. Construct: 1d6 for every 2 caster levels up to level 10, an additional 1d6 per 6 caster levels thereafter. Other: 1d8 per 2 caster levels up to level 10, an additional 1d8 per 6 caster levels thereafter.
            Note: Spell continues to scale

           Quillfire

            Caster Level(s): Druid 3
          Innate Level: 3
          School: Transmutation
          Descriptor(s): Poison
          Component(s): Verbal, Somatic
          Range: Short
          Area of Effect / Target: Single
          Duration: Instant
          Additional Counter Spells:
          Save: Fortitude Negates (poison only)
          Spell Resistance: No

           The caster throws poisonous quills at a target, doing 1d8 points of damage +1 per 2 caster levels in addition to inflicting Scorpion Venom on the target if they fail a Fortitude save.
            Note: Spell continues to scale

           Wounding Whispers

            Caster Level(s): Bard 3
          Innate Level: 3
          School: Abjuration
          Descriptor(s): Sonic
          Component(s): Verbal, Somatic
          Range: Personal
          Area of Effect / Target: Caster
          Duration: 1 round / level
          Additional Counter Spells:
          Save: None
          Spell Resistance: No

           The caster is surrounded with whispers that injure any creature that hits the caster for 1d6 + 1 / level points of sonic damage (maximum 15 points of damage).
            Note: Max increased back from 10 to 15

           Lightning Bolt

            Caster Level(s): Wizard / Sorcerer 3
          Innate Level: 3
          School: Evocation
          Descriptor(s): Electricity
          Component(s): Verbal, Somatic, Material
          Range: Medium
          Area of Effect / Target: Chain of targets in a straight line
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes
          Material Component: A Glass Rod

           The caster fires a bolt of lightning that passes through all creatures in a straight line from the caster. The bolt does 1d6 points of electricity damage per caster level up to level 10 plus an additional 1d6 per 2 caster levels thereafter.
            Note: Spell continues to scale

           Acid Breath

            Caster Level(s): Wizard / Sorcerer 3
          Innate Level: 3
          School: Conjuration
          Descriptor(s): Acid
          Component(s): Verbal, Somatic
          Range: Short
          Area of Effect / Target: Cone
          Duration: Instantaneous
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes

            You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level up to level 10 plus an additional 1d6 points per 2 caster levels thereafter.
            Note: Spell continues to scale

           Negative Energy Burst

            Caster Level(s): Wizard / Sorcerer 3
          Innate Level: 3
          School: Necromancy
          Descriptor(s): Negative
          Component(s): Verbal, Somatic
          Range: Medium
          Area of Effect / Target: Huge
          Duration: Instant
          Additional Counter Spells: Negative Energy Protection
          Save: Will 1/2
          Spell Resistance: Yes

           All creatures caught in the area of effect take 1d8 points of negative energy damage plus 1d8 per 4 caster levels. All creatures caught in the area also lose 1 point of strength per 4 caster levels. Negative energy spells have a reverse effect on undead, healing instead of harming them.
            Note: Spell continues to scale

           Scintillating Sphere

            Caster Level(s): Wizard / Sorcerer 3
          Innate Level: 3
          School: Evocation
          Descriptor(s): Electricity
          Component(s): Verbal, Somatic, Material
          Range: Medium
          Area of Effect / Target: Huge
          Duration: Instantaneous
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes
          Material Component: A Glass Bead

           The caster unleashes a crackling electric projectile that explodes upon all within the area of effect for 1d6 points of electric damage per caster level up to level 10 plus an additional 1d6 per 2 caster levels thereafter.
            Note: Spell continues to scale

           Call Lightning

            Caster Level(s): Druid 3
          Innate Level: 3
          School: Evocation
          Descriptor(s): Electricity
          Component(s): Verbal, Somatic
          Range: Long
          Area of Effect / Target: Large
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes

           All enemies within the area of effect take 1d6 points of electrical damage per caster level up to level 10, an additional 1d6 per 3 caster levels thereafter.
            Note: Spell continues to scale

           Magic Vestment

            Caster Level(s): Cleric 3
          Innate Level: 3
          School: Transmutation
          Descriptor(s): Armor Enchantment
          Component(s): Verbal, Somatic, Material
          Range: Touch
          Area of Effect / Target: Creature, Armor or Shield
          Duration: 1 Turn / Level
          Additional Counter Spells:
          Save: None
          Spell Resistance: No
          Material Component: A Holy Symbol which must be worn

            You empower the touched armor or shield with a +1 AC bonus per 5 caster levels to a maximum of +7.
            Note: No cap

           Greater Magic Weapon

            Caster Level(s): Bard 3, Cleric 4, Paladin 3, Wizard / Sorcerer 3 Innate Level: 3 School: Transmutation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Creature, Weapon or Gloves Duration: 1 Turn / Level Additional Counter Spells:  Save: None Spell Resistance: No Material Component: Powdered Carbon
            You empower the touched weapon with a +1 enhancement bonus per 5 caster levels (maximum of +5). The caster can either target a specific weapon or gloves in his inventory or a creature to enchant the weapon the creature is wielding or gloves if they are not wielding anything. If a ranged weapon is targeted or the target creature is wielding a ranged weapon all equipped ammunition will have the enhancement.
            Note: Works on bows and gloves

           Improved Invisibility

            Caster Level(s): Bard 4, Wizard / Sorcerer 4
          Innate Level: 4
          School: Illusion
          Descriptor(s):
          Component(s): Verbal, Somatic, Material
          Range: Touch
          Area of Effect / Target: Single
          Duration: 1 Turn + 1 Round Per Level.
          Additional Counter Spells: Invisibility Purge
          Save: Harmless
          Spell Resistance: No
          Material Component: Gum Arabic

           The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a concealment bonus equal to 20+1 per caster level to a maximum of 50. The target also gains a bonus +2 to Dodge AC.
            Note: Change in concealment calculation and +2 Dodge

           Wall of Fire

            Caster Level(s): Druid 5, Wizard / Sorcerer 4
          Innate Level: 4
          School: Evocation
          Descriptor(s):
           Fire
          Component(s): Verbal, Somatic
          Range: Medium
          Area of Effect / Target: Wall 30 ft Long
          Duration: 1 Round / 2 Levels
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes

           This spell creates a curtain of fire that deals 4d6 plus 1d4 per 3 caster levels fire damage to any creature that attempts to pass through it.
            Note: Spell continues to scale

           Hammer of the Gods

            Caster Level(s): Cleric 4
          Innate Level: 4
          School: Evocation
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Medium
          Area of Effect / Target: Huge
          Duration: Instant
          Additional Counter Spells:
          Save: Will Partial
          Spell Resistance: Yes

           The caster smites a group of enemies with divine light for 1d8 points of damage for every two caster levels for the first 10 levels plus an additional 1d8 points of damage per every 5 levels thereafter. Enemies that make a Will save take half damage and avoid being dazed for 1 to 6 rounds.
            Note: Spell continues to scale

           Flamestrike

            Caster Level(s): Cleric 5, Druid 4
          Innate Level: 4
          School: Evocation
          Descriptor(s): Fire
          Component(s): Verbal, Somatic, Material
          Range: Medium
          Area of Effect / Target: Medium
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes
          Material Component: A Holy Symbol which must be worn

           A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage per caster level up to level 15, plus an additional 1d6 points of damage per 3 caster levels thereafter. Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage.
            Note: Spell continues to scale

           Stoneskin

            Caster Level(s): Druid 4, Ranger 4, Wizard / Sorcerer 4
          Innate Level: 4
          School: Abjuration
          Descriptor(s):
          Component(s): Verbal, Somatic, Material
          Range: Touch
          Area of Effect / Target: Single
          Duration: 1 Hour / Level
          Additional Counter Spells:
          Save: Harmless
          Spell Resistance: No
          Material Component: Dust of Topaz

            This spell grants the target creature damage reduction as such:
            Level 9 or below: DR 5/+1
          Level 10 to 14: DR 5/+2
          Level 15: DR 5/+3
          Level 16 to 19: DR 10/+3
          Level 20 to 24: DR 10/+4
          Level 25+: DR 10/+5

            The spell absorbs 10 points of melee damage per caster level, to a maximum of 150, before collapsing.
            Note: Max damage increased from 100 to 150

           Firebrand

            Caster Level(s): Wizard / Sorcerer 5
          Innate Level: 5
          School: Evocation
          Descriptor(s): Fire
          Component(s): Verbal, Somatic, Material
          Range: Medium
          Area of Effect / Target: Colossal
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes
          Material Component: Alchemist's Fire

           Masses of flame (one per caster level to a maximum of 15) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level up to level 10 plus an additional 1d6 per 3 caster levels thereafter.
            Note: Spell continues to scale

           Ball Lightning

            Caster Level(s): Wizard / Sorcerer 5
          Innate Level: 5
          School: Evocation
          Descriptor(s): Electricity
          Component(s): Verbal, Somatic, Material
          Range: Medium
          Area of Effect / Target: Colossal
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes
          Material Component: Small Metal Pellet

            Balls of lightning (one per caster level to a maximum of 15) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of lightning, only the closest targets will be damaged. If there are more balls of lightning than creatures, the excess balls of lightning disappear. Each ball of lightning explodes for 1d6 points of damage per caster level up to level 10 plus an additional 1d6 per 3 levels thereafter.
            Note: Spell continues to scale

           Inferno

            Caster Level(s): Druid 5
          Innate Level: 5
          School: Transmutation
          Descriptor(s):
           Fire
          Component(s): Verbal, Somatic, Material
          Range: Short
          Area of Effect / Target: Single
          Duration: 1 round / level
          Additional Counter Spells:
          Save: None
          Spell Resistance: Yes
          Material Component: Bee's Wax

           The caster causes a target to ignite into flame. Each round the target will suffer 1d6 +1/level. A reflex save is permitted each round to avoid damage, making the save does not put out the flames, only enables damage to be skipped for that round.
            Note: Spell continues to scale

           Cloudkill

            Caster Level(s): Wizard / Sorcerer 5
          Innate Level: 5
          School: Conjuration
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Long
          Area of Effect / Target: Large
          Duration: 1 Round / 2 Levels
          Additional Counter Spells:
          Save: Fortitude Special
          Spell Resistance: Yes

            A billowing cloud of noxious vapors settles over the area. Its effects vary according to the Hit Dice of the affected creatures: 1-3 HD: Instant death
          4-6 HD: Fortitude save or death
          Over 6 HD: 1d10 damage/round per 5 caster levels
            Note: Spell continues to scale

           Cone of Cold

            Caster Level(s): Wizard / Sorcerer 5
          Innate Level: 5
          School: Evocation
          Descriptor(s): Cold
          Component(s): Verbal, Somatic, Material
          Range: Cone, 30ft
          Area of Effect / Target: Spell Cone
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes
          Material Component: A Glass Rod

           A cone of frost and snow shoots forth from the caster's hands, doing 1d6 points of cold damage per caster level up to level 15 plus an additional 1d6 per 2 caster levels thereafter to all those within the area of effect.
            Note: Spell continues to scale

           Dirge

            Caster Level(s): Bard 6
          Innate Level: 6
          School: Evocation
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Personal
          Area of Effect / Target: Large
          Duration: 1 Turn + 1 Round / level
          Additional Counter Spells:
          Save: Will negates
          Spell Resistance: Yes

           The caster's song draws the energies of death and destruction. Any enemies in the area of effect suffer 2 points of Strength and Dexterity ability score damage each round. If the enemy leaves the area of effect, their Strength and Dexterity are restored.
            Note: Duration and change to Will Save

           Blade Barrier

            Caster Level(s): Cleric 6
          Innate Level: 6
          School: Evocation
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Medium
          Area of Effect / Target: Wall 30 ft Long
          Duration: 1 Round / Level
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes

           Blade Barrier brings into being a 30-ft long and 3-ft wide wall of stabbing blades. All those passing through the wall take 1d6 points of damage per caster level up to level 15 plus an additional 1d6 per 4 levels thereafter.
            Note: Spell continues to scale

           Acid Fog

            Caster Level(s): Wizard / Sorcerer 6
          Innate Level: 6
          School: Conjuration
          Descriptor(s):
           Acid
          Component(s): Verbal, Somatic
          Range: Long
          Area of Effect / Target: Large
          Duration: 1 Round / 2 Level
          Additional Counter Spells:
          Save: Fortitude
          Spell Resistance: Yes

           Acid Fog creates a thick, clinging, greenish cloud. Creatures entering the cloud take 4d6 acid damage. Creatures entering the cloud must make a Fortitude save or have their movement reduced by 50%. Every round a creature spends in the cloud, it suffers 2d6+1 point per caster level acid damage.
            Note: Spell continues to scale

           Chain Lightning

            Caster Level(s): Wizard / Sorcerer 6
          Innate Level: 6
          School: Evocation
          Descriptor(s): Electricity
          Component(s): Verbal, Somatic, Material
          Range: Long
          Area of Effect / Target: Colossal, 1 Target / Level
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes
          Material Component: A Glass Rod

           A bolt of electricity arcs through the caster's enemies for 1d6 points of electrical damage per caster level up to level 20 plus 1d6 points per 2 caster levels thereafter to the initial target and half that amount to all secondary targets.
            Note: Spell continues to scale

           Banishment

            Caster Level(s): Cleric 6, Wizard / Sorcerer 7
          Innate Level: 6
          School: Abjuration
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Short
          Area of Effect / Target: Colossal
          Duration: Instant
          Additional Counter Spells:
          Save: Will negates
          Spell Resistance: Yes

           The caster is able to cause all summoned creatures, familiars, animal companions, and Outsiders in the area of effect to be destroyed. A number of creatures equal to four times the caster's level in HD can be banished.
            Note: Bumped from 2 times to 4 times

           Crumble

            Caster Level(s): Druid 6
          Innate Level: 6
          School: Transmutation
          Descriptor(s): Sonic
          Component(s): Verbal, Somatic
          Range: Medium
          Area of Effect / Target: One Construct
          Duration: Instantaneous
          Additional Counter Spells:
          Save: No
          Spell Resistance: No

           This spell inflicts 1d6 points of damage per caster level up to level 15 plus an additional 1d6 points for each 3 caster levels thereafter to a selected Construct. This spell does not affect living creatures.
            Note: Spell continues to scale

           Greater Stoneskin

            Caster Level(s): Druid 6, Wizard / Sorcerer 6
          Innate Level: 6
          School: Abjuration
          Descriptor(s):
          Component(s): Verbal, Somatic, Material
          Range: Personal
          Area of Effect / Target: Caster
          Duration: 1 Hour / Level
          Additional Counter Spells:
          Save: Harmless
          Spell Resistance: No
          Material Component: Dust of Diamond

           Grants the caster a damage reduction of 20/+5. The spell absorbs 10 points of melee damage per caster level, to a maximum of 200, before fading.
            Note: Max damage upped from 150 to 200

           Power Word, Stun

            Caster Level(s): Wizard / Sorcerer 7
          Innate Level: 7
          School: Divination
          Descriptor(s):
          Component(s): Verbal
          Range: Medium
          Area of Effect / Target: Colossal
          Duration: Instant
          Additional Counter Spells: Clarity
          Save: Will Special
          Spell Resistance: Yes

           Those in the area of effect take 1d4 per 2 caster levels Sonic damage and must make a Will save or be stunned for 2d4 rounds. A successful Will save stuns the target for 1 round. The maximum creatures affected in the area are 1d4+1 per 5 caster levels. The spell does not affect those immune to Mind spells.
            Note: Area of Effect now

           Delayed Blast Fireball

            Caster Level(s): Wizard / Sorcerer 7
          Innate Level: 7
          School: Evocation
          Descriptor(s): Fire
          Component(s): Verbal, Somatic
          Range: Medium
          Area of Effect / Target: Huge
          Duration: 1 Round / 3 Levels
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes

           The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d6 points of fire damage per caster level to all within the area of effect up to level 20, plus an additional 1d6 points per 2 caster levels thereafter.
            Note: Spell continues to scale

           Firestorm

            Caster Level(s): Cleric 8, Druid 7
          Innate Level: 7
          School: Evocation
          Descriptor(s): Fire
          Component(s): Verbal, Somatic
          Range: Personal
          Area of Effect / Target: Colossal
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes
          Spell Component: Holy Symbol must be worn

           Everyone within this spell's area of effect are inundated with a rain of fire and take 1d6 points of damage per caster level up to level 20 plus an additional 1d6 points of damage per 2 caster levels thereafter. Half of the damage is divine and the other half is fire-based. Allies are not subject to divine damage.
            Note: Spell continues to scale

           Nature's Flow

            Caster Level(s): Druid 8
          Innate Level: 8
          School: Conjuration
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Personal
          Area of Effect / Target: Gargantuan
          Duration: Concentration, 1 Round / Level
          Spell Resistance: No
          Spell Component: Holy Symbol must be worn
          Area Limitation: Natural

           The druid focuses all his natural will to project an expansive aura around himself. This aura flows from Nature through the druid and out to her or his allies. After the aura blankets the area, and for 1 round per level while the druid maintains her or his meditative focus, all allies regenerate 12 hit points per round. If the druid's concentration is broken, either by his own volition, such as attacking or casting, or by taking damage, the regenerative flow of nature is broken as well. To assist with keeping focus, the caster is also surrounded in a protective layer when the spell is first cast.
            Note: The protective layer now includes all damage types.

           Mass Disorientation

            Caster Level(s): Wizard / Sorcerer 8
          Innate Level: 8
          School: Enchantment
          Descriptor(s):
           Mind-Affecting
          Component(s): Verbal
          Range: Short
          Area of Effect / Target: Colossal
          Duration: 1d8 Rounds
          Additional Counter Spells:
          Save: Will Negates
          Spell Resistance: Yes

           Non allied creatures of most racial types in the area of effect who fail a Will save are clouded with one of the following afflictions:
          • Charm
          • Slow
          • Stun
          • Sleep
          • Confusion
          • Dazed
          • Paralyzed
          Note: Replaces Mass Charm

           Bracar's Fascinating Elemental Storm

            Caster Level(s): Wizard / Sorcerer 8
          Innate Level: 8
          School: Evocation
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Long
          Area of Effect / Target: Gargantuan
          Duration: Instant
          Additional Counter Spells:
          Save: None
          Spell Resistance: Yes

           Developed after years of study of the ancient Rhun Zharr Tome, this fascinating spell is one of Brac’ar Fireface Kilring’s finest creations. When cast, a storm of elemental missiles shoots forth towards the target, stopping them in their tracks as they stare in fascination at their impending doom.
            This spell is a testament to the skill and mastery of woven magic of this dwarven wizard, tailor and scribe.
           A number of elemental missiles (one per caster level to a maximum of 20) appear and randomly target and hit any hostile creature in the area of effect. The missiles will have an even spread among the target(s) as possible, with a maximum of 8 per target. Random elements pour forth from the casters hands into the missiles, giving an unpredictable result in what type of elemental damage the target(s) will take. The possibilities include 2d8+1 per 2 caster levels of fire, lightning, cold, or acid damage. Additionally, each missile in the colorful spectrum has a dazzling effect on the target(s) and the target struck with the blast of elemental energy must make a will save or be dazed for 1d4 rounds.
            Note: Spell continues to scale

           Sunbeam

            Caster Level(s): Cleric 8, Druid 8
          Innate Level: 8
          School: Evocation
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Medium
          Area of Effect / Target: Colossal
          Duration: 3 Rounds
          Additional Counter Spells: Create Greater Undead
          Save: Reflex Negates
          Spell Resistance: Yes
          Material Component: Holy Symbol

           The caster summons a globe of divine radiance to blind and burn those within the area of effect. Undead take 1d6 points of divine damage per caster level to a maximum of 25d6. All other monster types take 1d6 points of divine damage per 3 caster levels and are blinded for 3 rounds. A successful Reflex save halves the damage and voids blindness. Any shadows or vampires caught in the area of effect will be instantly slain if they do not make a successful Fortitude save.
            Note: Spell continues to scale

           Earthquake

            Caster Level(s): Cleric 8, Druid 9
          Innate Level: 8
          School: Evocation
          Descriptor(s):
          Component(s): Verbal, Somatic, Material
          Range: Personal
          Area of Effect / Target: Colossal
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: No
          Material Component: A Holy Symbol which must be worn

           The caster causes a massive earthquake around himself, causing 1d6 points of damage per caster level up to level 20, plus an additional 1d6 points of damage per 2 levels thereafter to all creatures in the area of effect. The caster is not affected by the earthquake.
            Note: Spell continues to scale

           Horrid Wilting

            Caster Level(s): Wizard / Sorcerer 8
          Innate Level: 8
          School: Necromancy
          Descriptor(s): Death
          Component(s): Verbal, Somatic, Material
          Range: Long
          Area of Effect / Target: Colossal
          Duration: Instant
          Additional Counter Spells:
          Save: Fortitude 1/2
          Spell Resistance: Yes
          Material Component: A Piece of Sponge

           All creatures within the area of effect take 1d8 points of withering energy damage per caster level up to level 20 plus 1d8 per 2 caster levels thereafter.
            Note: Spell continues to scale

           Incendiary Cloud

            Caster Level(s): Wizard / Sorcerer 8
          Innate Level: 8
          School: Evocation
          Descriptor(s): Fire
          Component(s): Verbal, Somatic
          Range: Long
          Area of Effect / Target: Large
          Duration: 1 Round / Level
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes

           The caster creates a cloud of smoke and embers that causes 4d6+1 per caster level points of fire damage each round to all creatures within the area of effect.
            Note: Spell continues to scale

           Bombardment

            Caster Level(s): Druid 8
          Innate Level: 8
          School: Conjuration
          Descriptor(s):
          Component(s): Verbal, Somatic, Material
          Range: Long
          Area of Effect / Target: Huge
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes
          Material Component: Quartz Crystal

           Rocks fall from the sky, causing 10d8+1d8 per 3 caster levels above level 10 points of damage to all enemies in the area.
            Note: Spell continues to scale

           Sunburst

            Caster Level(s): Druid 8, Wizard / Sorcerer 8
          Innate Level: 8
          School: Evocation
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Medium
          Area of Effect / Target: Huge
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex
          Spell Resistance: Yes

            A brilliant explosion occurs where the caster directs causing 1d6 points of damage per caster level (to a maximum of 25d6) to all undead. Non-undead creatures suffer 1d6 damage per 4 caster levels. Vampires are destroyed instantly if they fail a Reflex saving throw. All enemies in the area of effect must also make a successful Reflex saving throw or be blinded permanently (the blindness can only be magically removed).
            Note: Spell continues to scale

           Nature's Balance

            Caster Level(s): Druid 9
          Innate Level: 9
          School: Transmutation
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Personal
          Area of Effect / Target: Colossal
          Duration: Instant
          Additional Counter Spells:
          Save: Fortitude Negates
          Spell Resistance: No

           Focusing your link with nature, you are able to channel essential life forces to balance yourself and those around you. Performing this great sacrifice will tax your body tremendously, effectively setting your current hit point value to 50% of your maximum. This act of attunement then grants you the ability to tip the scales to those who surround you. The primal equilibrium reached within will then allow you redistribute life energies to both friend and foe in a similar balance. The spell will set all your allies to 75% of their maximum hit point value and enemy creatures surrounding you to 25% of their maximum hit point value if they fail the fortitude save.
            Note: Size change

           Power Word, Kill

            Caster Level(s): Wizard / Sorcerer 9
          Innate Level: 9
          School: Divination
          Descriptor(s):
           Death, Mind
          Component(s): Verbal
          Range: Short
          Area of Effect / Target: Colossal
          Duration: Instant
          Additional Counter Spells: Death Ward
          Save: Will
          Spell Resistance: Yes


           1d4+1 per 5 caster level creatures in the area of effect must make a Will save or die. A successful Will save will cause 1d6 Sonic damage per 2 caster levels.
            Note: Area of Effect spell with damage

           Howling Hurricane

            Caster Level(s): Wizard / Sorcerer 9
          Innate Level: 9
          School: Conjuration
          Descriptor(s):
           Cold, Sonic
          Component(s): Verbal, Somatic
          Range: Long
          Area of Effect / Target: Large
          Duration: Round / 5 Levels
          Save: Fortitude Special
          Spell Resistance: Yes

           On entrance, targets are stricken with a blast of Cold air dealing 1d6 points of damage per 5 caster levels. Every round in the hurricane will then continue to deal 3d6 Sonic damage and render the target Deaf. In addition if the target fails a Fortitude save, they will take 5d6 points of Cold damage and be blinded for 1 Round.

           Mass Flesh to Stone

            Caster Level(s): Wizard / Sorcerer 9
          Innate Level: 9
          School: Transmutation
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Medium
          Area of Effect / Target: Colossal
          Duration: Special
          Save: Fortitude
          Immunity: Freedom Special
          Spell Resistance: Yes

            Those in the area of effect are petrified, encased in stone forever. Targets failing a Fortitude save but have Freedom of Movement are encased in rock for 1d4 rounds. The caster can petrify 1d4+1 per 10 levels of creatures. PCs who fail the save and do not have Freedom of Movement are petrified for 3 Rounds.

           Meteor Swarm

            Caster Level(s): Wizard / Sorcerer 9
          Innate Level: 9
          School: Evocation
          Descriptor(s):Fire
          Component(s): Verbal, Somatic
          Range: Personal
          Area of Effect / Target: Colossal
          Duration: Instant
          Additional Counter Spells:
          Save: Reflex 1/2
          Spell Resistance: Yes

           The spell causes everything within the area of effect to be pummeled by incoming meteors. All those caught in the destruction take 20d6 points of damage plus 1d6 per 2 caster levels thereafter and then are set on fire which deals 1d6 fire damage for 5 rounds or until a reflex save is made. All creatures within 7 feet of the caster are protected from the spell's effect.
            Note: Spell continues to scale

           Implosion

            Caster Level(s): Cleric 9
          Innate Level: 9
          School: Evocation
          Descriptor(s):
          Component(s): Verbal, Somatic
          Range: Short
          Area of Effect / Target: Up to 4 Targets
          Duration: Special
          Additional Counter Spells:
          Save: Fortitude Negates
          Spell Resistance: Yes

            The caster creates a vortex of destruction that tears asunder the first creature found within its area of effect, killing them instantly unless they make their saving throw. It then targets another creature for the next round for up to 4 rounds. The caster may not perform any other actions while focusing on Implosion.
            Note: Redone

          FIN
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          4
          Ask A Gamemaster / Seasons
          « on: November 25, 2008, 02:12:55 pm »
          I think this is assumed to be true but generally ignored because of the speed at which in-game time passes, but I don't remember it being explicitly stated anywhere: does Layonara tilt on its axis similarly to Earth and are there then seasons similar to those on Earth?

          I was considering that it's winter in the northern hemisphere and summer in the southern hemisphere right now, and it made me wonder if Layonara more or less coincides with Earth, so that in Hlint and Dalanthar it's summer during Jular and winter during Decilar, and vice versa in Mariner's Hold and Western Gate.
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          5
          Just for Fun / Katian Letter Opener
          « on: July 29, 2008, 02:36:51 am »
          Because druids are prohibited from using finished metals...

          Letter Opener on Yahoo! Video
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          6
          Roleplaying / IC Opinions vs Server Descriptions - YAILWAP
          « on: July 24, 2008, 11:06:14 pm »
          [SIZE=10]
          (Yet Another Incredibly Long-Winded Acacea Post)
          [/SIZE]

          Hi. I'm not sure if this will do any good, but for those it might make a difference to, it bears reminding.

          There is a big difference between something that is emoted, announced, or mandated to us, and what is spoken by an NPC. Obvious, right? Not always.

          You see, there is very little time and manpower available to work on the module. There are many things that are great, many things that could use vast improvement, things that would have benefited from more personality or scripting. That is why write-ups, tidbits, summaries, and server messages exist. They give you a bit more to work with in order to roleplay a place or person properly. All of these show something as it is, as you are expected to perceive them. If a GM's server crashed and he has to resort to emoting that there is a huge, cascading waterfall, it is a bit mean-spirited to say IC, "Didn't someone say there was some kind of falls here? Must have meant to the ants!" or something. We make cracks about it OOC maybe, but IC, you see a waterfall.

          NPCs, however, are biased. They have flaws, faults, opinions, and shortcomings. An NPC may say "There is a waterfall two miles ahead," may be quite mistaken, or a liar. He can insist until he is blue in the face, but the DM emotes that there is no waterfall. You don't see one. That's a difference between a server description of what exists, and an opinion given by a biased source.

          Another example: In various writings and third person summaries of Mistone, Queen Allurial is written as being much loved by her people. She was by all accounts, benevolent, wise, and graceful. She was one of the Seven Sisters, Lucinda's Chosen, and yet even those with no love for magic came to greatly respect and love her. So she is presented to us.

          If a DM, therefore, possesses her and emotes that she speaks with grace and kindness, but the DM his or herself is honestly not that great a typist, you may poke fun OOC. But don't start verses about the Queen's speech impediment - he does the best he can, and can only set the stage for you. Part of the game is being handed a cane and being told OOC "this is a hat, sorry." We ruin the game when we are unable to pretend that it is something other than what is shown. We could use more and better showing in many cases, yes! But in the end, it is our job as players to take what we are given and roleplay it, not tear it apart IC and "refuse to see a hat," simply because it wasn't a perfect representation. We are all guilty of this at some point, but it really takes the better player to bite your tongue and try not to ruin everyone else's immersion for it. We can take it OOC and remind the GM that there are really better ways to call a horse an ox, but leave it OOC.

          Your character need not have loved the queen! You may indeed play someone who is not part of the norm. But there should be good reasons for it. If it is stated, under Allurial Mistone flourished, and kept safe, then should we be using the inability to have her involved in everything as a sign of her apathy, poor leadership, etc? Our characters may find fault with her. They may even believe things that are total lies, or have a twisted perception of events. They can spread it! But we, as players, should not be trying to convince other players of it. Our character's different interpretations should be delivered in a way that still represents what we were given as a server description and summary - that this one character has a really weird and messed up view of what was in reality a good and much loved queen.

          I try to roleplay my character's general flaunting of authority and cynicism regarding its effectiveness. She still loved Queen Allurial, and might have gone MA Scout, had Milo not quit. It's not because I really had all that much interaction with her - that is how she was presented to me. I could latch onto all the OOC problems that existed in Mistone and go on tirades about how they were all her fault and what a terrible leader she must have been to allow it, but instead a surprising amount of us (surprising considering the amount of chaotic characters we have) still RP a general affection and respect for her, even if our characters are not exactly bending the knee in subservience.

          By contrast, Port Hempstead is a mess. As a starting city on our server, it should be one of the best known and represented cities on Layonara. It's not. There are honest reasons for why it never quite made it up to par, but it doesn't change that it's still totally messed up, perception wise. An example of one reason, V3, as most remember, was not intended as a finale or anything, but a start. Its release was very rocky and with a lot of bugs and adjustments, but it was never meant to be the end. It wasn't supposed to stay a certain way. There were big plans, huge ones, remember the first announcement for V3? There was this grand plan about how it would continue on and things would change and all this stuff would happen. V3's initial release was built, not as a perfect representation of everything, but as something that set foundations for more to come. New haks, building tools, environments, these were major. A huge amount of rebuilding was done not for looks, but because of changes to tileset files that required areas that weren't even changing to be rebuilt from scratch or be screwed up.

          Unfortunately, because of other projects, the module changed owners again in the middle of new stuff. It's not so much unfortunate because of the person, but rather because whenever that happens, often older things are dropped and new people have new goals. That's fine. More big plans! More grand schemes! Which also fall through, as new module op also leaves. Later, another new dev! Even better areas! Cool new challenges! Changes that start building again on what many of the v3 goals were about, such as lifting the magic level! ...But they're all new, epic based stuff for the most part, with few changes to core things. Fantastic new things, but the fact is, it is seriously unlikely that some place like Hempstead is ever going to have any serious new things to make it cooler or better represented. It's just a question of time and effort and information. Someone working at this stage has to really be pretty passionate about their project in order to keep it going, and that's not so easy with leftovers of other people's stuff.

          So, what we have instead are 'server descriptions' and OOC summaries of these places. There are no NPCs claiming glory or justice. No GMs are using guards and leaders to boast about what the places are about, while emoting OOC the truth behind the lie. We are given OOC, unbiased pieces of information to aid us in our roleplay. The city's general ruling is NG. The Silverguard train with blunt weapons to avoid unnecessary bloodshed. Deliar is a primary temple, who is CG and about freedom, trade, and luck. There are more guards than just those at the gate. Trent made captain at an young age because of his good heart in a time of darkness.

          The port is not the only place with half blood issues, just the only one anyone ever uses for them, making it look far more contrasting and isolated than it is. Fort Vehl is not a haven of freedom and justice, its a pit of squalor. A half-orc is highly unlikely to be murdered in an alley in Hempstead. He might in Vehl. Part of the reason for the temple is fighting back against the nastiness that is all over the place in Vehl, not because it is a shining example of anything. They're there to fight what it is, not celebrate it. Their long struggle with it has jaded some of the clergy into believing criminals deserve "whatever they get," as well...

          The port is led by a trade council, headed by the Vaerans, who are also good and in general supposed to be wise with a good head for the economy as well. Not necessarily a part of the description, but something the attentive might note - the Vaerans are not new to Hempstead, nor written for them. Anyone reading the Prunilla writeup can see the Vaeran sisters in the Dragon's Whisper... Harmony, the oldest is the one that was a driving force behind fighting the tyranny and darkness in Port Hempstead; her daughter leads the trade council now. Meadow, the middle one, is rumored to be the chosen of Prunilla, even though she never claims a title. Peace, the youngest, is the head priestess at Castle Mask on Dregar, having got the wanderlust early on. Anyone familiar with the halfling tribes in Mistone can easily recognize that the Vaerans are an entire clan, as well...


          There are a lot of interconnecting things floating around. Is everyone expected to know these things? Of course not. That's silly, it's floating everywhere and half the GMs don't notice them, either. None of us is likely to see even a corner of a whole writeup of it until a few fabled handbook releases. But there is a difference in sincerely not knowing, and ignoring the GM telling you that there is a waterfall. If we have read OOC how a place is supposed to be, then we should be trying to RP ways that it meets that, not how it doesn't. Our characters may not like them, may disagree with them, but it should be presented in a way that goes with the props we were given. That's part of the game. Our characters are not living in the 21st century.

          Kingdoms are not perfect IG, by any means. But just like we need to break laws and sneak into places with GM help, we don't decide that they have a completely different face than what is given us as a server description. The guards may very well slip up and let something else in perhaps... but we don't decide it happens for us. We don't stand in the middle of Prantz casting spells  because we can. Havoc is encouraged! Rebellion is encouraged! But you have to do it within the realms of the game. You can't say, "I strike him with this spiked cane!" if you have been told it is a feathered hat... nor emote that fat exploiting Froigrin cheated you out of thousands of gold in order to feed her growing hoards of millions. Anyone who has any understanding of what Deliar is about knows better. We have to roleplay the standard in order for the failings to stand out.

          Likewise, please, the GMs are severely limited in communication and tools to represent every place perfectly. We have tools of our own that we can use, there is no need to be take everything harshly IC because of OOC circumstances. It is part of our role to help show how the environment is, according to the server, not create huge rifts in perception because of how we decide it is. There are things that completely do not fit, and times when GMs make mistakes - a Silverguard bullying with blades, perhaps, or referring to a queen of Brelin - but a simple tell may determine if it is just an honest mistake, or something intending to be a biased interpretation. Indeed, even the churches are pretty poorly treated in this way - character opinions and arguments are great, but too often tirades are made based on OOC information and opinion, and exist to attack a given OOC statement of the ideal. If they aren't meeting it, take it up out of character and see how the whole fares.

          When you see something bad happen in a city announced to you OOC as largely good and fair, if it did indeed happen as the GM intended, then shouldn't it be treated as out of the norm. Shock! Dismay! Rumors of a Rael supporter amidst a city like Port Hempstead should be a huge deal... if you use the props we are given. If you decide your hamster is a dragon regardless of what GMs ask of you though, it's just a lot of confusion and only adds to the problem.

          Why don't we help places become what they should be, instead of causing a rift in perception in order to deny what they are? There's no need to be silent about things that don't fit. Make suggestions. Point them out. How many rants have I gone on about how poorly the city is represented according to how it is supposed to be? That doesn't mean I take it IC. My character has met the Vaeran sisters... One of them is even the chosen of Prunilla... She helped destroy the Shadow Thieves... I'm not ruining all of the history and personality just because someone stuck a sign on the lawn. The day someone tells me, "The Vaerans have been forcibly removed from office and the city begins sliding into corruption again," or something, is when I will RP that interpretation, and I will certainly want to know more than that, since such a huge amount of stuff will be wiped out for the sake of it. I'm not going to force it because of accidents, though - I'd rather think of ways to make the inconsistent fit back in.

          Otherwise it is like losing Ozlo to a faction mess-up. Or failing to stab Bloodstone in the spine, because when you rolled attack, the server lagged and spewed out 6 rolls - your first was a 20 and your last a 1, and GM decided to take the 1... Your PC uses a custom head and shows up headless, but try as you might to RP that he does in fact have a head, there's always a few people that refuse to acknowledge it IC, even after GM acknowledgment of head... This isn't about one city. Port Hempstead is just one huge part of a larger, core issue - sometimes we are told how a place is, but they just don't support it and come to bat. We can say, OOC, how hard would it have been for you to do X and support this better? Sometimes the answer is, "Very difficult," and sometimes "not very," but it doesn't happen, but either way, we play along. We can bring down empires with our characters, but not as players decide one doesn't exist. If they sometimes don't seem to do a perfect job in representing one because of mechanical limitations and time, we can still pretend - what is added to the module and GMing at this point is largely based on pure personal motivation and stubbornness at this stage in the game, so not everything is ever going to make it. :) It would be nice, but we can do a lot on our own with what we've got.

          [/soapbox] :o Long. *Hides.*
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          7
          NWN Ideas, Suggestions, Requests / Craftable Items in drops
          « on: July 24, 2008, 12:57:31 pm »
          [SIZE=13]I'm sure this has been discussed before but thought I would bring it up again..

          Taken from his thread to not over take it... [/SIZE]
          [SIZE=13][SIZE=13]

          pawn shop limit per character and not overall limit.

          What are the chances of removing all craftable items from drops?  

          It seems it would help the crafters and guilds to be able to actually sell things again if they were removed.  Like LordCove said.. it takes so much to make a yew longbow of the hunter... then for it to be common to find them in drops is very frustrating.  It is not rare to find diamond ability rings, rare leather amours and high end weapons.  It would be better to find a uncut diamond or a nugget of [/SIZE][/SIZE]
          mithril[SIZE=13][SIZE=13], a branch of yew etc.  [/SIZE][/SIZE]
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          8
          General Discussion / Rolling Multiple Dice
          « on: July 04, 2008, 06:54:45 am »
          On a couple of occasions, I've seen people use multiple dice to generate a number range, via the "*rolls ...*" emote, particularly when one dice won't cover the whole range desired, for instance, using 2d20 to create a maximum of 40.

          However, there are implications to doing this. Firstly, the minimum number generated is now the number of dice rolled, rather than 1. In the example above, rolling two dice, the minimum result is 2, giving a result range of 2 to 40, rather than perhaps the desired 1 to 40.

          Secondly, and more importantly, using multiple dice skews the result. Some results are now much more probable than others. This is usually contrary to what is intended; most of the time, people want even probability between the results.

          The below graph show the difference between the probabilities of the results between 1d20 and 2d10:



          As you can see, the 1d20 has a flat, even probability result. The 2d10 however, has a pyramid probability result, with the "11" result being ten times as likely as the "20" result.

          So, what to do about generating that 1d40 result?

          Well, it would be nice if the "*rolls ...*" emote would accept any pair of numbers... :)

          However, given that is not the case, you can try breaking it down between units and tens using the dice available. In this example, use 1d10 to generate the units, and 1d4 to generate the tens. However, you have to remember to subtract 1 from the 1d4 to generate {0, 10, 20, 30}, and add the units {1, 2, 3, ... 9, 10} to that.

          Hope this helps.

          Regards,

          Script Wrecked.
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          9
          Introduce Yourself / Another belated introduction ~ Lynn1020
          « on: June 30, 2008, 06:04:54 pm »
          [SIZE=16]I finally caved in to do an intro myself. My real name is Tiffany. Lynn1020 comes from my middle name (Lynn), 1020 is from my wedding anniversary, October 20th. I am a southern girl and from what I have found out, I still have a very southern accent. I grew up in Kentucky until I married and moved with my husband. After moving to several different states (including a three year vacation in Hawaii) we now live in the Northwest, near Seattle. It never fails though; anytime I speak I am asked where am I from.

          I have been a military wife for almost 18 years now, and also a stay at home mom to three kids (four if you count my husband). Two boys aged sixteen and thirteen, who both play Layo from time to time, and one girl age six. She plays the NWN single player version. I had to finally tell her she could start playing with us when her reading and writing improves. She will lecture me when she watches me play. "Mom do you want to keep playing Emie? Well stop going out alone and wait for your friends!"

          I have to say I love that I get the chance to stay at home with the kids, even though you will often find me moaning and complaining. Especially now that I have been nursing a broken foot for the last couple of weeks, and the kids are out of school for the summer and I can't even drive! But at least it does give me an excuse to be in Layo even more.

          My husband played Layo for two years before I started. In that time I have to say I hated Layonara. All I knew about it was that it was a game that kept my husband on the computer for hours!! Many times he tried to get me to watch him and try it out. I refused. I was happy with my scrapbooking and Zelda games. Then it got worse! He got our two sons playing it! It drove me nuts having to listen about it all the time. Well to make a very long story short, he finally got me to try it. Emie was born! That was almost two years ago so needless to say I was hooked and haven't left since. Now the whole family plays together at times. I never thought a game could make me laugh and cry as much as this one has.

          I have never played any type of D&D game before Layonara. So there was so much I didn't understand and I am still learning. That being the reason Emie started out a lot like me...shy and quiet. Boy has she changed in the last two years!!
          [/SIZE]
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          10
          General Discussion / Update coming soon! Download now...
          « on: June 05, 2008, 03:51:31 pm »
          There's an update coming soon, probably within a few hours.  For this update, there's been a HAK and TLK change, so you can go download them now to beat the rush:

          layo_controV3r4.rar

          layonara_v21.rar

          Or just go to the Dowloads page.
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          11
          General Discussion / He's Back...
          « on: June 04, 2008, 03:10:44 pm »


          After a brief hiatus, the Snake is resuming regular quests...

          Starting tomorrow.
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          12
          Rumour Has It / Until further notice!
          « on: May 09, 2008, 07:31:13 pm »
          All raids on the Misted Village will cease by order of his honor the high Mayor of Dalanthar Sir Evan. The good people of Dalanthar are in peace talks with the good people of the Misted village. The results of these talks are of dire importance to the realm. The guard of Dalanthar will enforce this cessation of hostilities.
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          13
          Just for Fun / Hello
          « on: April 30, 2008, 01:33:30 pm »
          Hi guys!  Well we are down to the wire.  All of our furniture and vehicles have been shiped so we are just waiting for graduation and we will be off to our new home.  We miss you all and check the forums quite frequently. Once we are settled I will post a picture of our new house with lots of room for my horses. :)  Any way keep the fire burning and have fun:)

          Oh! I  found this cool screen saver.
          Popular Screensavers

          Mooneyes/Angela
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          14
          General Discussion / Giving Gifts/Items
          « on: March 11, 2008, 03:14:23 am »
          This actually came up twice in one day, and so here it is....

          Can we please use common-sense in regards to the giving of gifts and items to Friends/Guild Members/Partners.

          Level Requirement, rareness, and difficulty to both obtain and create the item should be considered before giving the item to anyone below your level.
          If it is being given in exchange for coin or trade, please ensure the amount requested from the person is reflective of the items worth.

          Amulet's of Shield, now uncraftable, should be considered rare and expensive. These seem to be passed frequently to lower level characters with little to no trading involved.

          Anything Emerald or Acid or Mithril related really shouln't be being passed to anyone below level 17.. since level requirement for use and to venture to places these are obtainable at are set at 17+. If your charachter is not of the set level, then they really should be paying the standard price ( ie. a fortune!) for it. A box or two of Bodak Teeth or FireOpals really doesn't cut it.

          In essence, this is muling. A higher level gathering and providing something at minimum cost that the recipient could never gather. It may not be XP... but its still something they could not have done themselves.

          Simply passing these items on because we ( the higher level) no longer have need of it, or have found something better,  is basically damaging the trade of the crafters who venture to these difficult places to gather said items, and spend hours upon hours garning Crafting XP so that they might make the said items.

          Although it might seem great to be able to pass a friend a really cool item that you know he is going to blink at and say "Oh yes! Brilliant! I want to have your kids!" , it is also damaging.
          The recipient is happy... because of course he just earned himself a new item for minimal work or cost.

          But the dozens of crafters who lost DT's in pursuit of Emeralds and Mithril, and who spent months honing their crafting skills to be capable of making fine weapons and rings...
          ... now find their items sit uselessly in a chest with no buyers, because everyone simply "passes" things on.


          Anyway... just a little point.
          As always... feel free to point out if Im wrong.  :)
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          15
          General Discussion / Reminder About Player Etiquette
          « on: February 17, 2008, 01:17:07 pm »
          [SIZE=16]I have recently run across a couple of examples that warrants reminder about player etiquette. [/SIZE]
           
           [SIZE=16]If you are involved in an impromptu quest, please do not send tells to all your friends having them to report to a location. If the GM wants other people or the rest of the server informed, you will probably see a shout like *anyone that is outside sees a bright light reflecting off the clouds in the direction of Hlint*.[/SIZE]
           
           [SIZE=16]Another example, please do not run past people in a CNR area to gather the CNR before the first party gets to it. The best way to handle it is through RP. Stop and ask the original party if they are on their way out or in. You may be able to join, or just come back later. RP is the key. If you are confronted IC'ly about running in front of people, using a Wizard's Tome of Teleportation usually will send the matter to OOC tells; especially if there is no RP to justify your actions.[/SIZE]
           [SIZE=16] [/SIZE]
           [SIZE=16]Examples listed below are not acceptable:[/SIZE]
           [SIZE=16]- I saw a really huge level gap and cause one can't party with more than seven levels of distance I figured you were just RP-ing.[/SIZE]
           [SIZE=16]- I can't play with a good friend cause they're more than seven above me.[/SIZE]
           [SIZE=16]- The room I went into needs a thief to open. I thought you were a cleric?[/SIZE]
           [SIZE=16]- I don't talk often.[/SIZE]
           [SIZE=16]- People start spamming listen checks as I'm usually disguised so it isn't much fun.[/SIZE]
           [SIZE=16]- Everyone mostly knows I'm (insert evil deity here) from the forum, so if I speak to them then I get frustrated.[/SIZE]
           [SIZE=16] [/SIZE]
           [SIZE=16]There are real life players playing these PCs, please have consideration for everyone.[/SIZE]
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          16
          Introduce Yourself / I guess it's about time
          « on: February 03, 2008, 11:15:54 pm »
          Well this will be more of an introduce "ourselves" than my self.  My family and I have been playing Layo for over about three years and we have made it our home in cyberspace and brought cyberspace into our home through Layo.  I have attached a picture of the four of us that play in our "Command Center".  From left to right we are Angela (Peanut, Clover, Keela), Mike (Clarissa, Josslyn), Ariel (Rose, Dalila, Mellana), and Jon (Kalin).  There are two other members of our clan that are not shown but they are working on their reading and typing skills so they can join us as soon as possible.  They are Tim and Christy.  So all together we are 6 of us.  We live on Oahu, HI where I an finishing my Navy career and getting ready to get a real job.  Angela is a stay at home, home schooling mom, Ariel and Jon are seniors in highschool and believe it or not still get good grades and play Layo too.  See everyone in game.
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          17
          Roleplaying / Impromptu Quests
          « on: January 04, 2008, 11:13:07 am »
          when a dm is running a impromptu,it is not the right thing to send out invites in tells to have your friends join.  Large parties can be fun, but 20 people with spells on, makes for a very laggy adventure. Some people also have issues with large parties and crash due to their computers, so please. Everyone likes to be part of the action, but have enough respect of your fellow players, and  let the ones being lucky enough to be in the right place enjoy the quest.
          The following users thanked this post: ycleption

          18
          General Discussion / Strike Text Out!
          « on: December 30, 2007, 10:40:09 pm »
          This isn't anything special, just a quick fix for a missing BB Code tag. As you can plainly see, [strike]this text[/strike] has been crossed-out. To start crossing out your own text, see our forum's vB code page.

          Enjoy!
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          19
          Layonara Server / Deity Relationships and RP'ing them
          « on: September 14, 2007, 09:37:27 am »
          Hi folks,
           
           It has come to my attention that a particular individual or two are totally and absolutely ignoring deity relationships in RP. It has been stated "because I don't know" or "because the character does not know". When you are a follower of a deity (especially as a champion, paladin, or cleric) you do know and you know it very well. The church would ensure you know this until it was ground in to your head and that is a mere fact. To say my character does not know when you are a follower of those types is wrong and wrong in all sorts of levels, it is also not acceptable in any sort of way. Deities will strike back and they will ensure those that are close to them and that represent them do as they request and desire or they will not give them the powers that are prayed for, that is also a mere fact. When you are a close follower of a deity (of those types; champion, paladin, cleric) you can not claim you do not "know" because you do and you would via the church. It is hard to represent/show that in an online game environment and that is why we have so much on the site about this topic, but as a close follower of a diety you are to go by the relationships as they are defined and RP in that manner.
           
           Please start playing deity relationships properly folks.
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          20
          General Discussion / The Final Stroke of V3
          « on: June 05, 2007, 12:00:53 am »
          [SIZE=16][/SIZE]
           [SIZE=16][/SIZE]
           [SIZE=16][/SIZE]
           [SIZE=16]I've always found pictures to be a good snare for you unfortunate readers.[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]I've been on three servers where they announced plans to at some point end their module progress. What I've found is a typical response from the playerbase, including myself. Interest in progression of your own character lessens, and the sudden reminder of the server mortality usually hits me for about a two week depression.[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]There's a lot of major differences here however. First, the timeline put on NWN is of our own making. The new medium for Layonara is a massive effort very good people are working on. But it is going to take time since it is such a massive effort. And it's not two months, or six months... it's a long time. I hope the team working on it doesn't mind me saying that. NWN truly is in the hands of the players here. And this brings me to the second major difference. Layonara is continuing. The campaign and histories are continuing. The histories your characters are creating and helping to build are continuing. Characters of your own making are going into the very written history of Layonara. Look around. We *are* Layonara. This is not a plug pulled.[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]What is going to keep us going is simply the continuation of motivation. Any way you slice it you're playing Layonara, be it this generation or the next. Had you found out that v3 would've been a character wipe, would you have fled? How many of us have started new characters since that discussion and found them in late stages of their life, engrained in the server, fulfilled. A lot of us I'd say. This is absolutely the same thing. I mean, Ketil is barely over a year old. I think of the time I've had playing him, and sure I want more, but that was a really really good year I've had with him. The same opportunity is in front of each of your characters right now. People just tend to get down when they see some finality to a character, it's something we don't like to admit as being possible. But we're talking about a *long* time here. Get over that sense of impending closure and realize it's not changing the game for you whatsoever.[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]We play here for the community and that is what we must retain. Levels, progression, everything tangible to a single character ends up falling back on your interest in the community when it's said and done. When you've seen it all, when you have no more surprises around the corner, it is the surprise from a trusted and dynamic community that you will find your interest has been in this whole time.[/SIZE]
           
           [SIZE=16]I know what the pessimists will pick out of the big announcement post, as they like whispering it in my ear now and then. Timelines, character closure, last update... things of that nature. [/SIZE]
           [SIZE=16][/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]So let me shed some light on some realities on the update side of it that you haven't been able to see yet. For you players playing here in the years of 2004-2006, think of the updates you witnessed. The new scenery, it wasn't all that major. Mind you, a lot was going on, the game was being refined, scripting was allowing greater diversity and variation of gameplay, on the whole the NWN engine was being perfected for Layonara. Then came the V3 announcement. The initial update for V3 is what you have seen so far. It seemed like a significant change for some, the pessimists did their pessimism thing and probably complained about rangers or barbarians or bards *winks*. Some were blown away by the change in appearance. Most were merely excited about the newfound source of motivation.[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]I usually stick to that middle crowd, complaining. That said, this "final" update, this conclusion to the major push for V3 of NWN, it's been worked on for several months. Several months where wives, husbands, coworkers or bosses of those working on it narrowed their eyes at the bags under eyes or the far away looks. I know for a fact that my wife is plotting a detailed sabotage of the server machines, bioware, Leanthar's house, and the developer of our computer to top it off. It's a big update that took a lot of work.[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]This update is more substantial then what you're used to. It's quite likely the most substantial percentage change of material in NWN Layo to this point. And that's what I'm mostly going to be talking about here.[/SIZE]
           
           [SIZE=16]Updates come and go, and with version changes they hit surges. We didn't hit all the changes proposed for the V3 vision. That's clear to everyone. Kingdoms, farming, etc.... they never hit home. But updates also hit lulls. Lulls where there's not a ton to do. I can say with confidence that in the grand scheme of what V3 was realized as, this is the typical final stroke before the standard lull. We've made the important stuff hit home, we've made the core of V3 hit home. So to hit the stuff we should be concentrating on...[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16][/SIZE]
           
           [SIZE=16][/SIZE]
           
           
           [SIZE=18]The Scope of the Final V3 Update[/SIZE][/U][/B]
           
           [SIZE=16]What's new, what's different, and why should I be excited? Well Leanthar detailed the percentage changes on the servers. Bear in mind that this is a massive amount when compared to other updates you've seen. I don't want to go into the unknowns and mysteries that are in there waiting, it ruins most of the fun, but I can detail what they mean for you as players.[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]Belinara and Dregar[/SIZE]
           [SIZE=16][/SIZE][/U][/B]
           
           [SIZE=16]These have been merged. I actually view this as a plus because communication and grouping will be on the rise. Green tells or not, being a server apart limits grouping, and I'm glad to see the merge. More importantly, you are looking at huge rebuilds and added material. The first time you travel to Arnax you are going to immediately be hit with the changes with some impressiveness. Travelling north, you will be lost. It's a good thing. Dregar has likewise seen some major changes, I'm not going to tell you much about them. I can just say that the adventure is going to be new, exciting, and if you thought the new Firesteep was something... you ain' seen anything yet.[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]Obviously new material is great, but a lot more has been done. Traffic has been funneled in ways that will pool people for roleplay and roleplay adventure. Thematic environments have been added, those places that naturally attract people for myriad reasons, and promote that magnet for roleplay.[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]A few ambassadors for lore that we have all grown accustomed to listening to over the years have been made aware of the specific histories and themes of some of these grand new schemes on Dregar and Belinara. Look to them, you know who they are. Follow them to the new focal points for roleplay and adventure, prepare for the new adventures, and better yet the new campfires and places we'll come to know and love and gather at.[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]The New Balance[/SIZE]
           [SIZE=16][/SIZE][/U][/B]
           
           [SIZE=16]The balance of the world has not shifted in any wild manner. What has been done is the empowering of particular classes that until now have been left wondering why they are so unable to deal with the world around them. It's not a matter of changing a class, or limiting another. It's a matter of creating environments that foster certain character types that may have been limited before. Where and how? You'll figure that out quite fast I'm guessing. To what scale are we talking here? A massive scale. I'm fully aware of the woes of melees, the fact that a party of one class can do all while the party of all another class can do naught. You'll see role reversals in this regard, without taking anything away from a certain class. But it will be a new and dynamic set of environments that will let all characters have their shining moments instead of being left in the dark on all occasions. Additionally, a slight shift in magic level will be realized. It's not profound, since anything profound would be a true mistake. But some class characteristics have met with limitations given magic levels, and the bar has been slightly raised. Be patient, meet the adventure head on, and look forward to a big smile here and there. Even you rangers. I am very proud of what people have come together to achieve on this front, and all I can say is that I'll see you all at the crossroads.[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]Epic Themes and Adventures[/SIZE]
           [SIZE=16][/SIZE][/U][/B]
           
           [SIZE=16]Creating themes for epic characters has always been a problem, everywhere in NWN, whatever roleplay-based server you might be on. There seem to be only two speeds in epic adventure and challenge: 1) Everyone in your group dies ultra fast, or 2) Everything you're fighting dies ultra fast. NWN is what it is and it's hard to combat the tempo of adventure in epic levels. Roleplay is limited due to the tempo of epic grouping. [/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]But there are themes, hidden themes here and there, that will bring new dynamic to epic adventure. Thought process, lore, decision making, the demands of what roleplay servers should be. It's the best possible that people can do with NWN and I'll say that in full confidence. Look forward to those massively epic adventures, and enjoy the new style of play. That said, good luck finding them.[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]Oh, and additionally, the bar has been raised all you epics. Every CR abounds, finally. Have fun, and don't be hasty or the soul mother will steal your company from the rest of us.[/SIZE]
           [SIZE=16][/SIZE]
           
           
           [SIZE=16]Leanthar's courtesy in informing the community of plans in motion that will not be seen by us for a long time I deem a gesture of faith in the playerbase here. Our server here is made by the motivation of the playerbase and the higher standard of gameplay that continues to grow. Realize that Layonara is here to continue, in two ways. In one, NWN will keep going for some time to come, Leanthar was just gracious enough to share the full picture of things. A long time! Don't get down because the doc just told you that people typically don't live past 100. Appreciate your time and the people you're sharing it with. And in the other way, Layonara persists. It has blown through the roof of being held by a single game engine, and the histories we have all come to be a part of look as though they will continue far beyond the lifespan of a single engine. And this is something we should all be grateful for.[/SIZE]
           [SIZE=16][/SIZE]
           
           [SIZE=16]I'll see you at the crossroads soon. There's a lot of new adventure for us to enjoy. Oh, that's right, and it's coming in the next few days.[/SIZE]
           [SIZE=16][/SIZE]
           
           ;)
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