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General Discussion / A Moment of Silence« on: September 11, 2011, 02:30:41 pm »
Haven't seen it posted yet ... I bow my head for a moment of silence for those lost 10 years ago today at "Ground Zero" where the towers once stood, the Pentagon and those of the Flight that went down in Pennsylvania. My heart felt thanks goes out to all those that help to serve and protect their fellow man.
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Rumour Has It / *A note posted around various inns and groves*« on: September 06, 2011, 03:38:37 am »
Greetings Old friends and new,
Quantum and I, Brisbane, will be gathering just outside of Prantz in the near future to delve into the depths of the undead threat that still plagues these lands. While I know there are other threats both greater and more pressing the small threats left unbalanced will simply grow into massive horrors. That being said please join us in making new allies and friends while we work together to put these souls to rest. If nothing else you can see a Druid and a Toranite work together as old friends which I hear is a rarity in itself. While we aren't keeping with any skill requirements we would ask that you know how to handle yourself or do not mind visiting the bindstone terribly much as we are not here to babysit. May the Balance bless you, Brisbane High Druidess of Tilmar [OOC] Putting this on the calendar for Monday, September 12th at 11:00 am Eastern daylight time (gmt -4) Probably planning for the emerald lich No level requirement but don't be upset if you get smooshed Tis on the player calendar Event Time Announcer The following users thanked this post: stolen
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Just for Fun / Guitar of Awesome!« on: March 16, 2011, 12:27:39 am »
Acoustic Guitar Solo of Awesome
The artist uses a fade/echo hook up to achieve the effect, but it sounds very cool. I like it! The following users thanked this post: stolen
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Roleplaying / WL frustrated with options offered« on: June 28, 2010, 10:11:21 am »
So now that I have played for quite a few years I have seen a rather strange tendency over the years. Seemingly the player get less and less influence on the world, the WLs(/epics) in particular.
Back in the day epics were really really epic, I mean they were the leaders of their churchs, almost avatars of their gods, dragons, you name it... Now it is all about handing XP out to people who are doing a great job in the gameworld... Not that this is bad for anyone, however the change is... I agree that there was some point in Layonara history where there were too huge a gap between what "normal players" and WL's could do. But right now no one can do anything which seems even more silly than someone can do something. Maybe it is just me, but besides one event that took place a couple of years ago I have been unable to do -anything- what so ever to affect the gameworld. I mean really, it has even gone to the point where even if I don't do something things will happen anyway. So now playing is more like getting told, oh you know this thing will happen in the future, you don't have to do anything it will happen no matter what. ((What I have tried so far: Contacting GMs Involving other players RPing IG Answering IC forum posts)) Well alright, if that is the case why even play, because one of the reasons I really liked playing here was that every action has consequences.. Well that is cool, as long as you can actually do something that matters in the first place. Instead I feel stuck in a place where GM's can make a character ten times stronger than mine and with a hundred times the options while having their morning coffee(At least it feels that way to me, I have no idea how NPCs are approved, but just the fact that Storold doesn't actually have a rank as such makes it very easy to make something better.). So all you are left with is following the arrows on the floor and kill the occasional monster in your way, or of course join the eternal grind towards having all upgrades on all your gear and watch your XP counter tick up towards infinity. The following users thanked this post: stolen
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Ask A Gamemaster / gotta ask why« on: November 21, 2009, 11:02:29 am »
Why is it when somthing really good happens on Layo, it has to get complicated in the long run. Take the Graceful Pleas, great idea, you make a mistake building your character, you get to redo it. Great idea but now, it seems that character reapproval is necessary. This from the people that are complaining they dont have time to approve characters that are waiting in the wings. Why? why cant it just be kept simple, you only get 1 shot at this as I undersatnd it, so why not make it a blanket thing. you make a mistake, you get it fixed, you have fun.
The same is true with the SS reinbursement. To get them replaced, it seems like now you have to file an incident report on them. A lot of us, me included, have not posted an SS loss, in the past, due to no WL/DM being around. In cases like that, the chances of a reinbursement are pretty much zip, so why bother. So I have to ask, is it such a horrid thing to give 3 GP's to extend a characters game life and have it be a blanket thing??? The way I see it, the GP's made life for a player simpler and the game more fun, but for some reason, it seems like that is just not right, that it has to be made tougher, like that is some badge of honor. Why? This server like its competitors is about fun. So why does it always seem like it has to become a pain? O.o The following users thanked this post: stolen
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Roleplaying / Two Pet Hates« on: September 17, 2009, 06:25:44 am »
Okay, maybe hate is too strong a word. The word 'hate' implies a depth of feeling I normally reserve for those things that peeve me in real life, not my chosen leisure activity.
Let's instead call these two pet niggles. Yeah, that sounds better. Less vitriolic by far. Now that I actually sit down to write about it, if it were not for the fact that Mrs Pseudo was watching Glee on TV and there is not much else for me to do, I probably wouldn't even bother. That said, 1. Please no forced emotes/feelings in character descriptions! Forced emotes have been addressed ad nauseum elsewhere for general roleplay but not (to my knowledge) for character descriptions, I am talking about the info we can read if we right-click (option-click) on your character. You don't make me feel uncomfortable! I don't think your gaze pierces me to the very depths of my soul! Etc, etc. In short, you don't make me feel anyhting, I decide what my character feels. How 'bout you just provide an objective narrative that describes what I am seeing and I'll fill in the subjective stuff?!? 2. Helmets Cowls Hoods Veils Scarves Niqaabs Other So you've chosen to take up the roleplay challenge of a dark elven (half-orc, tiefling, etc) character. Good for you. A really interesting dark history, century upon century of brutality, cruelty, conniving and treachery. All interesting stuff. Hey, lets not forget those pretty nifty mechanical benefits but, of course, you have the compromise of being hated and mistrusted across the world to balance those. What's your point, you ask? Be realistic with what another PC would be able to see of you under your all-concealing helmet, hood, veil, etc!! If you can see with enough clarity to fight/spot/listen/bluff/concentrate/search/etc without penalty from the depths of your face covering - there is a fair chance I can see enough of your face to determine skin colour, glowing red eyes, etc! I will accept my character cannot see ANYTHING of your face (hands/neck/etc) if and when I can see your roleplay reflect that the facial swaddling is so extremely thorough that you are stumbling about the place, three-quarters deaf and blind. You're playing a dark-elf. Accept the roleplay difficulties that come along with the mechanical benefits. A face/race obscuring hood panacea seems, to me at least, a bit of a copout. PS. This is not directed at anyone in particular. Glee is over, i'm off! The following users thanked this post: stolen
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Layonara Server / Update to text/chat parsing« on: July 13, 2009, 08:58:40 am »
[SIZE=-1]Hello Layonara Community!
Just over a month ago, when I released the current module revision (3.21.3), I included this comment at the end of the list of updates: [/SIZE] Quote from: Dorganath Version 3.21.3 is online! [SIZE=-1]At the time, I was not ready to announce the feature, as I wanted to get some real, in-game testing done on it, both myself and with the assistance of the GM Team. Testing went very well, and now, as the title of this tread suggests, I'd like to introduce everyone to some rather nice changes to the text and chat parsing system. Anyway, on to it (and yes, I know it's a bit long)... Background With Bioware's 1.69 update, they added an OnPlayerChat event handler, which essentially intercepts typed text from a game client and allows a module to process the text and take actions on the text. When we went to 3.2 (and beyond) orth utilized this event to process and *emotes*, which has been significantly faster than processing through our existing listener system. However, it didn't apply to all features, specifically those using self-tells (/o) and those that resulted in replacing typed text with something else entirely (i.e. language parsing). The Result So, I got curious and did some experimenting, and in the course of an evening that led to having an alternate system for handling commands, language parsing, speaking through animal companions/familiars/summons/etc. and that whole set of stuff that you use /o something-something-something to accomplish. The self-tell (/o) is still managed and intercepted by the listener, so what I did was come up with an alternate way to enact a self-tell so that the listener could be bypassed, letting the OnPlayerChat handler process the contents of that equivalent self-tell. Whatever is typed would then be processed and altered in some way before being displayed, if it was to be displayed at all. To accomplish this, I chose a single character that is not ever likely to start any text chat in-game in any way and I used this as the indicator for special text processing. The character I chose is the equal sign (=). So how does it work? Well, it's simple. Any place you'd have used a /o use = instead So instead of /o c sits type =c sits /o e waves -> =e waves /o L Say something in another language -> =L [/SIZE][SIZE=-1]Say something in another language [/SIZE][SIZE=-1](note, these are not case-sensitive, but I thought I'd use upper-case L in this example for clarity)[/SIZE] [SIZE=-1] The syntax is similar for familiars (=f), summons (=s), and so forth. I hope that makes sense. What else? Part of my motivation for this was to see if the request for GM-spoken text to be highlighted could indeed be done. Well, it can, and GMs now have the ability and option to highlight their spoken text, whether spoken directly or spoken through an NPC. I want to stress: This is an optional system. A GM is in no way obligated or forced to use this highlighting, nor should anyone badger a GM to do so. Some GMs will use it, some will not. There are compelling arguments on both sides, and in the end, I decided it would be best to have it be an option rather than "always on" sort of feature. The end decision as to whether or not to use the system and under what circumstances is entirely up to the GM. When used, GM-spoken text will be highlighted in ORANGE. It's worth noting that this only functions in the "Talk" and "Party" channels. DM and Whisper channels work as they have, and tells are still green. And finally, the extra added goodness You may be wondering, why use the = method when the /o method is so ingrained and everyone knows it? Well, there's two very good reasons. 1) It's faster....much faster. 2) It can handle longer strings of text than the /o method. On the latter, yes, this means that the limit of approximately 100 characters on a typed text string, whether for language processing or speaking through a summons or familiar, simply does not apply using this new method. To put this another way, gone are the days when you type out some well-written comment through a summons, hit ENTER and have nothing show up in the window because it's 3 characters too long. Gone is the need to limit your phrases when speaking in an alternate language to a shorter message so that the listener can handle it. And did I mention it's faster? So there it is. It may take some retraining of everyone's habits, but I think in the end, you'll all be quite a bit happier with how it works than the prior self-tell (/o) system. Self-tells are still going to be an option, at least for now, and both systems work just fine together, but once you use this one, you'll see a significant difference. So enjoy! And of course, if there are any questions, just ask.[/SIZE] The following users thanked this post: stolen
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General Discussion / Joining the rank and file :)« on: June 25, 2009, 09:28:00 am »
Hi everybody!
This is the post to inform I am stepping down as GM. I'm not disappearing from Layo, in fact I hope, RL and remaining DTs permitting, to step up my involvement with Ark as an active and roleplay-enhancing World Leader. About two years ago I applied for a GM position in order to enhance people's Layo experience, primarily in the AEST timeslot given poor old Dezza was shouldering a lot of that burden on his lonesome. The main goal of my quests has always been to get players to really think long and hard about their characters. To put roleplay flesh on their mechanics bones. To make players really think about what their characters would do in a given situation, a given moral dilemma. To put them in a place, not always comfortable, not always where they want to be and then see what they would do and where they go. Often my quests have a simple enough premise but I tried to have them involve something that had folks exploring the depths of their character's psyche. As I write this, I remember one of my quests, early on, that had people magicked into behaving in a manner the polar opposite to their 'normal' sex, class and alignment. This stands out in my memory as a very 'typical me' quest. Hopefully fun. A touch of madness. A strange situation. Minimal set-up A quest that (hopefully) by getting you to do something the opposite of what was normal, made you think more deeply about what was normal. By playing Lawful Evil for an evening, it made you think about what it really meant to be Chaotic Good the other 364 nights of the year. Anyways, hopefully after two years there are some players who have a better picture of their characters as a result of my quests. As to why I am resigning, no deep and dark discontent or disparaging remarks against any individual or the GM team as a whole to be found here! Of course there are decisions made which, as an individual, one might not 100% agree. Directions taken that might not have been the direction I would have taken were it my sandbox. Little niggles here and there etc yada yada but I can tell you there are no light decisions ever made by the GM team. No personal grudges. No favourites. No bias. Just a bunch of people that really do strive to provide the best server to be found. Anyways, see you in game! The following users thanked this post: stolen
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General Discussion / To the Daddies« on: June 21, 2009, 12:16:21 pm »[SIZE=32]Happy Fathers Day![/SIZE][/I][/FONT] [SIZE=18]Hope you get a day of relaxation.[/SIZE][/I][/COLOR] To be a successful father, there's one absolute rule: when you have a kid, don't look at it for the first two years. ~ Ernest Hemingway [SIZE=32] [/SIZE][/FONT] The following users thanked this post: stolen
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Just for Fun / Im so happy!« on: June 17, 2009, 07:39:44 pm »
I am so happy now..i think i could cry.
Faith No More is back. I was such a FNM junkie back in the day. I just want to cry and dance and listen to funk rock again! And the first song at their first concert just reminds me why they were so awesome live. Crazy covers! Now to find the nestle white chocolate cover... The following users thanked this post: stolen
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Ask A Gamemaster / Evil mouse killer« on: June 16, 2009, 02:58:54 pm »
Two real-world days ago, while in the Angel's guild, Darthirâe spotted a mouse. Her natural reaction was to kill it, which she did (with her Umbrella of Doom).
However, this had several unanticipated side effects: 1] The mouse was part of a faction that included the caretaker of Port Hempstead's craft hall. So when she went over there, she was attacked out of the blue. Unfortunately, Darthirâe was also leading her ox, so there was no way to separate the combatants. The seamstress turned into a bullfighter! But the ox won. 2] She was nearly killed in Fort Vehl when the swordswoman guard (with a damned nasty attack) jumped her. She barely got away with the help of Vanorsh and invisibility. 3] (There are other townspeople who are mad at her right now - clearly, all members of a secret society calling themselves the Mousketeers.) I was told this will last until a server reset. ...but most importantly... her alignment has been shifted by one point towards Evil. Now actually, I don't mind Darthirâe having a touch of evil about her, in an elegant, upper class sort of way. But I'm not sure I'm allowed to just get automatic evil points for preying on rodents. It seems sort of cheap. But what do I know? Anyone who's seen a Tom and Jerry cartoon knows hunting mice is the penultimate act of evil. So I think the GM design team should spend a lot of time pondering this development, as it's clearly of the utmost importance. Tell me, when you're done, if I should apply for a point of Good reimbursement. p.s. Other than nearly being killed, I'm laughing my (deleted-word) off. The following users thanked this post: stolen
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Just for Fun / Oh those Wacky Scam Artists!« on: June 15, 2009, 03:03:12 pm »
While I was applying for jobs online, I received an email from an offer that seemed far too good to be true. I've done eBay for over 10 years not, so needless to say I can smell one of those mass mailing scams from miles away. I sent back a polite response at first just in case it was a valid offer and began to test them. Hope you enjoy the zinger I sent them at the end!
Hello John Right now we are employing new personnel to fill the position of online finance manager. We have examined your resume and we think that you would suit this position well and work with us successfully. If you are still seeking for good wages and need a decent job, please contact us as soon as you could. As you may see this job is really perspective one and vacancies are limited. You can receive training during work. No need to invest any money, except for a set of the best human qualities and time. This job does not require you to leave your main occupation. Experience of work with customers is welcomed. Work of online manager consists of the following: conclusion of deals for financial services, including personal advisors. Call service of clients' support, clients' support online. We need responsible and energetic people to fill this position. Requirements: - citizenship of USA or United Kingdom - Age at least 21; - Computer knowledge in MS Office, Email, Internet; - Good communication skills; - Attention to details; - Opportunity to check your email several times a day; The schedule of work includes 3-4 hours per day, except for Sunday. (Part-Time Position) Payment makes up 31,000 $ per year. (500 $ per week) + social insurance and bonuses in case you do well. We also provide three weeks of paid vacations. This job is a good opportunity and if you miss a chance there can be no another one as the position we offer is a good way to built a successful career in our company. To start your successful career please contact me by e-mail and I will send you more details rebeccawilsonbg@yahoo.com I will send you the detailed information with the description and specificity of work. You are welcome! Best Regards, Senior Manager Rebecca Wilson mailto:rebeccawilsonbg@yahoo.com ------------------------- Hello Rebecca, First and foremost thank you for your lightning-quick reply! I am very much interested in the position you are describing and feel that it is quite certainly right up my alley. I must admit, I am somewhat of a computer nerd at heart, so the prospect of working in this type of profession definitely appeals to me. I've worked in online technical support, billing and accounts for ISP services since the age of fifteen, also working weekends instructing the elderly from my mother's choir group in MS Word document formatting and general OS proficiency. Since then, I have had well over 7 years of professional experience in both online and technical fields. Web development, online sales, Point of Sales systems and customer account management are all second nature to me! Please send me as much pertinent information about this position and the company you work for ASAP so that I can review the credentials of your corporation and attain a deeper understanding of the expectations for this position. What is the name of this company, for starters? How long has it been in business? Where are your offices located, and when would be a good opportunity to set up an interview in order and meet face-to-face? I can be available as soon as Tuesday, June 16th onward. I look forward to hearing more from you, and thank you for your valuable time. -John -------------------- Hello John At first, I would like to thank you for applying for the job opening with Barwells Group. We do appreciate the opportunity to deal with you and get to know more about you interests. The company in which I work and in which you can work is called Barwells Group. The main office of our company is in Switzerland in city Zurich. Barwells Group is a co rporation with our branches situating worldwide, and we are constantly extending our activities, so we always need new employees. Now we have vacancies to be filled at Transfer Service Department. This department is the youngest one in our company but its employees get one of the best wages. Transfer Service Department is the best way for new employees to show themselves as reliable personal advisors and responsible workers we can rely on. Position of Account Manager is only for reliable people. So, this department is an excellent starting point for your career. Just like you, I started my career at this department and on my own behalf I can say that the work is not very difficult but still it is very important. If you fulfill all the assignments correctly and on time, try to show a high-quality work and have desire to move ahead we will necessarily note it and you will get the promotion for more responsible position. As you could notice, this job fits you well and will not take you much time. Here are the job conditions and Main duties for the position of Online Account Manager : -You need to have constant free access to Internet and possibility to check your e-mail several times per day; Always fulfill all the assignments and follow our instructions properly; -Working with assets and orders processing. You will receive payments from our clients in your city and to process it. -You need to have the account in any bank of your country to be able to perform your functions and get your wage. You also need to be communicative and ready to discharge your duties fast and you will get additional bonuses for that. -You should have possibility to work via telephone. Workers of our company will call you and give different assignments. You will also need to give some information to our clients via telephone. Also you will be often called by employees of our company and to speak you some additional instructions when it will be necessary. Salary: During the trial period (1 month), you will be paid 2000 USD per month while working on average 3 hours per day, Monday-Friday, plus 5 commission from every transactions or task received and processed. The salary will be sent in the form of wire transfer directly to your account. After the trial period your base pay salary will go up to 3,500USD per month, plus 5 commission. This work is a very responsible one. Reputation of our company and peoples' trust highly depend on how well your do your work. We appreciate responsible employees and create them the most comfortable conditions for work.In order that our company could consider your application for the position at Transfer Service Department you need to fill Application Form attached to this e-mail.Please, fill Application Form completely, and put the signature in the end of the second page, confirming that you have specified the correct data. Then we will take final decision and sign needed papers. My job is to help you in managing payments and I'll be happy to provide you with all the details whenever possible. You can ask us any questions and we are always ready to answer them and help you. Best Regards, Senior Manager Rebecca mailto:rebeccawilsonbg@yahoo.com --------------------- No thank you. Switzerland is a bit of a commute for an interview, and I don't work for people I have never met face-to-face. Too much potential for data mining and identity theft, especially when one transmits personal info and bank data "to get paid" over the internet to complete strangers. One could then easily use said information online and perform direct wire transfers, emptying out the victim's account and issuing themselves credit cards and loans in their name. This is particularly a risk when an employer has a free yahoo.com account rather than a corporate or paid domain name, and there is no mention whatsoever of their company anywhere on the internet. Good luck in your endeavors. -John PS: I would suggest in the future that you target people who are currently employed as they have more money to siphon. Sure we unemployed folks might be easy targets as we are desperate and most are willing to do or believe anything to get a job, but it's kind of like stealing candy from 100 babies instead of picking the pocket of a single rich man. I can assure you that you will get far greater profit from one wallet than 100 lollipops. (I could send you some debt and credit card bills perhaps) Have you read up on a Mr. Charles Ponzi? It might be worth your while. The following users thanked this post: stolen
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Trade and Market Hall / Lanif Glass & Crystal« on: April 27, 2009, 08:03:03 am »
Amgine Lanif, of Lanif Glass & Crystal, is proud to offer for sale the following:
----- Currently Offered Goods Listing ----- Glass Ingots - 65T each Crystal Rod I - 450T each Crystal Rod II - 950T each Crystal Rod III - 1600 each Other 'Tinkered' goods may be available via special orders, contact Amgine Lanif in person. Additionally, those needing a supply of glass or crystal products to further their own business may consider contracting for short or long-term material support. Interested parties may post a notice here, or write to Amgine Lanif at: 173 Blackford Castle Kingdom of Trelania, Mistone [SIZE=32]Long-term Contracting Suspended Until Further Notice[/SIZE] [SIZE=18]----- Current Contracts -----[/SIZE] Mulnari Chest 1 - Omer - 36 Glass Ingots/week at 2300 Trues Mulnair Chest 2 - Omer - 36 Glass Ingots/week at 2300 Trues Mulnari Chest 3 - Omer - 36 Glass Ingots/week at 2300 Trues ----- Tunar Chest 1 - Stygian Achnuman - 36 Glass Ingots/week at 2300 Trues Tunar Chest 2 - Stygian Achnuman - 36 Glass Ingots/week at 2300 Trues Tunar Chest 3 - Open ----- Wedlar Chest 1 - Open Wedlar Chest 2 - Open Wedlar Chest 3 - Open ----- Threas Chest 1 - Open Threas Chest 2 - Omer - 36 Glass Ingots/week at 2300 Trues Threas Chest 3 - Omer - 36 Glass Ingots/week at 2300 Trues ----- Freas Chest 1 - Stygian Achnuman - 36 Glass Ingots/week at 2300 Trues Freas Chest 2 - Stygian Achnuman - 36 Glass Ingots/week at 2300 Trues Freas Chest 3 - Stygian Achnuman - 36 Glass Ingots/week at 2300 Trues [SIZE=24]----- New Business Operations Guidelines -----[/SIZE] Lanif Glass & Crystal is making some slight alterartions to our business operations that will further enhance service to our customers! As always our facilities are open all hours. Customers are welcome to visit the facilities any time so long as they follow the guidelines listed below. General Sales General sales products are found in any chest or display case that is labeled with a per unit price. As such, these products, when in-stock, are available for purchase by any customer at the rates posted on the chest or display case. Customers may simply leave payment for goods purchased in the same container from which the goods came. Generally, Lanif Glass & Crystal will try to provide glass and crystal products in the General Sales containers when time and resources are available after fulfilling our contracted orders for a given day. Contracts Customers will notice chests marked with the days of the week (in the Common tongue) as well as with names of individuals and a number. Currently there are 3 chests for each week-day. Do NOT take product or Trues from any of these chests unless your name is the name on the chest. Doing so will result in criminal charges of theft or business damages, even if you think you've left adequate payment for goods taken from those chests. These chests are placed and filled specificly to meet the needs of our Contract Customers who are listed above in the Current Contracts section. Contracted customers are instructed to remove product from their chests and leave payment in them just as if they were purchasing from the General Orders chests. In order to be able to serve a greater number of customers, and due to increasing demand for our products and limitted ability to keep up with demand, Lanif Glass & Crystal is now imposing a limit of 5 weekly contract chests per customer. Incomming Sand & Coal Lanif Glass & Crystal has several chests set up to receive sand and coal from those wishing to earn Trues through honest work. However, due to limitted space in our shop, we cannot buy more of these goods than we can use in a short timespan. If you're interested in becomming a provider of sand or coal for Lanif Glass & Crystal, here's how it works. Simply come to our shop and check the chests marked for Incomming goods of the type you're providing. If there is True in one of these chests it means we are currently accepting additional materials of that type at the rate posted on the chest. All you have to do next is place your goods in the chest, and remove the amount of True proportionate to the amount of goods delivered. Generally Lanif Glass & Crystal offers 28 Trues for each Bag of Sand, and 50 Trues for each Lump of Coal delivered. Since these offers may fluctuate, suppliers should always go by the rate posted on the Incomming goods chests. The following users thanked this post: stolen
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Layonara Server / Layonara 3.21.1 Patch Release« on: April 13, 2009, 07:10:10 pm »
Just a short one:
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Layonara Server / Layonara 3.21.0 Release notes:« on: April 10, 2009, 09:49:01 pm »
[SIZE=18]Version 3.21.0 is online![/SIZE]
Persistent Storage is once again ENABLED It's back, it's faster and it's better than ever! Check out the new features:
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General Discussion / Dave Arneson Has Passed Away« on: April 10, 2009, 09:34:38 pm »
Dave Arneson has passed away. Perhaps not as well known as Gary Gygax, he was one of the original pioneers of the roleplaying genre and of Dungeons & Dragons.
Another to whom so many owe a debt of gratitude. Order of the Stick tribute Regards, Script Wrecked. The following users thanked this post: stolen
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Layonara Server / Layonara 3.2 Release Notes« on: April 06, 2009, 12:51:59 am »I know while you wait you really want to see what's in store, and I have comments on this update that I'd rather not have you wait for me to think out. The same goes for the credits, so for now I'll let you read these release notes and follow up a little later with a few more thoughts. [/SIZE] [SIZE=18] New Systems ¶ [/SIZE] AFK System ¶
Merchants ¶
Areas ¶
[/SIZE] Barbarian ¶
Type of Feat: Class Prerequisite: Barbarian. Specifics: The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter, extending into epic levels. At 15th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Consitution, 1d4 Sonic damage on all attacks and +3 to Will saves (the -2 penalty to Armor Class still applies). Each Rage lasts as long as your Barbarian + Bear Warrior + Battle Rager levels in Rounds. Thundering Rage ¶ Type of Feat: General Prerequisite: Epic Barbarian, Strength 25. Specifics: Any weapon the barbarian wields while in a rage does an additional 2d10 points of sonic damage on a critical hit. There is a 50% chance for a creature hit by one of the barbarian's weapons to be deafened for 3 rounds. Use: Automatic [SIZE=18]Spells ¶[/SIZE] Shield of Faith ¶ Caster Level(s): Cleric 1 Innate Level: 1 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 turn / level Additional Counter Spells: Save: None Spell Resistance: No Material Component: A Bit of Holy Text The target gains a +1 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster. Note: No more cap Ice Dagger ¶ Caster Level(s): Sorcerer / Wizard 1 Innate Level: 1 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: One creature Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Few Drops of Water You create a piece of ice that flies toward the target and deals 1d4 points of cold damage per level for the first 5 levels plus an additional 1d4 points per 4 levels thereafter. Note: Spell continues to scale Negative Energy Ray ¶ Caster Level(s): Cleric 2, Wizard / Sorcerer 1 Innate Level: 1 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Will 1/2 Spell Resistance: Yes Material Component: Small Mirror A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 5d6 at level 9. An additional 1d6 points of damage is gained for every 3 caster levels thereafter. Negative energy spells have a reverse effect on undead, healing instead of harming them. Note: Spell continues to scale Horizikaul's Boom ¶ Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: One creature Duration: Instantaneous Additional Counter Spells: Save: Will partial Spell Resistance: Yes You blast the target with loud and high-pitched sounds. The target takes 1d4 points of sonic damage per two caster levels for the first ten levels plus an additional 1d4 per five levels thereafter and must make a Will save or be deafened for 1d4 rounds. Note: Spell continues to scale Burning Hands ¶ Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Transmutation Descriptor(s): Fire Component(s): Verbal, Somatic Range: 30 ft Area of Effect / Target: Spell Cone Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes A cone of fire shoots forth from the caster's hands, burning all those within its area of effect for 1d4 damage per caster level for the first five levels then 1d4 bonus per each four levels thereafter. Note: Spell continues to scale Entropic Shield ¶ Caster Level(s): Cleric 1 Innate Level: 1 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: 1 turn / level Additional Counter Spells: Save: None Spell Resistance: No A magical field appears around the target, causing any nearby enemies a 20% chance to miss on ranged attacks. Note: Target no longer just caster Acid Arrow ¶ Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Single Duration: 1 Round + 1 Round / 3 Levels Additional Counter Spells: Save: None Spell Resistance: Yes Material Component: Rhubarb Leaf The caster targets a single creature with an acid bolt. The initial damage from the spell is 3d6, then 1d6+1 per three caster levels every round until the spell expires. Note: Spell continues to scale Gedlee's Electric Loop ¶ Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Evocation Descriptor(s):Electrical Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Small Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 (See Below) Spell Resistance: Yes Material Component: Copper Wire You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of damage per 2 caster levels up to level 10 plus an additional 1d6 points per 5 caster levels thereafter. Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round. Note: Spell continues to scale Soundburst ¶ Caster Level(s): Bard 2, Cleric 2 Innate Level: 2 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Will Special Spell Resistance: Yes All creatures within the area of effect take 1d8 points of damage per 5 caster levels and must make a Will save or be stunned for 2 rounds. Note: Spell continues to scale Woodland Sheath ¶ Caster Level(s): Ranger 2 Innate Level: 2 School: Transmutation Descriptor(s): None Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: A piece of Birch Bark Woodland Sheath hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level: Level 8-10: +3 Level 11-14: +4 Levels 15-29: +5 Levels 30-34: +6 Levels 35+: +7 Note: Spell continues to scale Barkskin ¶ Caster Level(s): Druid 2 Innate Level: 2 School: Transmutation Descriptor(s): None Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: A Holy Symbol which must be worn Barkskin hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level: Level 1-6: +3 Level 7-12: +4 Levels 13-29: +5 Levels 30-34: +6 Levels 35+: +7 Note: Spell continues to scale Flame Weapon ¶ Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Evocation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Creature, Weapon or Gloves Duration: 1 Turn / Level Additional Counter Spells: Save: None Spell Resistance: No A successful hit will do 1d4 points of damage, +1 per five caster levels ( maximum of +8 ) of fire damage. The caster can either target a specific weapon or gloves in his inventory or a creature to enchant the weapon the creature is wielding or gloves if they are not wielding anything. If a ranged weapon is targeted or the target creature is wielding a ranged weapon all equipped ammunition will have the fire damage property. Note: Now works on ranged and gloves Fireball ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Large Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Bat Guano The caster unleashes a fiery projectile that explodes upon all within the area of effect for 1d6 points of fire damage per caster level up to level 10 plus an additional 1d6 points of damage per 2 caster levels thereafter. Note: Spell continues to scale Blade Thirst ¶ Caster Level(s): Ranger 3 Innate Level: 3 School: Transmutation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Creature or slashing or piercing weapon. Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: No You grant a slashing weapon an enhancement bonus and a vampiric effect that will heal you as you deal damage. If targeted on a creature, the spell will enchant the weapon in the primary hand of the target. The enhancement bonus and vampiric effect are +3 up to level 19, +4 up to level 24 and +5 thereafter. Note: Spell continues to scale Glyph of Warding ¶ Caster Level(s): Cleric 3 Innate Level: 3 School: Abjuration Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Large Duration: 1 Turn / 2 Level Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per 2 caster levels to all creatures within the area of effect up to caster level 10 and then an additional 1d8 points of sonic damage per 4 caster levels thereafter. After being triggered, the glyph dissipates. Note: Spell continues to scale Searing Light ¶ Caster Level(s): Cleric 3 Innate Level: 3 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes The caster directs a beam of white-hot light at a single target. The damage is based on the target's racial type: Undead: 1d8 per caster level up to level 10, an additional 1d8 per 4 caster levels thereafter. Construct: 1d6 for every 2 caster levels up to level 10, an additional 1d6 per 6 caster levels thereafter. Other: 1d8 per 2 caster levels up to level 10, an additional 1d8 per 6 caster levels thereafter. Note: Spell continues to scale Quillfire ¶ Caster Level(s): Druid 3 Innate Level: 3 School: Transmutation Descriptor(s): Poison Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Fortitude Negates (poison only) Spell Resistance: No The caster throws poisonous quills at a target, doing 1d8 points of damage +1 per 2 caster levels in addition to inflicting Scorpion Venom on the target if they fail a Fortitude save. Note: Spell continues to scale Wounding Whispers ¶ Caster Level(s): Bard 3 Innate Level: 3 School: Abjuration Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Caster Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: No The caster is surrounded with whispers that injure any creature that hits the caster for 1d6 + 1 / level points of sonic damage (maximum 15 points of damage). Note: Max increased back from 10 to 15 Lightning Bolt ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Chain of targets in a straight line Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Rod The caster fires a bolt of lightning that passes through all creatures in a straight line from the caster. The bolt does 1d6 points of electricity damage per caster level up to level 10 plus an additional 1d6 per 2 caster levels thereafter. Note: Spell continues to scale Acid Breath ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Cone Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level up to level 10 plus an additional 1d6 points per 2 caster levels thereafter. Note: Spell continues to scale Negative Energy Burst ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Negative Energy Protection Save: Will 1/2 Spell Resistance: Yes All creatures caught in the area of effect take 1d8 points of negative energy damage plus 1d8 per 4 caster levels. All creatures caught in the area also lose 1 point of strength per 4 caster levels. Negative energy spells have a reverse effect on undead, healing instead of harming them. Note: Spell continues to scale Scintillating Sphere ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Huge Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Bead The caster unleashes a crackling electric projectile that explodes upon all within the area of effect for 1d6 points of electric damage per caster level up to level 10 plus an additional 1d6 per 2 caster levels thereafter. Note: Spell continues to scale Call Lightning ¶ Caster Level(s): Druid 3 Innate Level: 3 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes All enemies within the area of effect take 1d6 points of electrical damage per caster level up to level 10, an additional 1d6 per 3 caster levels thereafter. Note: Spell continues to scale Magic Vestment ¶ Caster Level(s): Cleric 3 Innate Level: 3 School: Transmutation Descriptor(s): Armor Enchantment Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Creature, Armor or Shield Duration: 1 Turn / Level Additional Counter Spells: Save: None Spell Resistance: No Material Component: A Holy Symbol which must be worn You empower the touched armor or shield with a +1 AC bonus per 5 caster levels to a maximum of +7. Note: No cap Greater Magic Weapon ¶ Caster Level(s): Bard 3, Cleric 4, Paladin 3, Wizard / Sorcerer 3 Innate Level: 3 School: Transmutation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Creature, Weapon or Gloves Duration: 1 Turn / Level Additional Counter Spells: Save: None Spell Resistance: No Material Component: Powdered Carbon You empower the touched weapon with a +1 enhancement bonus per 5 caster levels (maximum of +5). The caster can either target a specific weapon or gloves in his inventory or a creature to enchant the weapon the creature is wielding or gloves if they are not wielding anything. If a ranged weapon is targeted or the target creature is wielding a ranged weapon all equipped ammunition will have the enhancement. Note: Works on bows and gloves Improved Invisibility ¶ Caster Level(s): Bard 4, Wizard / Sorcerer 4 Innate Level: 4 School: Illusion Descriptor(s): Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Turn + 1 Round Per Level. Additional Counter Spells: Invisibility Purge Save: Harmless Spell Resistance: No Material Component: Gum Arabic The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a concealment bonus equal to 20+1 per caster level to a maximum of 50. The target also gains a bonus +2 to Dodge AC. Note: Change in concealment calculation and +2 Dodge Wall of Fire ¶ Caster Level(s): Druid 5, Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Wall 30 ft Long Duration: 1 Round / 2 Levels Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes This spell creates a curtain of fire that deals 4d6 plus 1d4 per 3 caster levels fire damage to any creature that attempts to pass through it. Note: Spell continues to scale Hammer of the Gods ¶ Caster Level(s): Cleric 4 Innate Level: 4 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Will Partial Spell Resistance: Yes The caster smites a group of enemies with divine light for 1d8 points of damage for every two caster levels for the first 10 levels plus an additional 1d8 points of damage per every 5 levels thereafter. Enemies that make a Will save take half damage and avoid being dazed for 1 to 6 rounds. Note: Spell continues to scale Flamestrike ¶ Caster Level(s): Cleric 5, Druid 4 Innate Level: 4 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Holy Symbol which must be worn A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage per caster level up to level 15, plus an additional 1d6 points of damage per 3 caster levels thereafter. Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage. Note: Spell continues to scale Stoneskin ¶ Caster Level(s): Druid 4, Ranger 4, Wizard / Sorcerer 4 Innate Level: 4 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: Dust of Topaz This spell grants the target creature damage reduction as such: Level 9 or below: DR 5/+1 Level 10 to 14: DR 5/+2 Level 15: DR 5/+3 Level 16 to 19: DR 10/+3 Level 20 to 24: DR 10/+4 Level 25+: DR 10/+5 The spell absorbs 10 points of melee damage per caster level, to a maximum of 150, before collapsing. Note: Max damage increased from 100 to 150 Firebrand ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Alchemist's Fire Masses of flame (one per caster level to a maximum of 15) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level up to level 10 plus an additional 1d6 per 3 caster levels thereafter. Note: Spell continues to scale Ball Lightning ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Small Metal Pellet Balls of lightning (one per caster level to a maximum of 15) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of lightning, only the closest targets will be damaged. If there are more balls of lightning than creatures, the excess balls of lightning disappear. Each ball of lightning explodes for 1d6 points of damage per caster level up to level 10 plus an additional 1d6 per 3 levels thereafter. Note: Spell continues to scale Inferno ¶ Caster Level(s): Druid 5 Innate Level: 5 School: Transmutation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Single Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: Yes Material Component: Bee's Wax The caster causes a target to ignite into flame. Each round the target will suffer 1d6 +1/level. A reflex save is permitted each round to avoid damage, making the save does not put out the flames, only enables damage to be skipped for that round. Note: Spell continues to scale Cloudkill ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: 1 Round / 2 Levels Additional Counter Spells: Save: Fortitude Special Spell Resistance: Yes A billowing cloud of noxious vapors settles over the area. Its effects vary according to the Hit Dice of the affected creatures: 1-3 HD: Instant death 4-6 HD: Fortitude save or death Over 6 HD: 1d10 damage/round per 5 caster levels Note: Spell continues to scale Cone of Cold ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic, Material Range: Cone, 30ft Area of Effect / Target: Spell Cone Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Rod A cone of frost and snow shoots forth from the caster's hands, doing 1d6 points of cold damage per caster level up to level 15 plus an additional 1d6 per 2 caster levels thereafter to all those within the area of effect. Note: Spell continues to scale Dirge ¶ Caster Level(s): Bard 6 Innate Level: 6 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Large Duration: 1 Turn + 1 Round / level Additional Counter Spells: Save: Will negates Spell Resistance: Yes The caster's song draws the energies of death and destruction. Any enemies in the area of effect suffer 2 points of Strength and Dexterity ability score damage each round. If the enemy leaves the area of effect, their Strength and Dexterity are restored. Note: Duration and change to Will Save Blade Barrier ¶ Caster Level(s): Cleric 6 Innate Level: 6 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Wall 30 ft Long Duration: 1 Round / Level Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Blade Barrier brings into being a 30-ft long and 3-ft wide wall of stabbing blades. All those passing through the wall take 1d6 points of damage per caster level up to level 15 plus an additional 1d6 per 4 levels thereafter. Note: Spell continues to scale Acid Fog ¶ Caster Level(s): Wizard / Sorcerer 6 Innate Level: 6 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: 1 Round / 2 Level Additional Counter Spells: Save: Fortitude Spell Resistance: Yes Acid Fog creates a thick, clinging, greenish cloud. Creatures entering the cloud take 4d6 acid damage. Creatures entering the cloud must make a Fortitude save or have their movement reduced by 50%. Every round a creature spends in the cloud, it suffers 2d6+1 point per caster level acid damage. Note: Spell continues to scale Chain Lightning ¶ Caster Level(s): Wizard / Sorcerer 6 Innate Level: 6 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Colossal, 1 Target / Level Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Rod A bolt of electricity arcs through the caster's enemies for 1d6 points of electrical damage per caster level up to level 20 plus 1d6 points per 2 caster levels thereafter to the initial target and half that amount to all secondary targets. Note: Spell continues to scale Banishment ¶ Caster Level(s): Cleric 6, Wizard / Sorcerer 7 Innate Level: 6 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Will negates Spell Resistance: Yes The caster is able to cause all summoned creatures, familiars, animal companions, and Outsiders in the area of effect to be destroyed. A number of creatures equal to four times the caster's level in HD can be banished. Note: Bumped from 2 times to 4 times Crumble ¶ Caster Level(s): Druid 6 Innate Level: 6 School: Transmutation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: One Construct Duration: Instantaneous Additional Counter Spells: Save: No Spell Resistance: No This spell inflicts 1d6 points of damage per caster level up to level 15 plus an additional 1d6 points for each 3 caster levels thereafter to a selected Construct. This spell does not affect living creatures. Note: Spell continues to scale Greater Stoneskin ¶ Caster Level(s): Druid 6, Wizard / Sorcerer 6 Innate Level: 6 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Personal Area of Effect / Target: Caster Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: Dust of Diamond Grants the caster a damage reduction of 20/+5. The spell absorbs 10 points of melee damage per caster level, to a maximum of 200, before fading. Note: Max damage upped from 150 to 200 Power Word, Stun ¶ Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Divination Descriptor(s): Component(s): Verbal Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Clarity Save: Will Special Spell Resistance: Yes Those in the area of effect take 1d4 per 2 caster levels Sonic damage and must make a Will save or be stunned for 2d4 rounds. A successful Will save stuns the target for 1 round. The maximum creatures affected in the area are 1d4+1 per 5 caster levels. The spell does not affect those immune to Mind spells. Note: Area of Effect now Delayed Blast Fireball ¶ Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: 1 Round / 3 Levels Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d6 points of fire damage per caster level to all within the area of effect up to level 20, plus an additional 1d6 points per 2 caster levels thereafter. Note: Spell continues to scale Firestorm ¶ Caster Level(s): Cleric 8, Druid 7 Innate Level: 7 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Spell Component: Holy Symbol must be worn Everyone within this spell's area of effect are inundated with a rain of fire and take 1d6 points of damage per caster level up to level 20 plus an additional 1d6 points of damage per 2 caster levels thereafter. Half of the damage is divine and the other half is fire-based. Allies are not subject to divine damage. Note: Spell continues to scale Nature's Flow ¶ Caster Level(s): Druid 8 Innate Level: 8 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Gargantuan Duration: Concentration, 1 Round / Level Spell Resistance: No Spell Component: Holy Symbol must be worn Area Limitation: Natural The druid focuses all his natural will to project an expansive aura around himself. This aura flows from Nature through the druid and out to her or his allies. After the aura blankets the area, and for 1 round per level while the druid maintains her or his meditative focus, all allies regenerate 12 hit points per round. If the druid's concentration is broken, either by his own volition, such as attacking or casting, or by taking damage, the regenerative flow of nature is broken as well. To assist with keeping focus, the caster is also surrounded in a protective layer when the spell is first cast. Note: The protective layer now includes all damage types. Mass Disorientation ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Enchantment Descriptor(s): Mind-Affecting Component(s): Verbal Range: Short Area of Effect / Target: Colossal Duration: 1d8 Rounds Additional Counter Spells: Save: Will Negates Spell Resistance: Yes Non allied creatures of most racial types in the area of effect who fail a Will save are clouded with one of the following afflictions:
Bracar's Fascinating Elemental Storm ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Gargantuan Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes Developed after years of study of the ancient Rhun Zharr Tome, this fascinating spell is one of Brac’ar Fireface Kilring’s finest creations. When cast, a storm of elemental missiles shoots forth towards the target, stopping them in their tracks as they stare in fascination at their impending doom. This spell is a testament to the skill and mastery of woven magic of this dwarven wizard, tailor and scribe. A number of elemental missiles (one per caster level to a maximum of 20) appear and randomly target and hit any hostile creature in the area of effect. The missiles will have an even spread among the target(s) as possible, with a maximum of 8 per target. Random elements pour forth from the casters hands into the missiles, giving an unpredictable result in what type of elemental damage the target(s) will take. The possibilities include 2d8+1 per 2 caster levels of fire, lightning, cold, or acid damage. Additionally, each missile in the colorful spectrum has a dazzling effect on the target(s) and the target struck with the blast of elemental energy must make a will save or be dazed for 1d4 rounds. Note: Spell continues to scale Sunbeam ¶ Caster Level(s): Cleric 8, Druid 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: 3 Rounds Additional Counter Spells: Create Greater Undead Save: Reflex Negates Spell Resistance: Yes Material Component: Holy Symbol The caster summons a globe of divine radiance to blind and burn those within the area of effect. Undead take 1d6 points of divine damage per caster level to a maximum of 25d6. All other monster types take 1d6 points of divine damage per 3 caster levels and are blinded for 3 rounds. A successful Reflex save halves the damage and voids blindness. Any shadows or vampires caught in the area of effect will be instantly slain if they do not make a successful Fortitude save. Note: Spell continues to scale Earthquake ¶ Caster Level(s): Cleric 8, Druid 9 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic, Material Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: No Material Component: A Holy Symbol which must be worn The caster causes a massive earthquake around himself, causing 1d6 points of damage per caster level up to level 20, plus an additional 1d6 points of damage per 2 levels thereafter to all creatures in the area of effect. The caster is not affected by the earthquake. Note: Spell continues to scale Horrid Wilting ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Necromancy Descriptor(s): Death Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Fortitude 1/2 Spell Resistance: Yes Material Component: A Piece of Sponge All creatures within the area of effect take 1d8 points of withering energy damage per caster level up to level 20 plus 1d8 per 2 caster levels thereafter. Note: Spell continues to scale Incendiary Cloud ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: 1 Round / Level Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster creates a cloud of smoke and embers that causes 4d6+1 per caster level points of fire damage each round to all creatures within the area of effect. Note: Spell continues to scale Bombardment ¶ Caster Level(s): Druid 8 Innate Level: 8 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Quartz Crystal Rocks fall from the sky, causing 10d8+1d8 per 3 caster levels above level 10 points of damage to all enemies in the area. Note: Spell continues to scale Sunburst ¶ Caster Level(s): Druid 8, Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex Spell Resistance: Yes A brilliant explosion occurs where the caster directs causing 1d6 points of damage per caster level (to a maximum of 25d6) to all undead. Non-undead creatures suffer 1d6 damage per 4 caster levels. Vampires are destroyed instantly if they fail a Reflex saving throw. All enemies in the area of effect must also make a successful Reflex saving throw or be blinded permanently (the blindness can only be magically removed). Note: Spell continues to scale Nature's Balance ¶ Caster Level(s): Druid 9 Innate Level: 9 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Fortitude Negates Spell Resistance: No Focusing your link with nature, you are able to channel essential life forces to balance yourself and those around you. Performing this great sacrifice will tax your body tremendously, effectively setting your current hit point value to 50% of your maximum. This act of attunement then grants you the ability to tip the scales to those who surround you. The primal equilibrium reached within will then allow you redistribute life energies to both friend and foe in a similar balance. The spell will set all your allies to 75% of their maximum hit point value and enemy creatures surrounding you to 25% of their maximum hit point value if they fail the fortitude save. Note: Size change Power Word, Kill ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Divination Descriptor(s): Death, Mind Component(s): Verbal Range: Short Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Death Ward Save: Will Spell Resistance: Yes 1d4+1 per 5 caster level creatures in the area of effect must make a Will save or die. A successful Will save will cause 1d6 Sonic damage per 2 caster levels. Note: Area of Effect spell with damage Howling Hurricane ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Conjuration Descriptor(s): Cold, Sonic Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: Round / 5 Levels Save: Fortitude Special Spell Resistance: Yes On entrance, targets are stricken with a blast of Cold air dealing 1d6 points of damage per 5 caster levels. Every round in the hurricane will then continue to deal 3d6 Sonic damage and render the target Deaf. In addition if the target fails a Fortitude save, they will take 5d6 points of Cold damage and be blinded for 1 Round. Mass Flesh to Stone ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Special Save: Fortitude Immunity: Freedom Special Spell Resistance: Yes Those in the area of effect are petrified, encased in stone forever. Targets failing a Fortitude save but have Freedom of Movement are encased in rock for 1d4 rounds. The caster can petrify 1d4+1 per 10 levels of creatures. PCs who fail the save and do not have Freedom of Movement are petrified for 3 Rounds. Meteor Swarm ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Evocation Descriptor(s):Fire Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The spell causes everything within the area of effect to be pummeled by incoming meteors. All those caught in the destruction take 20d6 points of damage plus 1d6 per 2 caster levels thereafter and then are set on fire which deals 1d6 fire damage for 5 rounds or until a reflex save is made. All creatures within 7 feet of the caster are protected from the spell's effect. Note: Spell continues to scale Implosion ¶ Caster Level(s): Cleric 9 Innate Level: 9 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Up to 4 Targets Duration: Special Additional Counter Spells: Save: Fortitude Negates Spell Resistance: Yes The caster creates a vortex of destruction that tears asunder the first creature found within its area of effect, killing them instantly unless they make their saving throw. It then targets another creature for the next round for up to 4 rounds. The caster may not perform any other actions while focusing on Implosion. Note: Redone FIN The following users thanked this post: stolen
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Layonara Server / New files needed for Layonara v3.2« on: April 05, 2009, 11:50:19 pm »
Hello all,
The next version of NWN Layonara is almost ready. As with most updates of the magnitude we have prepared for you, this update requires everyone to download an updated HAK and TLK file. You may download and extract these files now so that you're prepared for the update when it goes online, possibly within a few hours. Updated HAK: layo_controlv3r7.rar Updated TLK: layonara_v22.rar Both of these resources may also be downloaded from our Downloads area. We hope you all enjoy the new offerings in this update, and thank you for being such a loyal Community over these last several years. The following users thanked this post: stolen
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General Discussion / Layonara 3.2 Is Coming Soon!« on: April 01, 2009, 01:38:13 pm »[SIZE=18]No Fooling! [/SIZE] You folks won't believe the load of changes we've packed into this update. Many suggestions were implemented, many annoyances corrected and a boat load of new functionality was tossed in. Combine that with the sweet new areas built by Chongo and you're all in for a big treat! Our scheduled release is pending some playtesting but we're targeting the weekend. Maybe as early as the quiet hours of Saturday morning, but no guarantees. More then your game experience, your community experience is going through a bit of an overhaul as well. I eluded to this in an earlier post but we felt most of the policy, procedure and rule changes are now all intertwined, so to release partial changes would have been confusing without the full picture. [SIZE=18]Stay tuned for a few teasers and added details![/SIZE]
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