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Messages - Erik K

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1
General Discussion / Looking for something to do?
« on: October 23, 2011, 11:46:08 am »
There will be "something" going on on West this evening starting around  7pm EDT.  Don't know what it will be yet... but it will be "something."
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2
Ask A Gamemaster / A Little Help Please
« on: October 22, 2011, 07:28:53 pm »
Quote from: Dezza
The idea that the world should move on without us from a GM perspective is absolutely frustrating. In instances where we have done this in the past we have copped an absolute hammering by players saying its not fair, they didnt get any input, they didnt get a chance to act. Now you are saying why isnt it happening???? I prefer not to be called stupid no matter what we do. *throws hands into the air* You can't have your apple and eat it too sometimes. You have to accept and work with what you've got and I feel like a broken record on that point.

I need to know, please, who rules the world.  

Does Queen Mouring, for example, matter?  Does she make any decisions for Trelania?  Is there a government there, or do people just sit around pretending to do things?  Are they allied with Brelin?  If some tragic event befalls one, with the other act with the force of a whole kingdom?

-OR-

Do adventurers rule the world?  Do all major events require the interdiction of a PC?  Will Queen Mouring, for example, do nothing, ever, unless there is interaction with one of our characters?  If a tragic event befalls Hlint, say, will the Queen act, calling in resources from her vast kingdom or is it up to a handful of adventurers to make anything at all happen to help Hlint?


Is the world alive or dead?  Is there a realistic background with a sensible hierarchy, or are we playing tiny, powerful demigods who tell kings and queens where to go?  Yes, it would be bad if everything happened without the opportunity for player input, but it is equally bad that everything requires player input.  Why is everything always all-or-nothing, black-and-white?  Find some middle ground.
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3
General Discussion / A Fond Farewell
« on: January 08, 2011, 11:39:05 am »
Hi everyone,

I have to say ... it's been a great run! That said, this post is to let the community know that I have just stepped down as a GM. The decision to retire was actually some months in the making, but I stayed on a little longer to make sure my work with Center rolled out smoothly, and to finish off my last commitments to CDQ requests.

Time. If only we all could have enough! But with my university days over and my full time job becoming more full time by the day, I know in my heart that I don't have the time for the responsibilities of GMing anymore, and it is time to step aside.

My deepest thanks to the community. You are what makes GMing here worth the time we give up. So thanks, for your commitment and passion to the world, for your creativity on quests and during every day roleplay, and for all the support you give the GMs as we try our best to weave stories for you, puppeteer a dozen NPCs at once, and keep the monsters on a short enough leash that you can at least try to solve the world's problems in a non-combative fashion. Mine were always a little unruly, and apologies to whoever they took a swipe at accidentally during a quest. I do seem to recall a few strand refunds during my tenure ... ;-)

I can say with honesty, it has been my sincerest pleasure to eavesdrop on all your RP conversations, snoop through your character's backpacks and leave the occasional surprise, bash you on the head with the XP wand from time to time, and torture your characters through development quests!

Hope you enjoyed it as much as I did.

~Carillon
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4
General Discussion / Ideas
« on: September 01, 2010, 09:14:42 am »
Was just reading akata's post and Dorg's responses ... to be truthful, got me a little disheartened. One of Layo's longest serving players (and world leaders) obviously not happy about some things ... anyways, you can read that thread.



I really want to write a long, well-written post with lots of good ideas and an accurate, sensible summary of some of the thoughts that are in my head ... that said, I don't know where you guys get the time!



I was going to jump on tonight and had a peek at the server status .. again, only 2-3 characters on across both servers. I ended up watching TV and playing Bejewelled on Facebook. Unfortunately, that is becoming the preferred option more and more often - and it seems like not only for me?



Why?



I have my thoughts on the matter ... forgive me they aren't couched in loquacious (*nods to darkstorme*) paragraphs. Hopefully the gist is clear.



1. More scheduled quests please! I know GMs are doing it on a volunteer basis, I get it, I do. I did it for a couple of years and know sometimes you really can't be bothered or RL is busy or you'd rather jump on as a player ... but 2-3 a month is achievable, no? How can you incentivize the running of more quests for GMs? Give them XP for their chosen character for their time spent running quests? I certainly wouldn't begrudge a GM earning the same XP for one of their characters at the same rate my character does attending the quest they spend their time running. I don't know ... maybe others have got some ideas to encourage GMs to run quests?



2. Please change existing areas every now and again. Just a tweak, that's all I need. Does it take that long to shift a spawn two inches over? Add another goblin archer around the corner there, some warhounds with the hobgoblins there, a trap in the minotaur caves, a vampire in with the mummies, a treasure chest here, a carrion crawler there, whatever ... I contemplated making (another) new character the other day and had the thought if I have to run them through the same 100 areas that I have done literally hundreds of times previously with other characters I will seriously do myself in. I'd do it myself, honestly I would but ... *hugs his Mac*



3. Less rules, more fun! I have played here for over 4 years and I don't know the rules anymore. If people wanna make a goblin to join in on Lonn's gobbie night, go ahead! The will system and inter-character transfer of assets and house remodels and restricted classes and 4 CDQs to move from A to B and 2 CDQs to change from Y to Z ... I dunno, maybe it's just me but i'd rather play with 20 people, half of whom play as NG when their approved alignment is LG than play with one person who plays their alignment by the letter of the law. If someone is ridiculous with relaxed rules, kick em out ... but do the excesses and abuses of the past have to erect these impossible barriers for entry for new players?



4. More positions for characters! Ongoing responsibilities! Ability to change the world! I know this has been gone over numerous times elsewhere ... don't think there is an easy answer and I understand the lore books are to be released at some point and lore needed to be crystallized at some point and for various dramas lore has had to be re-written but it is a little demoralizing. I think Acacea has written about it elsewhere, all the challenges of the world are these new things that for whatever reason weren't a danger to everyone last week? WLDQs especially. I don't want to go into the ins and outs of all the WLDQs of the last few years but prior to Blood's fall the WLDQs run seemed to affect existing plots and people ... now it seems as if each WLDQ tackles a newly introduced foe so as to not affect existing lore? Fenrir's mithril-eating Balamti? Never heard of them prior to his WL. Daniella's unhappy God. Was it a concept that was created for her WLDQ? Alandric's child of chaos? Never read about him in lore. If other WLs agree, maybe this topic is better taken into the WL forum for dissection?



5. Re-attachment of DTs. Again, it's been spoken about to death elsewhere ... but again I keep coming back to how many of those players/characters now gone due to their character perming would have remained versus those people who remained because of the existing DT system? I'd put money down that the former is more numerous than the latter. Ark is on 9 tokens, if/when he loses No 10, there (most probably) goes yet another player.



Please read this as written from the perspective of a player who wants to get excited about Layo again. Do they read as criticisms? I don't mean them to be. Read them as from a player who wants to look at the server status of a night and jump on and go for a run with a dozen others on west or a different dozen on central.



Dorg, I don't need a response from you individually addressing these points, it's cool.
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5
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.
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6
Just for Fun / It was True Before, Its still true now ...
« on: March 21, 2010, 12:36:25 pm »
Giant In the Playground Games
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7
General Discussion / You Will Be Missed
« on: March 16, 2010, 08:09:54 pm »
Jonathan Selmek aka Daren Valhaikor aka poohbear383340 died this morning in a fatal car crash.  

He was a great roleplayer and really knew how to throw you a curve. His characters were well known and quite diverse from each other.

You will be sorely missed.
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8
General Discussion / G'orks Event
« on: January 07, 2010, 01:10:36 pm »
*notes posted around some of more dodgy inns and taverns accross the continents*

'A warrior takes responsibility for his acts, for the most trivial of acts. An average man acts out his thoughts, and never takes responsibility for what he does.'

Which one of the two do you fall under?

Recruiting brave, loyal men, or women that are capable of performing certain tasks. Want to show you're worth the true? Sign up and prove it.

Skills you may want to consider having before signing up, a combination of the following is the most desirable of candidates:

- Stealth - Spells like invisibility only accepted if you are silent on your feet as well.

- Good at Trapping Both arming, and disarming - (bring your own traps, they will not be supplied, but will be beneficial).

- Good with locks A wide range of mechanism knowledge preferable.

- Keen Eyes & Ears Possibly one of the more important skills to have for the first few tasks.

- Combat Training Only minor skill required at this time - However the better you are the more likely you will be chosen.

- Professionalism Don't step out of line, Don't try to be smart with words. Be respectful to those you will be working with. Failure on this single point will result in a prolonged painful exit.

//

Time: 18:00 GMT / 13:00 EST / 10:00 PST
The Fixed Time World Clock
Start Location: Hurm - Tempests Tavern
Level Limit: N/A
Party Size: N/A - Groups to be decided upon turnout
Overview: Mixture of roleplay, puzzles and some bashing.
Sign up - http://forums.layonara.com/calendar.php?do=getinfo&e=15462&day=2010-01-10

Said I would be running an event for the evil/neutral chars, and here it is, good chars welcome to come along, but you may not want to stay for the whole thing, all depends on actions and other players I guess :)

Any questions feel free to post below or PM me. If you're interested in taking part and don't fit the current roles please do PM me anyway, I might find some use somewhere!
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9
Rumour Has It / Story time in Hlint
« on: December 31, 2009, 10:19:19 am »
Nestled outside the town hall of Hlint, Plenarius takes a seat in the lush grass and closes his eyes in prayer and reflection.  After a brief while he breaks his reverie and notices a young girl staring at him.

He smiles and looks up to her, "Would you like to hear a story?"  He begins to tell the tale of the release of the dragon kin and soon finds quite a few townsfolk gathering around.

//I'll be telling stories off and on all day, for those of you seeking to hear the story of Eon's betrayal of Katia for the quest, I will be telling that at 2PM EST and 8PM EST
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10
Wild Surge Inn / Trip to the Frozen Marshes
« on: December 22, 2009, 08:57:00 pm »
I am putting together a trip to the Frozen Marshes outside Krashin.  This event is scheduled for (//Tuesday, December 29th at 5:30p.m. EST).  Meet at the Leringard Docks.

All are welcome on this trip, but a few things shall be known:
1) You come at your own risk.
2) I am an Ilsarian Priestess, so if you are an enemy of Ilsare prayers will not be provided by me for you.

Hope to see people there!

Zira *with a heart drawn around her name*

//This is on the player calendar.. but heck if I remember how to link it up.  *smiles*
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11
Many time we have had the discussion about melee vs caster balance issues. Some good stuff has come out of those discussions. I dont want to bring any of that back up again. But I do want to relay a little info. Wren was out with a mage the other day and they were fighting things. The mage had to log off and did so before resting, so Wren still had all the buffs (GWM, STR, CON, DEX, SR, TS, mage armor, haste, and a few others) up. So I took him to fight a bunch of giants that would normally mash him into a pulp. He did very well, he defeated them all but still had a use a few healing potions in the mix.

This got me thinking. On other servers I have seen full array of buffing potions, scrolls, and wands made available and at affordable prices. Scrolls made by higher level mages were cast at higher levels and there were potions that went up to level 15. The shop potions went up to level 10 (not all but at least the ability ones for sure) and the crafted potions went up to 15.

Now of course having casters to buff you up and rain magic/holy/song death down on your foes is always the best way to go. But how much would it hurt to have access to buffing potions, scrolls, and wands that had some decent power to them? I am only talking about buffing so for melees they still have to get down a dirty :)

The best potions we have are Speed and Invisibility. The Layo Speed potions run out so fast they are mostly used for emergency escape purposes. The invisi ones last longer but they are expensive so they are also saved for emergency use. If you have a very high UMD then scrolls are ok but they have two drawbacks first the mid to high level are priced so high that regular usage is not cost efficient and second many of them are cast at low levels so as to make them useless. As for wands we have very few that are useful at higher levels.

How hard would it be to add buffing potions, scrolls, and wands at least to the shops for a while to see how it goes?
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12
NWN Ideas, Suggestions, Requests / Lower all HP, AC and AB's for creatures
« on: December 11, 2009, 11:38:48 pm »
I want to be able to solo more with my fighter, but the creatures have too many HP, AC and too large of an AB to make it possible.  Can we add some CR-30+ things that fighters can get as much XP and loot for like mages, bards, and clerics can by themselves?  It's only fair.  Also, we may be able to just make the damage on weapons incredibly better based on pure fighter, barbarian, and weapon master levels so that melee classes have a chance to do things on their own -- that way the extra weapon damage will not apply to cleric or paladin levels.

As an alternative, we can also raise the magic immunity or saves of all creatures and justify it with natural selection and breeding due to overkilling the species by magic users.
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13
NWN Ideas, Suggestions, Requests / Hlint
« on: December 01, 2009, 01:45:42 am »
LOL, this probably will give Dorg a heart attack after the last prolonged discussions about tweaking Hlint, but I couldn't help myself. ;)

I was driving on the freeway today and was pining for the days when Hlint was a hub of activity and roleplay. I of course know the people of Hlint are more than happy to be rid of troublemaking adventurers and am familiar with all of the reasons behind those feelings. Anyway, I was just thinking it would be sort of cool considering all of the destruction caused by tidal forces if the opportunity was taken somehow to shift things in the direction of how they used to be with a little town having all of the craft halls and other things that would cause us to gather in one particular area more often. Perhaps some sort of additional plot twist in the campaign... It was a lot of fun logging on at any point and time and having several people waiting right there to RP, or putting together expeditions, etc. I guess this is a little more like grasping at some nostalgia than a real suggestion, but what the heck. :rolleyes: And yes, I know all the arguments for doing what was done before as well, which were, and in some ways still are valid.
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14
Introduce Yourself / ^.^
« on: November 15, 2009, 05:12:43 pm »
Hey ^.^

I finaly posted up a bio for my char and im just waiting to get aproved.

Im a little new to this roleplaying thing but im exited to start playing :P

I hope to see all you guys on the game :)
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15
Rumour Has It / Massive Tsunamis!!
« on: November 13, 2009, 12:41:48 am »
[SIZE=16]Word spreads quickly of the massive waves and storms that have hit western Mistone, especially around the Brelin Kingdom. As the news goes, Port Hempstead is a flooded city and the west side of town that faces the water front is completely devastated.

Outside in the fields, refugee camps are being kept quite busy, the large numbers of displaced people tending to the injured. The mood in the whole place is rather grim.

Further north in Krandor, severe damage has been suffered by all sea-side housing. However the quick action of druids have staved off greater damage to the rest of the city, though many lives were lost within their ranks.

Other coastal cities were affected to greater or lesser extents. Leringard seems to have managed to stave off the waves that threatened to overwhelm it. Instead they just suffered some superficial dockside damage.

In general the worse was suffered in Hempstead, and to those that look to the west, a storm continues to brew there, deep within the Almoran ocean.
[/SIZE]
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16
General Discussion / I'm back
« on: October 13, 2009, 08:23:06 am »
Hey everyone.  It's been a while but I think it's time for Clarissa to return to the world of Layonara.  Just wanted to give a shout out to let everyone know I was back.  Hope to see you all in game.
 
 Mike
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17
Character Stable / THE LIST: Characters Ready To Use
« on: August 13, 2015, 12:07:03 am »
Welcome to the Character Stable! This table is intended to help you find a character ready to play. Click on the column headings to sort our available characters by gender, race, class, alignment or deity, then just note the name of the character you are interested in and go read the biography in the forum to see if it's something you might like to play. Please remember to read the stickied post on how to use the Character Stable if you haven't already. Enjoy!Stable Characters Ready For Play:
Piper Hornblower| Male| Halfling| Fighter| CG| None| N
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18
Layonara Server / Updated World Policies -- Effective 23-April-2009
« on: April 23, 2009, 09:38:06 pm »
[SIZE=13]Layonara is a world built for entertainment and community. Years of diligent volunteer effort on the part of the Layonara team has generated extensive and engaging environments, compelling and unique game dynamics, a vibrant and supportive community, and a universe overfull with history.[/SIZE][SIZE=13]
[/SIZE][SIZE=13]
To maintain Layonara's entertainment factor and sense of community we strive to:
[/SIZE]
  • [SIZE=13]ensure an equality of opportunity for players to enjoy and be entertained by the abundant resources Layonara has to offer[/SIZE]
  • foster and promote an open, supportive and engaging community
  • continue to develop the stories which make Layonara the vibrant world it is while at the same time respecting and ensuring historical integrity
  • ensure the consistency of the world setting (pantheon, cosmology, geography, races, classes, etc.)
  • [SIZE=13]ensure the intended and reasonable functioning of game dynamics[/SIZE]
[SIZE=13]Layonara's popularity and longevity has also meant that we've faced many issues and conflicts. To address these challenges we've developed a set of policies and procedures which embed the above objectives into world, game and community in a consistent and clear manner. The contents of Layonara Rules have been deliberated many times and some have seen multiple manifestations. With each revision, as with this most recent, we intend our policies to promote and defend our shared vision of community and entertainment while being mindful that the rules and procedures should not become cumbersome or overwrought. Layonara should be fun and inviting while at the same time consistent and just.[/SIZE]  [SIZE=13]

We urge everyone to read the updated policies in this thread. Should you have any questions, please don't hesitate to ask them in our "Ask a Gamemaster" forum.[/SIZE]
[SIZE=13]

- The Layonara GM Team

----------------------------------------------------------------------------
NOTE: The policies below represent that which has been updated. It is our goal to merge these into LORE so that there is consistent information both on the forums and in LORE.  This process will take a few weeks likely, so please bear with us through a brief period of inconsistency. These policies will also be cross-posted in the applicable section of the forums for convenience.

The policies given below are best segregated into three main categories:
[/SIZE]
  • Behavior -- related to player actions while in-game
  • Character submissions and approvals -- related to getting new characters started
  • Grievances -- related to the Disputes, Grievances and Requests for reimbursements process
For the below, if a pre-existing policy is not explicitly discussed, it should be considered to be still in-effect.  Where there is a pre-existing policy covering something in the new policies, the new ones will take precedence.  

And now, without further ceremony...

[SIZE=24]Behavioral policies:[/SIZE][/B][/COLOR]
         
Area level restrictions –
  Effective immediately, we are lifting all area level requirements.  This means that there will no longer be any level-based stipulations regarding where a character may travel.  After much internal review, the GM Team feels that most, if not all, places in the game world effectively enforce their own sort of level restrictions, both in difficulty and degree of reward, and it is not beneficial to the Community or the GM Team to police or enforce such limits artificially.
 
  The following is a guideline for what each area is designed for danger wise, so that players may knowingly choose their destinations.[LIST=1]
  • Travel to Central server, generally, is meant for those level eight ( 8 ) and above.
  • Travel to north of Miritrix, Isle of the Glittering Mists, and all underground areas on Belinara is meant for those level seventeen (17) and above.
  • All caverns north of the Thunder Valley Crossroads is meant for levels seventeen (17) and above.
  • Travel on Voltrex is meant for levels seventeen (17) and above.
  • Travel beyond K'halziras is meant for levels seventeen (17) and above.
If you travel to one of these areas with a character below the recommended level, you acknowledge that to do so is risky and may result in a higher rate of character death.
 
 Party level spread –
  Effective immediately, we are rescinding all previous statements regarding the level split between the highest- and lowest- level character within a party or grouping.  The GM Team feels this particular rule has been misunderstood, misinterpreted and misapplied at all levels of the Community including by members of our own GM Team.  As a result, it has been damaging to roleplay, it has caused animosity between the Community and the GM Team and has made people feel like criminals just because they associate with a character more than 10 levels different.
 
 Special note on the lifting of area and party level restrictions –
  While we are effectively removing all restrictions regarding character levels, we are hoping to encourage better grouping, better roleplay, a greater sense of adventure and an environment where roleplay is not unduly bounded by out-of-character issues such as level and arbitrary lines on a map.  Having said that, the GM Team maintains a single request that can be summed up briefly as:[INDENT]Don't drag, and don't kite.”
[/INDENT]It is possible for a low-level character in a group of  higher-level characters to contribute in some form, whether by flinging spells, tossing potions, firing arrows or any number of other contributing things, even if they're not terribly effective.  The important part is that they attempt to contribute.  Similarly, a high-level character can escort a group of lower-level characters without doing all the work for them.  So, in this spirit, we ask for the Community to respect this and to keep these things in mind when going out and about.  We're not going to break up a party on Dregar that contains a 5th level character just for that fact alone, nor will we go on hunts when we see a wide party level spread.  
 
  However, if we see little or no roleplay among the party, if we see non-contributing lower-level characters or we see a high-level character being the primary application of force among a group of otherwise lower-level characters, we may request a modification to the party's behavior.  If the behavior persists, we reserve the right to disband the party.
 
  We want everyone to have fun, to adventure and explore, and we no longer feel it appropriate to keep these restrictions in place.  We ask only that the Community enjoy this expanded freedom and request that it be used responsibly.
 
 Muling –
  Another often misunderstood rule is that of muling.  Our official definition of muling, effective immediately, is:
 
Muling is when you have items (in the bank, in your inventory, in your house, etc. that you have earned or fairly traded for), and then you give those items to a newly created character of your own for free. This also applies to having a character you control gather CNR or other items for another character you control. It is fine to RP a 'sales person' or whatever you may want to call it but from this point forward please do not let that 'other person' be another character under your control."
 
  To put more plainly, it is muling to give items, gold or any other assets from one character under your direct control to another, whether you have multiple Bioware accounts or not.  You, as a player, are the common factor between them, and giving one character an advantage that another has earned is not something we tolerate.
 
  If you must transfer goods between two characters under your control, then do so through a third-party and conduct the exchange like a business transaction, meaning exchange goods or coins in trade.  This applies as much to unassociated characters as it does to characters who are directly related (i.e. parent/child relationships).
 
  We believe all characters deserve to accumulate equipment and wealth in line with their own accomplishments, and it is unfair to the rest of our Community if some take it upon themselves to give benefits to one of their characters by the work of another.  We ask everyone to respect this philosophy for the good of everyone in the Community.
 
 Looping and Camping –
  Looping is defined as going through the same few areas in a short period of time in order to keep continually harvesting CNR, reaping XP and loot from killing the creatures there, etc., and then repeating this sort of thing over and over in a given span of time.
 
  Camping is defined as staying effectively in one place, typically one single area, usually for the purpose of waiting for CNR to respawn so your character can harvest another full load, and then waiting again for the next respawn cycle over and over again.  Another form of camping is to enter an area, kill the creatures and/or harvest the CNR available, then log out for a time, log back on and repeat the process.
 
  We ask the community to limit any looping behavior through a small number of areas to 60 minutes.  We ask the community to limit any camping behavior in a single area to 30 minutes.  In the case of logging in, harvesting and logging out, we ask that you simply do not do this more than 3 times in a row.
 
The GM Team understands that not everyone has a lot of play time. Sometimes there is only a small amount of time to log in, take care of a few things and then log back out, and we do not wish for people with limited time to feel like criminals. However, we also believe that players should exercise some degree of self-restraint when doing such things.  While we will not be actively policing for camping and looping behavior, if we observe such in excess of the stated guidelines, we reserve the right to intervene and inform the party that they have pushed the boundaries of what we would like to see.
 
  Unless taken to the extreme, the GM Team will not be applying in-character or out-of-character punishments to any groups caught looping or camping in excess, however we may remove the group from the situation if our requests are not respected.
 
 In Summary
  At no point will there be in-character consequences to the breaking any of these rules; no effects, no spawning of creatures, no going to jail or being tersely corrected by NPCs. There will only be out-of-character actions, which can range from simple warnings to banning, the latter being the most severe of course and only at the extreme abuse of the rules. Please do not associate in-character consequences to out-of-character actions as they are completely separate. iIn-character choices will generate in-character consequences and likewise for out-of-character choices.
 

  [SIZE=24]Character Submission and Approvals Policies:[/SIZE][/B][/COLOR]

First and most important to the community: by submitting a character, whether or not it is approved, you agree to adhere to all the rules of this server both in game and out. If you have not, by this point, read the rules of the server, it is recommended that you do so now (please follow this link).
 
 Name
  All names of character submissions must be the original creation of the submitting applicant. They can not be copyrighted names from a game, book, television show, movie or any other medium not covered in this list, nor can they be names belonging to existing characters in Layonara.
 
 Race
  There are numerous races on Layonara. Not all are available as player races, but there are many options in game at this time.
 
 Only the sub races Wemic, Brownie, Ghostwise Halfling, Sea Elf, Dark Elf and Goblin will require additional justification for choosing this race in the biographies.  When you chose one of these races, please take into account that the review may take an extended period of time.
 
 Due to lore reasons, Tiefling and Aasimar will no longer be an option for new character submissions. For the same reason, no half races (Half elf, Half orc, Half giant, Half ogre) can be born after the year 1421. You can find the current year here.
 
 The following races must start out with an alignment of CN, TN, NE, or LE: Dark Elf, Half Orc, Half Giant, Half Ogre, Orc, Goblin, and Deep Dwarf. There is one exception to this; a cleric character that follows Az'atta (regardless of race) may start out with a good alignment. (see further down for more information on alignments in general.) Please see the racial LORE pages for further information.

 Age
  When selecting the age of your character please keep in mind that many age at different rates and some races naturally mature slower as a result. As well, each race has a minimum starting age since we do not allow child player characters.
 
 Classes
  The mechanical classes of Layonara have several wide interpretations and some have very specific needs. Most standard character classes do not require anything in the way of justifying the choice of class over some other in the character submission.  As such, a detailed justification for a particular class is an optional thing, and we will not overly scrutinize them, excepting for  very obvious glaring issues (I.E. a submission where a sorcerer studies his magic rather then innately acquires it or a level one fighter is taking on whole mobs of orcs on his own, etc).
 
 Clerics and paladins however, must give their stated commitments in their biographies and we would still like them to make clear in their biographies their respect for their deity's dogma and/or organization.
 
 Druids also have their own submission requirements, and we would like to have any druid players read the druid information page.
 
 Additionally, applications asking for dual classes are not expected to include more then what a single class of the same would require. Resubmissions to add a second or third class after initial approval (excepting druid, paladin, cleric or monk) need only be a resubmitted biography with a few additional lines explaining the IC reasoning. Resubmission to add druid, paladin, cleric or monk (especially if the starting class was monk or druid to begin with and a character is returning to this class) hold the same requirements and stipulations as above with potential extra requirements (such as CDQ, CDT or other need).
 
 If you have a character with multiple classes, you must have 5 levels minimum in each class before level 20 (e.g. You cannot have a level 3 rogue, level 17 fighter, you need at least 5 rogue)
 
 Monk, Paladin and Druid classes have restricted multi-classing.
 
 Policy on Applications for Additional Class and/or PrC past level 20Characters approved for an additional class beyond what was established prior to level twenty-one (21) must take five (5) levels or more consecutively upon initiating levels in the new class. This rule reflects what should be inherent of all applications for a new class. By pursuing a new class, the player is pursuing a new avenue for character growth. This growth should be reflected by an investment in the new class beyond a simple label. Taking one level in a new class and then going back to the initial class(es) shows a limited drive to pursue the path for which you were approved. Once five (5) consecutive levels in the new class have been taken, you are free to level as you find appropriate, provided there are no multi-classing restrictions for the new class.
 
 Alignment
  Most alignments are unrestricted and will not require special support with in the biography to be approved so long as there are no glaring conflicts.(For example, a Neutral Good rogue who mugs and robs travelers indiscriminately to make a living.)
 
 Chaotic Neutral remains a special alignment, and the submitting player must have had an active character in the world for four (4) months prior to the submission of the Chaotic Neutral character. There is no minimum level requirement for this active character. You do need to submit, in your own words, an acknowledgment stating your acceptance of the rules of the server and giving a statement acknowledging that Chaotic Neutral is not carte blanch act randomly, expecting to be free of penalty. In the game and in our community, actions have consequences, and if you are not willing to accept the consequences, do not make those actions.
 
 Evil too is special and with the heavier requirements. Lawful Evil and Neutral Evil require an active character for at least nine (9) months. There is no minimum level requirement for this active character.  As with Chaotic Neutral, on the character submission the player is required to state in their own words that they accept the rules of the server. As well they must state that they accept that the alignment of Evil may put them at odds with the majority of the player community as well as the NPCs they interact with, and that they accept the consequences to their actions.
 
 Chaotic Evil is not available to player characters on Layonara, and if a character's alignment shifts to Chaotic Evil territory the character becomes property of the GM team and is no longer playable.

 The actual approval of these alignments lays ultimately with the GM team, based upon appropriate roleplay of previous alignments. The team holds this to protect the community  as a whole and not to target any particular members of it. Realize that by choosing these alignments the review time is longer than for standard characters, as input from the GM team will be sought.
 
 Deity
  Deities are an active, if indirectly so, power upon Layonara. When a character passes from the world the deity may choose to call their souls to their domain. Some classes require a deity choice but most do not. Do not choose a deity to enter in the deity field unless your character is truly devout as it will bring consequences (both good and bad) to your character. If you do select a deity for your character please use common sense where dogma and your character's worship is concerned and if there is an extreme case, such as a dwarf worshiping Lucinda, make certain the details are touched on in the biography.
 
 A final note on deities: The GM team will enforce the accurate portrayal of a character who is devout. If they are caught doing something their deity disapproves of, there may be consequences. These include, but are not limited to, helping the enemy of your deity, doing something strictly against the dogma of your deity, and furthering the goals of an unfriendly or enemy deity.
 
 General Biography details and lore
  The primary focus of biographies is RP and lore. Despite the above leniencies, lore will still be strictly adhered to and possible conflicts with lore will receive the most scrutiny. In the case of reapplications for alignment shifts, secondary classes, etc, an RP justification will be requested as always, but a few lines should suffice (as long as they are explanatory). When applying using your own format, please link all pertinent information along with your request. Optional questionnaires will be posted for use for both original submissions and reapplications to simplify the process for the player.
 
 Character backgrounds can comprise pretty much of whatever you wish but should cover the following:
  • A bit on where your character came from.
  • A bit on their family and its fate.
  • Some finer points on why your character thinks and acts like it does.
  • All characters must be from Layonara. There are no off-world biographies permitted.
  • Be creative, as we are open to lots of things.
We do not accept characters that:
  • have direct ties to gods, dragons or royalty of any kingdom.
  • have direct contact between themselves and a deity (this includes visions or dreams provided by a deity , a deity walking the lands and visiting the player or their ancestors, physical markings by a deity or an agent, or gifts provided by a deity, or anything of this nature).
Some of the GM Team will be keeping a stock character applications that will be in a pool to use by players who do not wish to write their own. Some adaptations may be necessary if chosen for   submission depending upon current standards for the applications at that time. A small amount of customization will be asked of the player (mostly to adapt the character to the current events of the world).
 
 Languages
 Available Ears: Elven, Halfling, Dwarven, Dark Elf, Gnomish, Thieves' Cant, Wemic, Animal, Brownie, Underwater, Sign Language, Orc, Goblin, Draconic and Florane (T'oleflor). Everything except Draconic and Florane are available on initial submission with some additional support in the biography.
 
 Races receive their specific ear on creation. Dark elves receive both the elf and Dark Elf ear. Sea Elves get the elf and underwater ear. Druids and rangers start with the animal ear, while rogues start with the ability to use thieves' cant. Certain clerics may also begin with the animal ear depending on domain. Half elves will be able to understand the elven language but the biography and intelligence must support the ability to speak it. These default ears do not count against your bonus languages.
 
 Languages may also be learned in game from other players. They cannot be learned from familiars or NPCs, and after creation, your character journal must reflect the learning of the language to have it approved. Approval after initial creation involves submitting a request and a link to your character journal as well as the support testimony of your tutors. In any situation, except for automatic languages and where specified to be outside of the norm, all applicants wanting additional languages need to make certain they have the appropriate intelligence to support the request. The maximum number of additional languages to be requested on submission is two (2).
 
 The maximum number of non-racial/non-class languages that a character can learn is equal to the character's base Intelligence (INT) modifier. For example, an elven Druid would automatically receive the elven and animal “ears” when the character first signs into the world. With an INT score of 12 (+1 modifier), the character may learn one additional language, if desired.  This language may be granted on the initial approval or learned over time in-game.
 
 Restarts/Rebuilds/Relevels
  The definition of a restart, for the purposes of this server, is: starting one's character completely over from scratch without any benefit of the previous incarnation's inventory, coin or experience. That is to say you start over from level one with nothing. In addition we will require you to post for a deletion of the old incarnation and create the new version with a slightly different name. Add an extra space, perhaps change one or two of the letters or some other minor change. If the change is not made the database will think it is the same character and will not allow for static quests to be completed, among other issues. It is further recommended that any variation of name be noted in your original character submission thread.
 
 Sometimes it happens that we find ourselves not liking how our character has turned out, mechanically speaking, for a wide variety of reasons. Level five (5) and below seems to be the most common areas where this occurs. To that end, all level five and below characters will be granted one (1) free restart when requested in the Character Submissions forums. Between the levels six (6) and ten (10) the Character Approvals team will still consider the merits and problems with a restart at that point and grant or deny based on the result on their findings. After level ten (10), or if a denial after level six (6), a character may use one of their Graceful Pleas for a restart.
 
 Once a Graceful Plea is used, it cannot be rescinded and anything needing changed (re-name, re-description, etc) after this restart will count in their normal capacities as if it was the original character. This means whatever Graceful Pleas and freebies previously used will count against the restarted character. The character restart does not refresh the count. Please go slow and pay attention to the details as when recreating the character.
 
 A restart does not clear the loss of Soul Strands (see: Soul Strands and the Layonara Death System) and they must be reapplied for once the new character is made. Please post for this action in the Grievance Forum.
 
 A rebuild is when a character is allowed to restart and then gain all of their experience, items and equipment. This is only granted for an extensive reason, such as a CDQ or quest that results in the deity change of a cleric or something of that magnitude, or when the development team makes mechanical changes to classes that require such action. They are extremely rare and require the support of at least one GM in the capacity of GM not player witness.
 
 A relevel is when one level is removed and given again. This is only granted for reasons such as accidental clicks, misunderstood feats or spells and the like. This falls under the jurisdiction of grievances requests and must be dealt in that forum with the guidelines stated in that policy.
 
 Prestige Class (PrC) resubmissions
  PrC submissions are changing as follows:
  • Weaponmaster, Duelist, Undead Hunter and Battlerager can be approved on initial submission, providing the application supports the extra class (again, not asking much but a few lines added in for the note of RP.)
  • Bear Warrior, Skald, Shifter, Arcane Archer, Spellsword, Shadow Dancer and Sacred Fist require an updated biography submission and either a well kept CDT for a minimum of two (2) weeks (explaining the how and the why) or a CDQ.
  • Mistone Alliance Scout, Dwarven Defender, Champions, Palemaster and Assassin are a multi step process that require an updated biography, a well tended development thread and either a WLDQ or one or more CDQs, depending on the character.
  • Red Dragon Disciple remains WLDQ only.
Please make sure you carefully read the class information on your desired PrC so that you may quicken the approval process.
 
 Organizations and Ranks
  With all of the above stated there are two very important points to keep in mind. Firstly, just because a player is a Toranite Undead Hunter, it does not automatically mean they are in the order of the Shining Hand. If a character desires to be part of an organization likely a Character Development Quest (or CDQ) or other GM acknowledgment is necessary. Either submit this with the matching class/PrC request or submit for a CDQ to attempt to join the desired organization. Some organizations have very specific procedures and requirements to join (such as the well established Knights of the Wyrm) and can be handled as a group function or as a personal CDQ.
 
 Secondly, most level one characters start out as the lowest level above 'student' in any organization they might be a part of. For instance, most starting clerics will begin in their acolyte phase (where applicable). This does not afford them any special treatment beyond being a priest of their faith. If a player wishes to advance in rank within their church, or any other organization it is squarely on the shoulders of the player to initiate CDQs to attain this goal. At present there are certainly some complications, lore availability wise, with knowing what to ask for, but any GM has access to the information and the player need only ask to find out what steps are needed or what general possibilities are available to them. It should be noted that character level is not related to rank in a church.
 
 Character Development Quest Rules[LIST=1]
  • A player can only have one (1) CDQ per two (2) month period.
  • A character must be at least level ten (10) to have a CDQ.
  • The only exception is a character looking to move into a PrC before level ten (10).
  • A CDQ must have a valid purpose, and this will be enforced by the GMs running the quest. Do not request a CDQ just because you want your own personal quest or a quest for your friends. Examples of valid purposes for CDQs include: To take a PrC, to start/work on a long-range character goal, to explore unknown details of a character's past, or any other sort of goal or event that requires GM intervention to realize is valid.
  • CDQs can not last more than a total of six (6) hours or two (2) game sessions, whichever comes first. On top of that a CDQ must be completed within three (3) RL weeks once the first session has been run.
  • CDQs DO NOT HAVE ANY XP REWARDS. Not to the person having the quest run nor its participants. This was done to avoid player abuse of this process
It is important to note that while a player may make requests for the purpose and goal of a CDQ, a player may not fully write or dictate the outcome of the CDQ. How the CDQ is conducted and the final outcome is for the GM to decide, especially in cases where the outcome may be in conflict with world lore.
 
One last note: While you wait for your character to be reviewed, perhaps you might look around the forums at some of the in-character threads and more at our Layonara Online Reference Encyclopedia (also called LORE, but should not be confused with 'lore'. Tricky aren't we?)
 
 Looking forward to seeing you in game!

[SIZE=24][SIZE=13]Please note that as of this date, all previous policies for this forum are no longer valid. The relevant threads will be removed shortly to avoid confusion.[/SIZE]

Dispute, Grievance and Requests for Reimbursement Policies:[/SIZE]

 
 Graceful Pleas –
 For some months the team has pondered various options for dealing with the inequalities that the current grievance system suffers. Along with several other polices, this particular aspect was given much thought. The issues and potential for abuse are too numerous for an open return system, yet the current restrictive system created a sense of unfairness and inequity within the community. What follows is a compromise added to the system to grant leniency without making the system as a whole too cumbersome to support.
 
 Effective immediately, all players have the right to three (3) “Graceful Pleas” for each character. These Graceful Pleas can be used for a “no fault” return or reimbursement. Graceful Pleas can be used for things such as (but not limited to):
  • Soul Strand reimbursements
  • Item replacement due to loss from inventory mis-management, accidental discards or the like
  • Name, description or appearance changes with no IC justification
  • Relevel beyond the normally-allowed thresholds
  • Fulfillment of any other Dispute, Grievance or Request that has been denied (excluding denial by lore reasons)
  • Returning of a previously permed character that has not been deleted from our server vault (see special note below)
  • Any other request denied for any reason
Once a Graceful Plea has been granted, it cannot be reversed, except through using another Graceful Plea. There will be no refunds of Graceful Pleas for any reason. Once all Graceful Pleas have been used up, you may not use any more for that character. You may not use your Graceful Pleas for one character for any other character, whether under your control or not.
 
 For players wishing to restore a permed character, please read the section below titled: Special note regarding the loss of a character's final Soul Strand.
 
 In the event that a player commits a bannable offense, all Graceful Pleas for all characters are subject to forfeit. A Graceful Plea may not be used to reverse a banning decision.
 
 Soul Strand and XP Loss–
 Effective immediately, there are only three scenarios for Soul Strand and XP reimbursement:[LIST=1]
  • GM Error: In the case that a GM makes an error, whether on a quest, impromptu event or simply a random mis-click, which causes a character to die and lose a Soul Strand or XP, this loss will be refunded with the approval of the GM in question.
  • Module/Spawn bugs: As has been the case for many years, Soul Strand or XP losses due to bugs in the module, inappropriately designed or placed spawns or similar mechanical errors, oversights or other errors on the fault of the development staff are reimbursable. The GM Team remains the final authority on what is and is not a bug that fits this category. Bugs related to Bioware issues and problems are not reimbursable under this category.
  • Disconnection, crashing and unexpected jumps: When deaths occur due to an unexpected disconnection, crash or unexpected jumps (whether short or long range), resulting in a Soul Strand or XP loss, players will be able to petition for a return of such a loss given the following limitations:
[INDENT]
  • The player must solicit the testimonies of three (3) other players to support his/her claim, preferably those that were present at the event in question and the loss.
  • The testimonies given are accepted by three (3) GMs, who need not have been present at the event. The GMs need only to accept the story as given and state their approval.
  • The player may not request more than three (3) such reimbursements for any given character over the lifetime of the character, starting with the release of this policy.
[/INDENT][INDENT]This removes the requirement of needing to travel with World Leader characters or characters of GMs and puts some trust back in the community itself. At the same time, it imposes some practical and reasonable limits so that the system is not abused. This is very similar to a policy we used to have, but it was abused, and so was made more restrictive. It is our hope that our faith in the community and the practical limits set down by this new policy will be beneficial to everyone.
 [/INDENT]Special note regarding the loss of a character's final Soul Strand –
 When a character loses his or her final Soul Strand, the player will be given a one-time choice to request a reconsideration of this final death, given that the above criteria have not already been enacted for the event in question. There does not need to be any special reason, justification or evidence at all for this request. The only requirement is that it comes after the loss of a character's final Soul Strand and the player still has at least one (1) Graceful Plea left for this character. The player will be given a choice between one of the following:[LIST=1]
  • The character may sacrifice one or more magic or enchanted items with a combined lens value of at least 100,000 True, and sacrifice XP equivalent to 2 character levels (with resulting loss of character levels). This reduction will put the character at the same relative place between levels, based on the XP difference between levels. For example, if the character is half way between level 22 and 23 when this option is exercised, the character will be half way between levels 20 and 21 after the reduction is made. The item(s) sacrificed in this option must be on the PC at the time of death.
  • The character may sacrifice XP equivalent to 5 character levels (with resulting loss of character levels). This reduction will put the character at the same relative place between levels, based on the XP difference between levels. For example, if the character is half way between level 22 and 23 when this option is exercised, the character will be half way between levels 17 and 18 after the reduction is made.
Whichever option is chosen, the character will be automatically unplayable for a period of 6 game months (roughly 1.5 RL weeks). This can be considered a period of recovery, during which it should be RPed that the character has been incapacitated, comatose, catatonic or otherwise uncommunicative and unable to act. Exercising this option will also cost the character one (1) Graceful Plea. If the character has run out of Graceful Pleas, this option is not available and the character cannot be restored through this method.
 
 For the purposes of this contingency, if items are to be sacrificed as part of returning a permed character to life, an item will qualify to be counted if it is:
  • A +2 or greater item, or has a lens value of 10,000 True or greater, AND...
  • the item can be equipped, AND...
  • the item is not some form of ammunition
So this means things like +2 or better armors and weapons, +2 or better stat jewelry, cloaks, bracers and other such equipable items will qualify, but infused gems, Enhancement Rods and other similar things, regardless of lens value, will not be considered.

The exchanges made with either of these options are permanent, and cannot be re-gained through use of a Graceful Plea.  The option of this choice will only be available once over the lifetime of any given character. If a character who takes one of these options loses his/her final Soul Strand again, this option will not be available.
 
 While it is possible that the XP loss could drop a World Leader (WL) character below the minimum level for WL eligibility, exercising this option will not result in the loss of WL status already gained. If the character's WLDQ is in-progress, the GM Team will evaluate whether or not to continue the WLDQ or wait until the character has regained sufficient XP to qualify. However, the approval to attempt a WLDQ will not be rescinded as a result of exercising this option.
 
 The concept behind this idea is to give players that “one last chance” while preserving the concepts of permanency and the gravity of death.
 
 If a Graceful Plea is used to restore a character that has permed before the advent of this policy, the character will only have two (2) Graceful Pleas remaining. In addition, we will impose some RP restrictions upon such a case:
  • Under no circumstances may such a character or anyone associated with the character RP that the Soul Mother was lenient, forgiving or otherwise beneficial to the character in restoring them to life. Such claims will not be supported or tolerated by the GM Team.
  • Under no circumstances may such a character or anyone associated with the character RP that any deity restored the character to life for any reason. Such claims will not be supported or tolerated by the GM Team.
  • We ask both for the player making the request and for those present at the character's final death, that memories of the final death and the associated ritual and cut-scene are either not RPed at all or RPed as happening to a nameless NPC adventurer or the like.
  • If a will has been executed on behalf of the permed character, that execution will remain. In other words, the character is not entitled to get back his or her house, furniture, bank balance or other possessions disbursed through the action of the will. The GM Team will not assist in or approve such efforts. If the character wishes to pursue these things in-character, that will remain an available option.
The GM Team asks that a player wishing for such a restoration provide some concept of what happened during the time since the character's final death and the present. Reasons can include being found by locals and being nursed back to health, eventually returning home years later, or perhaps the character was brought home right away and led a sort of isolated life after the trauma of nearly dying permanently. Whatever the reasoning, it must plausible, fit within the boundaries of world lore and be accepted by all involved, or it will not be approved. If applicable, any statues, monuments or memorials placed in-game in dedication to the dead character will be removed with the restoration of the character to life. We ask these things simply for the sake of continuity.
 
 Wills –
 Over the last couple of years, the prevalence of character wills, distributable upon the final death of a character, have become more popular and unfortunately more complex, intricate and difficult to adjudicate. There have been several in relatively recent history that have become very time-consuming for the Team to decide upon and handle. As a result, we have decided it is necessary to set some realistic limits on what can be included and distributed by a character's will. [LIST=1]
  • Houses – A character can gift his/her house and all its contents as a single unit to a single beneficiary. This beneficiary must be a player character, not a guild, group or family. When multiple houses (except guild halls) are owned by the character, each house must be gifted to a different character. The GM Team will absolutely not approve or participate in any partial distributions of housing contents. This applies also to donating the contents of chests and things to various causes in-game. With the advent of our generic in-game donation system, such donations will become the sole responsibility of the beneficiary.
  • Bank account – A character can gift the entire balance of  his/her bank account balance in True to a single beneficiary. This beneficiary must be a player character, not a guild, group or family. Any splitting of gold between other potential beneficiaries becomes the responsibility of the named beneficiary. The GM Team will not disburse gold to more than one character.
  • Items in possession upon death – While a will may include the stipulation that items in the character's possession at the time of death be given to one or more beneficiaries, there will under no circumstances be any items retrieved or distributed by the GM Team as a result. This means we will not be allowing a permanently dead character to be logged in for the purpose of distributing items in the character's possession to one or more beneficiaries, nor will we be creating new items from the palette and handing them to characters as a representation of their inheritance. For example, if a character wishes to leave an heirloom sword to his/her offspring (who is another PC), that beneficiary will have the RP of having received that sword, perhaps delivered by the companions who traveled with the permed character or some other reasonable explanation. The GM Team will not provide any such physical item in any way. If the beneficiary wishes to obtain a like item through other means, it is acceptable to RP that item as the same one received through inheritance, but the beneficiary is not required to do so. (I.E. purchasing or finding through looting a sword that is the same as the item given to the beneficiary from the permed PC and roleplaying that it is the same item.) It is perfectly fine to RP the item intangibly as well (see #4).
  • Intangible items – A character will may specify any number of intangible, RP-only items to be given away on death (i.e. a treasured book, a collection of sketches, etc.) to any number of beneficiaries. The GM Team will not, however, hand out anything as a result. Beneficiaries should assume they received these objects and RP their possession.
  • Donations – A character will may stipulate gold and/or items be donated to a deity or other cause. If the items are accessible, such as in chests or crates within player housing, then it falls to the beneficiary to see to the donation. If they are intangible items, then they will be considered to be donated as specified.
  • Timing – All wills, without exception, must be posted on the forums prior to the final death of a character or else they will be null and void.
Graceful Pleas may not be used to alter the terms set above.
 
 Item reimbursement
 Unless caused by a GM error or a bug (as defined above under the Soul Strand policy), all item reimbursements will fall under the policy regarding Graceful Pleas. As previously stated, a Graceful Plea may not be used to get back an item sacrificed to return a permanently dead character to life.
 
 Experience Point (XP) reimbursement –
 Unless caused by a GM error, a bug, disconnection/crash or unexpected jump (as defined above under the Soul Strand policy), all XP reimbursements will fall under the policy regarding Graceful Pleas. As previously stated, a Graceful Plea may not be used to get back any XP sacrificed to return a permanently dead character to life.
 
 Gold (GP) reimbursement –
 Unless caused by a GM error or a bug (as defined above under the Soul Strand policy), all GP reimbursements will fall under the policy regarding Graceful Pleas.
 
 Bannings –
 [SIZE=13]GMs and World Leaders are able to temporarily ban a player in-game, pending a full review by the GM Team. Such bannings will not be dispensed lightly, and the burden of proof will fall heavily upon the individual doing the banning. As part of the process, a temporarily banned player may state his/her case here. However, we will require that all arguments, both supporting and refuting the banning, come supplied with ample evidence, in the form of chat logs, screen shots (if available) and witness testimony. Decisions on the reversals of bannings will be made based on presented evidence, testimony and information gathered by the GM Team from in-game observation and server logs. If a banning becomes permanent, the player will be banned from the forums as well, and the only recourse is by contacting Leanthar directly. Historically, very few permanent bannings have been reversed.
 
To help assuage any fears that may come from this new capability, if a GM or World Leader temporarily bans a player for a reason that is reversed and if it happens in a blatant or abusive way, then that GM or World Leader will be reprimanded and perhaps lose their status as a GM or World Leader. Every temporary banning will be logged, and the GM or World Leader who bans someone bears an urgent responsibility to provide the evidence and justification behind the banning action to the GM team shortly after the banning takes place. Banning is something that we take very seriously here, and as such it requires a lot of responsibility and proof. As such, bannings, temporary or otherwise, will not be dispensed lightly.
[/SIZE]
 
 [SIZE=13]Graceful Pleas may not be used to dispute or overturn a banning.
 
[/SIZE]
 [SIZE=13]Character Rebuild/Relevel –[/SIZE]
 [SIZE=13]Rebuilds and Restarts fall under the jurisdiction of character approvals and must be submitted in that forum for consideration with accordance to the listed policy.[/SIZE]
 
 [SIZE=13]Relevel requests due to an honest misclick will only be granted within 48 hours of the level being taken AND if less than 10% of the XP needed for the next level has been earned.
 
[/SIZE]
 [SIZE=13]If you find yourself outside of the normal limits for such a request, you may still make the same request with a Graceful Plea by providing the same justification and reasoning.[/SIZE]
 
 [SIZE=13]Character edits –[/SIZE]
 [SIZE=13]This is not so much a new policy but a codification of precedent so that it is clear to the community. Character edits cover a rather broad set of tasks, including:[/SIZE]
  • [SIZE=13]N[/SIZE][SIZE=13]ame changes[/SIZE]
  • [SIZE=13]Description changes[/SIZE]
  • [SIZE=13]Appearance changes[/SIZE]
  • [SIZE=13]Portrait changes[/SIZE]
[SIZE=13]Regardless of the type of character edit, they must be requested in keeping with world lore and server rules. Inappropriate or copyrighted names or descriptions will not be allowed, nor will changes that are contrary to world lore.[/SIZE]
 
 [SIZE=13]Name changes – Changes to a character's name requires the character file to be edited as well as about a dozen database updates, and only a small handful of staff are able to perform such changes. As such, we will permit only one (1) “free” name change for a character without a strong RP reason (i.e. marriage, quest outcome, etc.). This allows one to fix an oversight or error during character creation or to reflect the course of RP. Outside of these guidelines, a name change is still possible by using a Graceful Plea.[/SIZE]
 
 [SIZE=13]Description changes – Changes to a character's in-game description requires the character file to be edited, and only a small handful of staff are able to perform such changes. As such, we will permit only one (1) “free” description change for a character without a strong RP reason (i.e. marriage, quest outcome, etc.). This allows one to fix an oversight or error during character creation or to reflect the course of RP. Outside of these guidelines, a description change is still possible by using a Graceful Plea.[/SIZE]
 
 [SIZE=13]Appearance changes – Changes to a character's in-game appearance, such as a change in tattoo, skin or hair coloring or a change in head model can be affected in-game by any GM. As long as these requests remain reasonable and are not requested on a whim, we are content to allow players to request these changes from any available GM directly. Please note that wings and tails as permanent character appearance traits will not be approved or given unless as a result of a WLDQ.[/SIZE]
 
 [SIZE=13]Portrait changes – Changes to a character's in-game portrait can be handled easily in-game by any GM. Please request all such portrait changes directly from any available GM. When requesting a portrait change, please have the name of the portrait file handy. We cannot set portraits with a description (i.e. “The one with the blonde girl in plate armor”). Unless you have the portrait's file name, we cannot set your portrait.[/SIZE]
 
 [SIZE=13]Housing and furniture transfers –[/SIZE]
 [SIZE=13]This is not so much a new policy but a codification of precedent so that it is clear to the community. Characters may transfer houses and/or furniture to another character provided both parties are in agreement with the terms of transfer and can state as much as part of the request. However, a character cannot transfer a house or its contents to another character under the control of the same player. This would be muling. [/SIZE]
 
 [SIZE=13]In the case of absentee home owners the new policy stands as this: Absentee house and furniture transfer requests will only be granted if the owner has not logged into the game or forums for six (6) months and cannot be contacted/doesn't answer by most viable means. The requesting party must have some sort of legitimate claim to the property such as marriage or co-investment. Rental contracts are not considered legitimate proof.[/SIZE]
 
 [SIZE=13]Properties of banned players are considered immediately forfeit and only in cases of marriage will the properties be passed on to another player.

[/SIZE] [SIZE=13]----------------------------------------------------------------------------[/SIZE]
 
 For convenience, I'm including the link to an "Ask a Gamemaster" thread here for asking questions and discussing these new policies.
The following users thanked this post: Erik K

19
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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          20
          General Discussion / The Troll King presents: The Explorer Series
          « on: December 11, 2008, 11:36:39 am »
          I'm introducing a new series for the rest of this month and the next month (and maybe longer) that highlights the dungeons of Layo, and especially the new content. Primarily, the purpose for the series is to allow for those that have yet been unable or simply won't be able to explore the various dungeons/adventure areas due to time constraints, since many of the dungeon areas require a significant time committment to visit.


          This series is.....

          .... regular adventuring but with added GM spice/help/porting in and out.
          .... an effort to give our casual/family gamers who have a hard time committing five+ hours to adventuring a peek at what's out there to be explored.
          .... an effort to help people develop new adventuring groups as well as play with their current one.
          .... an effort to help new players become familiar with the world and with older players.
          .... an effort to allow for slower and more directed, meaningful exploration, without the feeling that "if we don't rush through these areas, this will take ten hours instead of five."

          This series is not.....

          .... a set of conventional quests with plots and stories.
          .... a way to gather CNR.


          The format goes like this:

          1) Name the area we'll visit and a starting location. Most locations will require multiple sessions, so often the session will end and start within the dungeon. Therefore, the primary duty of the GM is to port folks in and out for these short sessions.
          2) Give level req's (I'll aim for high, mid, and low levels areas).
          3) Each session runs for two hours, two and a half max.
          4) No XP will be offered, save for maybe 500xp RP bonks. The payoff is the exploration and monster XP.
          5) The party closes after it enters the dungeon. The party opens again when it's time to visit a new dungeon.
          6) Gathering CNR during the trip is prohibited. However, dropped loot is kept and split by the party as usual. This doesn't mean that we can't go to places that have CNR, but gathering CNR is not the purpose. Exploration and PC interaction is the primary goal here.

          The purpose of this thread, other than to explain the new series, is to allow for everyone to make requests on dungeons/areas people wish to explore. So, with that said, request away! You've got slightly less than a week to choose the first place to go.
          The following users thanked this post: Erik K

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