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

 

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


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

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



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

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


And now, onto the meat:
 

 Announcing: Center, Brelin Kingdom, Mistone[INDENT][SIZE=16]Once a town of its own right prior to the Dark Ages, the region of land  once known as Center has seen a resurgence in recent years.  The resettling began with refugees fleeing the destruction and uncertainty brought by the tsunamis that struck the west coast of Mistone. While initially little more than a tent city, Center started to become a crossroads in its own right. Its location along the strategic road between Fort Wayfare and points south helped it to become more than just a transient safe shelter for the displaced. Enterprising merchants set up their tents and wagons, finding the trade and commerce worthwhile.  [/SIZE]
[SIZE=16]
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[SIZE=16]As has often been the story of other towns, an inn was built to serve not only those who ended up staying for a long term but also those traveling along the road. The merchant presence likewise became a fixture, drawing not only a banking presence but also facilities for skilled tradesmen. Merchants migrated away from Fort Wayfare, though this wasn't long lamented by residents, who on the whole felt some relief at having less traffic (and fewer “undesirables” lingering around their town. In keeping with this sentiment, Fort Wayfare petitioned Spellgard to “do something about that portal” in the middle of town.  Spellgard agreed, and a team led by Connor Garvill shifted the portal's exit to Center.  With the added traffic through every means, Center began to truly thrive and become a hub of activity of all sorts.   [/SIZE]
[SIZE=16]
[/SIZE]

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

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

 And of course, there are benches.
 

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

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

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



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


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



 

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

 Go forth and enjoy!
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2
Just for Fun / Darkstorme's Word of the Day
« on: July 14, 2010, 06:41:12 pm »
This is a new feature I'm trying out... we'll see if I can keep it up.  

The basic idea is that, like the calendars you can buy at mall kiosks, I'm going to offer up a word per day.  These words are useful ones that are underused, misspelled, wrongfully employed, or otherwise abused - in a fantasy setting.  I will attempt to disambiguate, enlighten, and expand upon their uses, for entertainment and (perhaps) their future use in Layonaran RP! :)

Or I'll get bored.  We'll see.

Today, however, we're starting with a nice easy one:

Nock

Not to be confused with knock, or Knock, a nock (or to nock) is of particular interest to all you archers out there.

Like knock, nock can be used as both a noun and a verb.  The noun refers to the slit on the butt end of the arrow into which the bowstring fits.  The verb, naturally, refers primarily to the action of fitting an arrow to that bowstring, slotting the string into the nock.

It can also refer to scoring or marking a surface, but that usage has fallen into near-deprecation.

Edit: I should also note that nock is a transitive verb - you cannot simply nock - you must nock something.

Usage:
  • Settling comfortably into the crook of the tree, the Ranger nocked an arrow, her eyes on the path below.
  • Nothing was in sight, but the scout was still quick to nock an arrow, warily peering into the misted darkness ahead.
References:
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3
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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4
Layonara Server / Update to text/chat parsing
« on: July 13, 2009, 08:58:40 am »
[SIZE=-1]Hello Layonara Community!

Just over a month ago, when I released the current module revision (3.21.3), I included this comment at the end of the list of updates:

[/SIZE]
Quote from: Dorganath
Version 3.21.3 is online!
  • One other secret but really cool thing that I'll tell you all about once I'm sure it's working and not causing other problems *grins mysteriously*


[SIZE=-1]At the time, I was not ready to announce the feature, as I wanted to get some real, in-game testing done on it, both myself and with the assistance of the GM Team. Testing went very well, and now, as the title of this tread suggests, I'd like to introduce everyone to some rather nice changes to the text and chat parsing system.

Anyway, on to it (and yes, I know it's a bit long)...
 
 Background
With Bioware's 1.69 update, they added an OnPlayerChat event handler, which essentially intercepts typed text from a game client and allows a module to process the text and take actions on the text. When we went to 3.2 (and beyond) orth utilized this event to process  and *emotes*, which has been significantly faster than processing through our existing listener system. However, it didn't apply to all features, specifically those using self-tells (/o) and those that resulted in replacing typed text with something else entirely (i.e. language parsing).
 
 The Result
So, I got curious and did some experimenting, and in the course of an evening that led to having an alternate system for handling commands, language parsing, speaking through animal companions/familiars/summons/etc. and that whole set of stuff that you use /o something-something-something to accomplish.
 
The self-tell (/o) is still managed and intercepted by the listener, so what I did was come up with an alternate way to enact a self-tell so that the listener could be bypassed, letting the OnPlayerChat handler process the contents of that equivalent self-tell. Whatever is typed would then be processed and altered in some way before being displayed, if it was to be displayed at all.
 
To accomplish this, I chose a single character that is not ever likely to start any text chat in-game in any way and I used this as the indicator for special text processing. The character I chose is the equal sign (=).
 
 So how does it work?
Well, it's simple. Any place you'd have used a /o use = instead
 
So instead of /o c sits type =c sits
 
/o e waves
 ->  =e waves
 
 /o L Say something in another language -> =L [/SIZE]
[SIZE=-1]Say something in another language
 
[/SIZE][SIZE=-1](note, these are not case-sensitive, but I thought I'd use upper-case L in this example for clarity)[/SIZE]
[SIZE=-1]
The syntax is similar for familiars (=f), summons (=s), and so forth.
 
I hope that makes sense.
 
 
What else?
Part of my motivation for this was to see if the request for GM-spoken text to be highlighted could indeed be done.  Well, it can, and GMs now have the ability and option to highlight their spoken text, whether spoken directly or spoken through an NPC.  

I want to stress: This is an optional system.  A GM is in no way obligated or forced to use this highlighting, nor should anyone badger a GM to do so. Some GMs will use it, some will not.  There are compelling arguments on both sides, and in the end, I decided it would be best to have it be an option rather than "always on" sort of feature. The end decision as to whether or not to use the system and under what circumstances is entirely up to the GM.

When used, GM-spoken text will be highlighted in ORANGE.

It's worth noting that this only functions in the "Talk" and "Party" channels. DM and Whisper channels work as they have, and tells are still green.
 
 And finally, the extra added goodness
You may be wondering, why use the = method when the /o method is so ingrained and everyone knows it?
 
Well, there's two very good reasons.
1) It's faster....much faster.
2) It can handle longer strings of text than the /o method.
 
On the latter, yes, this means that the limit of approximately 100 characters on a typed text string, whether for language processing or speaking through a summons or familiar, simply does not apply using this new method.
 
To put this another way, gone are the days when you type out some well-written comment through a summons, hit ENTER and have nothing show up in the window because it's 3 characters too long. Gone is the need to limit your phrases when speaking in an alternate language to a shorter message so that the listener can handle it.
 
And did I mention it's faster?
 
So there it is.  It may take some retraining of everyone's habits, but I think in the end, you'll all be quite a bit happier with how it works than the prior self-tell (/o) system.  Self-tells are still going to be an option, at least for now, and both systems work just fine together, but once you use this one, you'll see a significant difference.
 
So enjoy!  And of course, if there are any questions, just ask.
[/SIZE]
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5
Layonara Server / Version 3.21.3 is online
« on: June 10, 2009, 05:46:37 pm »
Version 3.21.3 is online!

 
  • Systems and support for Storold's WLDQ reward
  • Tweak pipe smoking code to apply skill bonuses even if at    full health
  • Recently-added spells now included in crafting code
  • Remove rust monster spawns from Arindor's
  • Fix Daze duration on Acacea's WLDQ reward to be properly    short.
  • Wizard and Druid teleports will no longer work in wild or    dead magic zones
  • Umberhulks should no longer daze each other
  • Update Rock Spiders slightly
  • Fix North Point bank chest
  • Fix facing when transitioning from Dalos Lake to Prantz Main    Gate
  • Slight fix to Shindaleria donation center in Creedo
  • Bank chests in Creedo now use new system and are once again    persistent
  • Remove the “Huangjin only” sign from the bank chest in    Huangjin
  • Added temple donation center to Katia's temple in Vale
  • Fix some Great Forest locations to be properly tagged as    “natural” and “above ground”
  • Added new GM utility tool
  • New perma-death sequence that should not lag out or lock up    people
  • Mass Disorientation should no longer affect non-hostile    creatures and party members
  • Illusion fading rune tweaked to adjust handling of    Invisibility Sphere
  • Tweak the reflection timer message to more accurately    represent the remaining time in both minutes and seconds.
  • Rebalanced Understraits Scavenger creature
  • Minor spelling fixes
  • Add Tinker's Device to the Xin Smithy *
  • Fix a house door tag that referenced Leilon instead of    Leringard
  • Visual tweak to an area in the Spirit Dunes
  • Add an additional code path for loading a house's furniture    through the door.
  • Adjust encounter trigger in Wandering Dunes cave
  • Added second warning to the old emerald cave
  • Added another spawn of Spinning Bebiliths as CNR creatures    somewhere **
  • Housing remodels for 125, 170, 173 and 189
  • Adjust bullet recipes to make more sense with adjusted arrow    recipes
  • Pawn merchants fixed in Krellin's tents. (OK, one fixed, one removed)
  • One other secret but really cool thing that I'll tell you all about once I'm sure it's working and not causing other problems *grins mysteriously*
* As this has been the effort of some forum RP, I personally thought it was a good idea a add.  See the Rumors post for what got the device added in an IC sense.  Thanks to all who contributed to the RP.
 ** I added this in response to feedback that people thought places to get Bebilith Silk didn't exist in-game. The original location for Spinning Bebiliths is still where it's always been for the last couple of years is still there.  It is perhaps not the most traveled or explored place, though in my opinion, that's kind of a shame. The only clue I'll give is that they exist in an “old” set of areas that used to be home to something very large before it was killed in the last campaign. Both the old location and the new one I've added are actually rather conveniently located to prominent cities.  So put on your explorer's caps and go some place you've never been!
 


 Thanks go to orth, Chongo and Script Wrecked for their contributions, as well as Alatriel and Nehetsrev for their remodel submissions.
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6
Leringard Arms Inn and Tavern / World Wide Shockwave!!!
« on: June 10, 2009, 03:59:26 am »
Tunar, Mai 10, 1450

As light creeps above the horizon over the northern hemisphere there begins a trembling deep within the core of Layonara. The reverberation begins as a dull and distant roar which gradually builds into a crescendo of sound that causes all the creatures from near and far to set up a raucous clamour as if in sympathy of the groaning of the earths core. As the ripple of divine power emanates from the depth of Layonara's being the sense of the all pervading denseness of gravity warps your senses and creates a sense of nausea coupled with a wave of disorientation. All around you no matter your location around the globe, the ground trembles, sound reverberates and every living thing vibrates to the core of its being. Slowly, mile by mile, hour by hour the effects travel until the entire being of Layonara has experienced the tremulous sensation.

Then, all is silent once more. The creatures of Layonara continue to call out in startled reverie for some time but those that can sense the earth, that are in tune with nature and manipulate the weaves of Al'Noth that permeate Layonara know that the earth itself is tainted no more, that its life's blood has been returned in a divine event witnessed by all alive across the surface of the world and below.

Words of praise are spoken by the lips of many as well as these two spoken in great reverence; Waazk'ah Lak'han, which means, in the ancient Dwarven tongue, Father Mithril, a name given to the one who restored it to the world and defeated the Balamti threat; Fenrir Thornaxe.
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7
*he comes in well dressed and stands in front of the person, trying to look a bit more respectable than usual.*

I would like to be able to help this town economy slightly, by purchasing a tinker's device. This way you could keep the working adventurer in your town a little while more as they would not have to go to Hempstead of Vehl to work what they need to work. Surely after feeling tired for all the work, they would probably stop by the Inn and eat, drink and pass the night there. Buy more supplies in your town, overall, spending more money which would then bolster your economy.

I would be willing to spend the money to buy that tinker's device and maybe set it up in the Hlint smithy shop.

The question is; how many trues would you want, so this can be done?

*he awaits patiently*
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8
Ask A Gamemaster / Ask the Loremaster: Prunilla
« on: May 19, 2009, 01:43:57 pm »
LORE: Prunilla has been posted.
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9
General Discussion / Having Fun?
« on: May 16, 2009, 09:51:24 pm »
I hope everyone is having fun exploring and adventuring together with friends this weekend. One of the things I hope to see from this weekend is that players (you) find new friends to adventure with in Layonara, or that some players return to regain the enjoyment of the world. I challenge each of you to go find new players or encourage players to return and enjoy the world. Layonara is built for you, the player/gamer--something we never forget.
 
 We really do have a fantastic GM team that dedicates a whole heck of a lot of time (for 7!! years now folks) to the community.
 
 Not to mention all of the "lowly" programmers and module builders that dedicate their time to grow the world and community *ducks for cover behind the content team....then realizes his mistake...* :)  I really do enjoy dogging on them the very few times I get the chance!!
 
 Hope all are having a good time.
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10
Layonara Server / 2x XP and 1.5x GP Weekend
« on: May 12, 2009, 11:18:29 am »
Layonara will be running a 2x XP and 1.5x GP weekend from May 15th - May 17th. These are always great times to join up with friends and to explore the world, while also being well rewarded.
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11
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]
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New Systems
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 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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          12
          Layonara Server / New files needed for Layonara v3.2
          « on: April 05, 2009, 11:50:19 pm »
          Hello all,

          The next version of NWN Layonara is almost ready.  As with most updates of the magnitude we have prepared for you, this update requires everyone to download an updated HAK and TLK file.  You may download and extract these files now so that you're prepared for the update when it goes online, possibly within a few hours.

          Updated HAK: layo_controlv3r7.rar
          Updated TLK: layonara_v22.rar

          Both of these resources may also be downloaded from our Downloads area.

          We hope you all enjoy the new offerings in this update, and thank you for being such a loyal Community over these last several years.
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          13
          NWN Ideas, Suggestions, Requests / General crafting
          « on: April 05, 2009, 06:21:49 pm »
          could you please remove the camera angle change when you put something in the crafting station as it gives you the options. It more bothersome than anything.
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          14
          Just for Fun / A Game Master is Like an Author
          « on: February 24, 2008, 09:12:57 pm »
          Friends,

          I was thinking about GMs and their styles.  Which are my favorite and why.  Then I realised that I like a lot of different GM styles, just as I like a lot of different authors. One way to describe a GM's style is to liken it to an authors style.

          Who are your favorite GMs and what are their styles?  I'll get us started,

          Canuslupis (Dezza) is like David Gemmall.  The best selling author of Heroic fantasy.  Gritty realistic battles.  A strong masculine adventuring.  Death is real.  Legends are born on the stories of the past.

          Shadow (Pseudonym) is like Terry Pratchett.  Best know for his satirical fantasty discworld series.  The absurd and the mundane become a playground of wit and puzzles.  Pay attention to the trickery of words!

          Keep them coming.

          -Stragen
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          15
          Roleplaying / Emote your heart out!!
          « on: March 19, 2007, 07:44:41 pm »
          [SIZE=18]Tired of trying to type in battle?  Tired of repeating your introduction to the umpteenth person?  I have the solution right here![/SIZE]

          Those of you that have travelled with my PCs were probably thinking to yourself, "That fellow can type up a storm!"  While I can do that, I've added to my repetoire by taking advantage of this nifty software:  AutoHotkey - Free Mouse and Keyboard Macro Program with Hotkeys and AutoText.

          This free bit of software allows you to write rather complicated hotkeys and macros.  The nice thing is that it can intercept the keystrokes before they reach your game.

          Take my paladin of Vorax, Wanark.  He had a dozen or more short blessings that he'd say (some in dwarven) when just prior to casting bless or equipping his waraxe.  Then he had longer blessings that even included him kneeling.  Finally, he had the entire Vorax paladin credo he'd use when he visited the temple.  All of these I had assigned to hotkeys outside the game.  Brings a tear to your eye, doesn't it?  Beautiful.

          I'll give an example from my current PC that you can use to build your own set.  (Careful of line wrapping if you cut&paste into your own file.)
          [INDENT][SIZE=16]
          ;; ------------------------------------------
          ;; A utility routine to say something
          ;;
          [/SIZE]
          [SIZE=16]Say(s)
          {
              global prefix

              SendInput {Enter}
              Sleep 250
              IfInString, s, /tp
              SendInput {Raw}%s%
              else
              SendInput {Raw}%prefix%%s%
              SendInput {Enter}
          }

          ;; ------------------------------------------
          ;; This will send yourself a tell with some help
          ;;
          ::/o help::
              SendInput {Raw}/tp "Pen N Popper" name, description, wearing, ^f
              Send {Enter}
          return

          ;; -------------------------------------------
          ;; Give your name
          ;;
          ::/o name::
              SendInput {Raw}rolan tennesen... *bows* sellsword in the employ of the freelancers
              Send {Enter}
          return


          ;; ------------------------------------------
          ;; A random color emote of walking along
          ;;
          ^g::
              Random, num, 1, 5
              if ( num == 1 )
              Say("*hurries along at an uneven pace, pausing now and then to catch breath*")
              else if ( num == 2 )
              Say("*moves along at a steady pace*")
              else if ( num == 3 )
                       Say("*hurries along, gaze taking in his surroundings*")
              else if ( num == 4 )
                       Say("*marches along with quick strides, sounding a bit out of breath*")
              else if ( num == 5 )
                       Say("*moves at a deliberate pace*")

              Sleep 100
              SendInput {LControl}
          return[/SIZE]

          [/INDENT]I save this to a file called "rolan.ahk" and then run it.  Ingame, when I hit Ctrl-g a random description of walking will be sent.  When I type in /o description the verbose description of Rolan is output.

          You can see that this can have as much flavor as you can think of.  It is especially handy during battle when all I have to do is type Ctrl-f for a fight emote.  (I even have it setup to fill in which weapon he is using to the emotes are correct.)

          Good luck!
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          16
          Server Rules / Rules on Sex, Sex innuendo's etc.
          « on: March 18, 2006, 08:17:20 pm »
          Well, sadly it is that time. I need to make the rule that under no circumstance is sex allowed between characters. It just can’t happen any longer. Some players just do not seem to get it and they just keep pushing the boundary too far. We fix one problem and we have three more come up that need to be resolved. Enough-is-enough. Sex between characters is no longer allowed, not in private locations—including houses, not in tells, not in whispers, in no way is it allowed any longer.  
           
          Nor are ‘mark’s allowed to be used as symbols to this sort of thing. Silly stuff like that just distracts from the world and are not allowed. If you really want to have in-character sex then find another world—it is not needed nor is it desired on this server.  
           
           The group(s) that are doing this at this time (and we know who you are) can now break up and quit RP'ing this side of things.
           
          The following users thanked this post: Fidzy

          17
          CNR Suggestions/Discussion / A Book of Alchemaic Recipes
          « on: December 06, 2004, 03:10:00 pm »
          While all of the recipes for the various alchemy creations are available in game (the cards, the table, etc), I have found that for this craft with all it's varied ingredients, it is handy to have an easy to read/search reference. I often come across some ingredient and I know it likely has a use in alchemy, but I can't remember what it's for.

          To that end, I present version 1.1 of the Alchemy Book.

          Also in rar format Alchemy Book

          I have added the new silver and titanium enchantment recipes so the book should be complete at this time.
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