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221
Rumour Has It / Story time in Hlint
« on: December 31, 2009, 10:19:19 am »
Nestled outside the town hall of Hlint, Plenarius takes a seat in the lush grass and closes his eyes in prayer and reflection.  After a brief while he breaks his reverie and notices a young girl staring at him.

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

//I'll be telling stories off and on all day, for those of you seeking to hear the story of Eon's betrayal of Katia for the quest, I will be telling that at 2PM EST and 8PM EST
The following users thanked this post: lonnarin, Erik K, Lance Stargazer, Alatriel, geloooo

222
Just for Fun / The Hunt for Gollum releases tomorrow
« on: May 02, 2009, 06:34:01 am »
Not sure how many people knew about this, but it's an independent 40 minute production done by fans downloadable free tomorrow.  The quality looks quite good and I look forward to seeing how these Tolkien fans have adapted this specific part of the story

Here's the trailer's page:

The Hunt For Gollum Movie Website
The following users thanked this post: Chazzler, Tanman, Kenderfriend

223
Fixed Bugs / Dalos Lake to Prantz transition waypoint backwards
« on: April 24, 2009, 08:10:11 pm »
The AT from Dalos Lake to Prantz leaves you facing the wrong way on the wrong side of the arch.  Always messes me up, keep forgetting to note it so I can fix it quickly.
The following users thanked this post: miltonyorkcastle

224
Layonara Server / Important: House Cleanup
« on: April 19, 2009, 07:31:05 pm »
The following houses are slated to be put back on the market in two weeks unless any players use these homes for valid reasons and would like to purchase the home themselves.  There may be a few that I've mistaken as being vacant, so please pipe up if you use these houses and we'll try to clear up ownership on a case by case basis.

I will not accept absent players asking to not sell the house if they do not play here any more on the possibility that they might come back. These homes need to be used by current players.

I will not accept convenient teleports in vacant homes as a reason to keep them in the current owner's possession.

102
105
107
109
124
125
134
135
140
141
142
145
150
170
171 - Still in use
172
173
189
201
204
206
207
210
215
216
224
228
231
242
251 - To be returned to market once Script Wrecked gets possessions
260 - Transfer ownership to Wren
263

I will return the homes to the market on a sporadic random basis over the course of a week after the two weeks are up.

225
Layonara Server / Layonara 3.21.2 Patch Release
« on: April 17, 2009, 08:41:49 pm »
  • Improve player logging in a bit more to not spike the server with lag
  • Updated some creatures
  • Fix mining picks never breaking
  • Removed circle kick from shield guardians
  • Ignore sitting when the player does a *hesitate(s)*
  • Respect tool feedback flag setting
  • Fix looting corpses not reporting to the party
  • Couple more performance improvements
A Note on Player Inventory

There's still quite a few people who hurt the other community members by carrying so many items.  This is even more critical when you yourself crash mid combat with a party, because when you log back in, your party members in combat are suddenly going to spike in lag.

I find it interesting that the problem is joked about in some circles and we've increasingly attempt to improve it, but the simplest way is to just ask players to not carry so much.  Do you really need seven dragon scales? Do you really need a box of aloe on your player? A bag of something is no improvement just in case you thought it helped. There are plenty of storage options.

I'm starting to consider per item surcharges on portals to help promote leaner inventories, any other suggestions are quite welcome.

Cheers!

226
Layonara Server / Layonara 3.21.1 Patch Release
« on: April 13, 2009, 07:10:10 pm »
Just a short one:
  • Improve speed/resource impact slightly of Player entrance into the world, and hopefully not have it impact other players as hard as it has been
  • House furniture population is now much more staggered, it will take 40 seconds to populate a house with 200 placeables.  This is to not cause a spike so much for the other players since immediacy of house population is not critical.
  • PCs can now have tool breakage feedback reported to them, this can be turned off with
  • Fixed a bug where once a cnr deposit destroyed a tool it would keep destroying any tools thereafter
  • Fixed an exploit bug depositing gold pieces in a bank chest
  • Fixed a bug with Mass Flesh to Stone
  • Fixed an exploit bug with stacking differently enhanced arrows
  • Fixed a bug with the AFK system continually telling you you are back from AFK

227
Layonara Server / Implosion Usage
« on: April 07, 2009, 01:21:45 pm »
I just wanted to clarify how Implosion works with it's recent changes.

You cast the spell and it find the first hostile creature within 10m and begins focussing on that creature after a slight delay.  Once the round is complete with your focusing, the hostile creature will then make the save and die or not.  At this point the system then looks for the next hostile creature within the 10m radius to focus upon for the next round. It does this for a total of 4 rounds, 4 creatures.  It will not attempt the implosion on the same creature if it passes their save.

You can move around while this is happening! You can also take damage, but you can not attack or cast another spell or it breaks.

I've put together a video, it's kind of big (32MB), you can download it here to watch it: http://orth.ca/implosion.avi - You might want to right click, save as, then run it from your computer, rather then watching it directly from my site, as it might be too big to buffer properly.

You will notice when I'm focusing on the third gnoll, I realize the fourth gnoll will be out of my radius by the time the round is done so I move closer to him so I'll be sure to focus the implosion on him the next round.

Hope that helps with the new spell, cheers!
The following users thanked this post: Leanthar, miltonyorkcastle, Hellblazer, Xiaobeibi

228
Layonara Server / Layonara 3.2 Release Notes
« on: April 06, 2009, 12:51:59 am »

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

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

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

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

           Thundering Rage

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


            [SIZE=18]Spells[/SIZE]

           Shield of Faith

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

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

           Ice Dagger

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

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

           Negative Energy Ray

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

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

           Horizikaul's Boom

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

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

           Burning Hands

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

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

           Entropic Shield

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

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

           Acid Arrow

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

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

           Gedlee's Electric Loop

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

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

           Soundburst

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

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

           Woodland Sheath

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

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

            Note: Spell continues to scale

           Barkskin

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

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

            Note: Spell continues to scale

           Flame Weapon

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

           Fireball

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

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

           Blade Thirst

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

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

           Glyph of Warding

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

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

           Searing Light

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

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

           Quillfire

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

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

           Wounding Whispers

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

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

           Lightning Bolt

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

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

           Acid Breath

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

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

           Negative Energy Burst

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

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

           Scintillating Sphere

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

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

           Call Lightning

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

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

           Magic Vestment

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

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

           Greater Magic Weapon

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

           Improved Invisibility

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

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

           Wall of Fire

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

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

           Hammer of the Gods

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

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

           Flamestrike

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

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

           Stoneskin

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

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

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

           Firebrand

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

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

           Ball Lightning

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

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

           Inferno

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

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

           Cloudkill

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

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

           Cone of Cold

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

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

           Dirge

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

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

           Blade Barrier

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

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

           Acid Fog

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

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

           Chain Lightning

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

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

           Banishment

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

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

           Crumble

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

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

           Greater Stoneskin

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

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

           Power Word, Stun

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

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

           Delayed Blast Fireball

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

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

           Firestorm

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

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

           Nature's Flow

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

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

           Mass Disorientation

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

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

           Bracar's Fascinating Elemental Storm

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

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

           Sunbeam

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

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

           Earthquake

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

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

           Horrid Wilting

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

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

           Incendiary Cloud

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

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

           Bombardment

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

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

           Sunburst

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

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

           Nature's Balance

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

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

           Power Word, Kill

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


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

           Howling Hurricane

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

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

           Mass Flesh to Stone

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

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

           Meteor Swarm

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

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

           Implosion

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

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

          FIN

          229
          Rumour Has It / An outstanding discovery out of the Wolfswood...
          « on: April 03, 2009, 12:13:11 pm »
          A group of priests and priestesses of Folian S'pae were thrilled to discover a way to imbue restorative properties into pipeweed!

          Many months were spent trying to add alchemical and holy reagants to the pipeweed itself with no success.  Essa Valenti came up with the brilliant idea of imbuing the flint with some aloe and a praise to The Longstrider and lo, revitalization coursed through their veins!  They also discovered some pipeweeds were stronger then others and each seeming to have a special blend that heightened their senses.

          Mass production of the Herbal Flint and Steel kits immediately spread and are beginning to be commonly seen in General Stores at reasonable prices.

          //OOC Details will be in the update announcement

          230
          General Discussion / Layonara 3.2 Is Coming Soon!
          « on: April 01, 2009, 01:38:13 pm »
          [SIZE=18]No Fooling!
          [/SIZE]

          You folks won't believe the load of changes we've packed into this update.  Many suggestions were implemented, many annoyances corrected and a boat load of new functionality was tossed in.  Combine that with the sweet new areas built by Chongo and you're all in for a big treat!

          Our scheduled release is pending some playtesting but we're targeting the weekend.  Maybe as early as the quiet hours of Saturday morning, but no guarantees. :)

          More then your game experience, your community experience is going through a bit of an overhaul as well.  I eluded to this in an earlier post but we felt most of the policy, procedure and rule changes are now all intertwined, so to release partial changes would have been confusing without the full picture.

          [SIZE=18]Stay tuned for a few teasers and added details![/SIZE]

          231
          Our hosting provider is planning scheduled maintenance tonight:

          ---
          Bonjour and Hello Netelligent Clients,

          Please be advised of the following maintenance window:
          -- Sunday March 29th 2009, between 3:30AM and 4:30AM, Eastern Time.

          During this time frame there will be a single interruption of service that will last between 3 to 5 minutes for the majority of our clients, and up to 15 minutes for the rest.
          This maintenance is to upgrade the operating system version of our routers. We will also be integrating new equipment to increase our total capacity.
          ---


          We had received a warning a week ago but I completely forgot to post until I just got this one, so sorry about that!

          This will disrupt service to pretty much all of Layonara's servers.  IRC, LORE, Forums and the Game Worlds.

          If you're playing at this time I highly recommend you save often, sooner or later you will get disconnected.
          The following users thanked this post: Hellblazer

          232
          Layonara Server / Rules, Policies and Procedure Review
          « on: March 16, 2009, 03:06:24 pm »
          Over the past few weeks the teams have been spending time analyzing all of our rules and procedures.  

          Some have needlessly languished as archaic solutions to problems that we experienced as a very active community.  

          Some have always been difficult situations where making everyone happy was not possible.

          Some were even probably mistakes on our part to institute, harming the majority of the innocent players for minimal actions of the guilty.

          Some bog down time for GMs to police and thus hurt their ability to create meaningful moments for the players.

          Some bog down our teams with administrative overhead that could be better spent on making the world more fun.

          To this end, as we reach definitive conclusions on our reviews, we will be announcing and rolling out these changes.  This may take some time yet still, but there are some that we have quickly agreed can be adjusted and there's no reason we should not implement them right away.

          As always, we will listen to your feedback. I can tell you right now that threads and posts on these forums by community members are continually referenced in our discussions.

          As a final note, our focus on these adjustments have tried to aim particularly at having the existing community enjoy Layonara more and welcoming new members to have as much fun as they can.

          233
          Yeah so as usual things get complicated with scheduling when North Americans (with some exceptions) start observing Daylight Savings late tomorrow night and we spring forward.

          Remember, the clocks in the top right of our web sites are based upon your computer's time being correct.

          If you're confused about the start time of a quest, pop on to IRC to confirm or send a PM to the GM.
          The following users thanked this post: Leanthar, lonnarin, Serissa, Hellblazer, Lynn1020, tlo2009

          234
          Layonara Server / Thank you for your continued support.
          « on: March 04, 2009, 05:04:28 pm »
          I just wanted to take the time out to thank everyone for their help with the server fees.  When I set up the donation tracker I was honestly not sure how well it was going to fare but every month the support is continually met, and typically within the first week of the month.

          I said at the time of setting up the donation tracker that the server was staying up regardless of financial support from the community, but any and all help is always welcome.  It was asked to provide some assurance to the lifespan of the NWN world as a respectful thank you for the donations provided and while I can't foresee the future I just wanted to reassure everyone we have no plans of putting the brakes on NWN.

          As a matter of fact there are quite a few things in the works with the major plot and side quests which will be realized through NWN. Chongo, with some help from Script Wrecked has been continually trying to expand and freshen up the modules to add some spice for our existing community and new opportunities for our new users.

          There's not a day that goes by where members of the Layonara Studios board don't talk about something NWN related.  While yes, our central focus is on the next generation, we cherish our roots and love that there are still the remaining users who hold Layonara's fantasy close to their hearts.

          NWN Layonara is certainly not perfect.  I appreciate everyone's acceptance of the limitation of the teams and your ability to shrug off some of the issues that arise.  We are trying to spread ourselves as best as we can to secure an entertaining and lasting future and still have an enjoyable break from some of the grinds of the present.

          Take care and have fun!
          -orth

          235
          While I was cleaning up some bank chests I decided to try to duplicate the chest remaining open and was able to successfully do this many times.

          What I noticed is that rapid clicking of the chest creates a problem with the open/close.  The close doesn't finish its scripting and therefore it gets stuck open for ever.

          [SIZE=16]What you should do to avoid stuck crates[/SIZE]

          Walk up to the container and click it to open or click on it from where you are to move to it and open in but only click the container once! Clicking the container both opens and closes it depending on its state.

          When you see it open, do what you need and then close the container with either the close button or by clicking the container another time. You can auto close it by leaving the vicinity of the container as well.  

          • Remember click the container once to open, once to close
          • Do not open a container then walk away but while walking away click it again
          • Do not rapidly click a container many times
          Try to be particular about the whole open/close operation.  When a container closes, don't open it again for at least a few seconds to be safe.  I hope this helps a little to reduce this frustration.
          The following users thanked this post: Stephen_Zuckerman, Hellblazer, Ravemore, tlo2009

          236
          General Discussion / Weeblie and the Raven Trading Company
          « on: February 27, 2009, 10:19:58 pm »
          I want to ensure the rest of the community that as far as we can tell, there were no benefits whatsoever to any of the other members in the Ravens.  While it would have been possible, as far as our logs indicate and our trust in the individuals, each of the other members achieved what they did on their own.

          While yes they could have benefited from Alleina being a higher character then she should have been, there are no other indications of any transgressions and we will not be punishing the guild in any capacity.

          The guild and its members should not be looked upon with any ill repute for what they have gained in spite of the membership of Weeblie.  It's not fair to the guild that this happened and I'm sure its other members are deeply troubled by this development.  This is a time when they should be felt welcome in our community.

          237
          General Discussion / Completion of House Drawing
          « on: January 17, 2009, 08:39:01 pm »
          Hi everyone,

          Things are mostly okay, at least with me, thanks for those who had concern. I had a friend pop by who needed my full attention regarding some personal issues.

          I have several more prizes to give away and I need to change the ownership of the house to Tabris, I'll get to that as soon as I catch my breath a bit.  I may have to continue the rest of the draw tomorrow though, I'm not really in the mood to be Plen right now.

          I'll keep you up to date,
          orth

          238
          [SIZE=24]Yes you can own the home of Plenarius Ashaley nestled in the White Horn Forest.  Fully furnished with master bedroom, portal room, storage room (12 crates) and a meeting room.

          You not only win a fully furnished home but all proceeds will go to various charities (please contact me if you wish a portion for your noble cause).

          Think of the storied lore discussed amongst these walls!
          Think of the devoted prayer echoed in these halls!
          Truly blessed in Nature.


          [SIZE=32]Order your tickets now! [/SIZE][/SIZE][SIZE=24]
          Tickets are only 2500 True![/SIZE][SIZE=24]
          Random other prizes!
          Pick your favourite numbers from 1 to 100 and hopefully its not yet taken!
          Limit 3 tickets per person. (//Character)
          Tickets can be automatically paid for through any branch of the World Bank. (//I will directly remove the True from your bank account)

          [SIZE=32]Act fast, they're sure to sellout quick!  Draw to be held on Autumn Renewal. (Jan. 17)
          [/SIZE]
          May Nature bless your fortune!

          [/SIZE]
          The following users thanked this post: miltonyorkcastle, Chazzler, Hellblazer

          239
          Just for Fun / Battle vs Sinthar Text Log
          « on: December 31, 2008, 02:20:50 am »
          I've had this around for a while and was always a bit hesitant to paste it due to metagaming, but with all the people who know now the story, I don't think it is too much of an issue, so I present you with Sinthar's last moments and the twenty odd minutes signalling the end of the Soul of the Lost Ancient campaign.

          [Sat Jun 24 2006 23:01:30] Triba Gues: [Party] THERE
          [Sat Jun 24 2006 23:01:30] Blood is surrounded by an aura.
          [Sat Jun 24 2006 23:01:33] Reventage D'vinn casting Divine Favor
          [Sat Jun 24 2006 23:01:33] Triba Gues: [Party] REMI REV GO
          [Sat Jun 24 2006 23:01:34] Ozymandias Llewellyn: [Party] BLOOD!
          [Sat Jun 24 2006 23:01:34] Blood casts Epic Spell: Epic Warding
          [Sat Jun 24 2006 23:01:39] Blood casts Epic Spell: Time Stop
          [Sat Jun 24 2006 23:01:39] Blood has cast Time Stop!
          [Sat Jun 24 2006 23:01:40] Connor Garvill: [Party] *shivvers*
          [Sat Jun 24 2006 23:01:42] Blood casts Epic Spell: Greater Ruin
          [Sat Jun 24 2006 23:01:43] Blood damages Reventage D'vinn: 60 (60 Positive Energy)
          [Sat Jun 24 2006 23:01:46] Blood casts Epic Spell: Greater Ruin
          [Sat Jun 24 2006 23:01:46] Blood damages Reventage D'vinn: 67 (67 Positive Energy)
          [Sat Jun 24 2006 23:01:48] Sneak Attack : Blood attacks Reventage D'vinn : *target concealed: 50%* : (16 + 59 = 75)
          [Sat Jun 24 2006 23:01:49] Sneak Attack : Blood attacks Reventage D'vinn : *miss* : (1 + 54 = 55)
          [Sat Jun 24 2006 23:01:50] Sneak Attack : Blood attacks Reventage D'vinn : *target concealed: 50%* : (4 + 49 = 53)
          [Sat Jun 24 2006 23:01:51] Sneak Attack : Blood attacks Reventage D'vinn : *miss* : (1 + 44 = 45)
          [Sat Jun 24 2006 23:02:02] Remiel Delmir attacks Blood : *miss* : (14 + 44 = 58)
          [Sat Jun 24 2006 23:02:02] Remiel Delmir attacks Blood : *hit* : (15 + 39 = 54)
          [Sat Jun 24 2006 23:02:02] Reventage D'vinn casting Heal
          [Sat Jun 24 2006 23:02:02] Remiel Delmir damages Blood: 9 (9 Physical 0 Electrical)
          [Sat Jun 24 2006 23:02:03] Talan Va'lash attacks Blood : *target concealed: 50%* : (10 + 42 = 52)
          [Sat Jun 24 2006 23:02:03] Blood casts Epic Spell: Time Stop
          [Sat Jun 24 2006 23:02:03] Blood has cast Time Stop!
          [Sat Jun 24 2006 23:02:03] Talan Va'lash attacks Blood : *hit* : (18 + 37 = 55)
          [Sat Jun 24 2006 23:02:06] Blood casts Epic Spell: Hellball
          [Sat Jun 24 2006 23:02:09] Blood casts Epic Spell: Hellball
          [Sat Jun 24 2006 23:02:10] Blood damages Ozymandias Llewellyn: 0 (0 Sonic)
          [Sat Jun 24 2006 23:02:10] Blood damages Ozymandias Llewellyn: 0 (0 Fire)
          [Sat Jun 24 2006 23:02:10] Blood damages Ozymandias Llewellyn: 0 (0 Electrical)
          [Sat Jun 24 2006 23:02:10] Blood damages Ozymandias Llewellyn: 0 (0 Acid)
          [Sat Jun 24 2006 23:02:11] Blood damages Triba Gues: 17 (17 Sonic)
          [Sat Jun 24 2006 23:02:11] Blood damages Triba Gues: 11 (11 Fire)
          [Sat Jun 24 2006 23:02:11] Blood damages Triba Gues: 9 (9 Electrical)
          [Sat Jun 24 2006 23:02:11] Blood damages Triba Gues: 7 (7 Acid)
          [Sat Jun 24 2006 23:02:11] Blood damages Michaelis Draego: 14 (14 Sonic)
          [Sat Jun 24 2006 23:02:11] Blood damages Michaelis Draego: 2 (2 Fire)
          [Sat Jun 24 2006 23:02:11] Blood damages Michaelis Draego: 10 (10 Electrical)
          [Sat Jun 24 2006 23:02:11] Blood damages Michaelis Draego: 15 (15 Acid)
          [Sat Jun 24 2006 23:02:11] Blood damages Rufus Coldfinger: 22 (22 Sonic)
          [Sat Jun 24 2006 23:02:11] Blood damages Rufus Coldfinger: 10 (10 Fire)
          [Sat Jun 24 2006 23:02:11] Blood damages Rufus Coldfinger: 9 (9 Electrical)
          [Sat Jun 24 2006 23:02:11] Blood damages Rufus Coldfinger: 8 (8 Acid)
          [Sat Jun 24 2006 23:02:11] Blood damages Talan Va'lash: 18 (18 Sonic)
          [Sat Jun 24 2006 23:02:11] Blood damages Talan Va'lash: 7 (7 Fire)
          [Sat Jun 24 2006 23:02:11] Blood damages Talan Va'lash: 6 (6 Electrical)
          [Sat Jun 24 2006 23:02:11] Blood damages Talan Va'lash: 5 (5 Acid)
          [Sat Jun 24 2006 23:02:11] Blood damages Connor Garvill: 9 (9 Sonic)
          [Sat Jun 24 2006 23:02:11] Blood damages Connor Garvill: 0 (0 Fire)
          [Sat Jun 24 2006 23:02:11] Blood damages Connor Garvill: 14 (14 Electrical)
          [Sat Jun 24 2006 23:02:11] Blood damages Connor Garvill: 5 (5 Acid)
          [Sat Jun 24 2006 23:02:11] Blood damages Remiel Delmir: 19 (19 Sonic)
          [Sat Jun 24 2006 23:02:11] Blood damages Remiel Delmir: 6 (6 Fire)
          [Sat Jun 24 2006 23:02:11] Blood damages Remiel Delmir: 7 (7 Electrical)
          [Sat Jun 24 2006 23:02:11] Blood damages Remiel Delmir: 14 (14 Acid)
          [Sat Jun 24 2006 23:02:11] Blood damages Lalaith  Va'lash: 17 (17 Sonic)
          [Sat Jun 24 2006 23:02:11] Blood damages Lalaith  Va'lash: 6 (6 Fire)
          [Sat Jun 24 2006 23:02:11] Blood damages Lalaith  Va'lash: 7 (7 Electrical)
          [Sat Jun 24 2006 23:02:11] Blood damages Lalaith  Va'lash: 7 (7 Acid)
          [Sat Jun 24 2006 23:02:14] Blood damages Ozymandias Llewellyn: 0 (0 Sonic)
          [Sat Jun 24 2006 23:02:14] Blood damages Ozymandias Llewellyn: 0 (0 Fire)
          [Sat Jun 24 2006 23:02:14] Blood damages Ozymandias Llewellyn: 0 (0 Electrical)
          [Sat Jun 24 2006 23:02:14] Blood damages Ozymandias Llewellyn: 0 (0 Acid)
          [Sat Jun 24 2006 23:02:14] Blood damages Triba Gues: 20 (20 Sonic)
          [Sat Jun 24 2006 23:02:14] Blood damages Triba Gues: 11 (11 Fire)
          [Sat Jun 24 2006 23:02:14] Blood damages Triba Gues: 7 (7 Electrical)
          [Sat Jun 24 2006 23:02:14] Blood damages Triba Gues: 5 (5 Acid)
          [Sat Jun 24 2006 23:02:14] Blood damages Michaelis Draego: 16 (16 Sonic)
          [Sat Jun 24 2006 23:02:14] Blood damages Michaelis Draego: 2 (2 Fire)
          [Sat Jun 24 2006 23:02:14] Blood damages Michaelis Draego: 3 (3 Electrical)
          [Sat Jun 24 2006 23:02:14] Blood damages Michaelis Draego: 16 (16 Acid)
          [Sat Jun 24 2006 23:02:14] Blood damages Rufus Coldfinger: 20 (20 Sonic)
          [Sat Jun 24 2006 23:02:14] Blood damages Rufus Coldfinger: 2 (2 Fire)
          [Sat Jun 24 2006 23:02:14] Blood damages Rufus Coldfinger: 10 (10 Electrical)
          [Sat Jun 24 2006 23:02:14] Blood damages Rufus Coldfinger: 6 (6 Acid)
          [Sat Jun 24 2006 23:02:14] Blood damages Talan Va'lash: 21 (21 Sonic)
          [Sat Jun 24 2006 23:02:14] Blood damages Talan Va'lash: 4 (4 Fire)
          [Sat Jun 24 2006 23:02:14] Blood damages Talan Va'lash: 9 (9 Electrical)
          [Sat Jun 24 2006 23:02:14] Blood damages Talan Va'lash: 9 (9 Acid)
          [Sat Jun 24 2006 23:02:14] Blood damages Connor Garvill: 25 (25 Sonic)
          [Sat Jun 24 2006 23:02:14] Blood damages Connor Garvill: 21 (21 Fire)
          [Sat Jun 24 2006 23:02:14] Blood damages Connor Garvill: 32 (32 Electrical)
          [Sat Jun 24 2006 23:02:14] Blood damages Connor Garvill: 27 (27 Acid)
          [Sat Jun 24 2006 23:02:14] Blood damages Remiel Delmir: 15 (15 Sonic)
          [Sat Jun 24 2006 23:02:14] Blood damages Remiel Delmir: 6 (6 Fire)
          [Sat Jun 24 2006 23:02:14] Blood damages Remiel Delmir: 14 (14 Electrical)
          [Sat Jun 24 2006 23:02:14] Blood damages Remiel Delmir: 12 (12 Acid)
          [Sat Jun 24 2006 23:02:14] Blood damages Lalaith  Va'lash: 17 (17 Sonic)
          [Sat Jun 24 2006 23:02:14] Blood damages Lalaith  Va'lash: 9 (9 Fire)
          [Sat Jun 24 2006 23:02:14] Blood damages Lalaith  Va'lash: 13 (13 Electrical)
          [Sat Jun 24 2006 23:02:14] Blood damages Lalaith  Va'lash: 6 (6 Acid)
          [Sat Jun 24 2006 23:02:18] Lalaith  Va'lash uses Potion of Heal
          [Sat Jun 24 2006 23:02:18] Reventage D'vinn casting Heal
          [Sat Jun 24 2006 23:02:19] Reventage D'vinn casts Heal
          [Sat Jun 24 2006 23:02:20] Michaelis Draego uses Cure Serious Wounds (Target)
          [Sat Jun 24 2006 23:02:20] Remiel Delmir uses Cure Moderate Wounds (Target)
          [Sat Jun 24 2006 23:02:20] Triba Gues uses Potion of Heal
          [Sat Jun 24 2006 23:02:21] Rufus Coldfinger uses Potion of Heal
          [Sat Jun 24 2006 23:02:21] Brac'ar Fireface casting Mordenkainen's Disjunction
          [Sat Jun 24 2006 23:02:23] Brac'ar Fireface casts Mordenkainen's Disjunction
          [Sat Jun 24 2006 23:02:25] Plenarius Ashaley casting Mass Heal
          [Sat Jun 24 2006 23:02:25] Reventage D'vinn casts Divine Might
          [Sat Jun 24 2006 23:02:26] Michaelis Draego uses Cure Serious Wounds (Target)
          [Sat Jun 24 2006 23:02:26] Remiel Delmir uses Cure Moderate Wounds (Target)
          [Sat Jun 24 2006 23:02:26] Plenarius Ashaley casts Mass Heal
          [Sat Jun 24 2006 23:02:27] Triba Gues uses Gem of True Strike
          [Sat Jun 24 2006 23:02:27] Michaelis Draego : Healed 30 hit points.
          [Sat Jun 24 2006 23:02:27] Reventage D'vinn casting Divine Power
          [Sat Jun 24 2006 23:02:27] Connor Garvill : Healed 130 hit points.
          [Sat Jun 24 2006 23:02:27] Plenarius Ashaley : Healed 0 hit points.
          [Sat Jun 24 2006 23:02:28] Reventage D'vinn casts Divine Power
          [Sat Jun 24 2006 23:02:28] Brac'ar Fireface casting Isaac's Greater Missile Storm
          [Sat Jun 24 2006 23:02:29] Talan Va'lash attacks Blood : *hit* : (6 + 38 = 44)
          [Sat Jun 24 2006 23:02:29] Talan Va'lash attacks Blood : *hit* : (16 + 33 = 49)
          [Sat Jun 24 2006 23:02:30] Reventage D'vinn casting Battletide
          [Sat Jun 24 2006 23:02:31] Plenarius Ashaley : Will Save vs. Fear : *success* : (17 + 31 = 48 vs. DC: 37)
          [Sat Jun 24 2006 23:02:31] Plenarius Ashaley : Initiative Roll : 6 : (3 + 3 = 6)
          [Sat Jun 24 2006 23:02:31] Reventage D'vinn casts Battletide
          [Sat Jun 24 2006 23:02:33] Reventage D'vinn casting Displacement
          [Sat Jun 24 2006 23:02:33] Triba Gues: [Party] *she takes the blade in her hand and grips it firmly approaching him from behind, uses the gem of truestrike and hits him*
          [Sat Jun 24 2006 23:02:34] Lalaith  Va'lash uses Cure Critical Wounds (Target)
          [Sat Jun 24 2006 23:02:34] Reventage D'vinn casts Displacement
          [Sat Jun 24 2006 23:02:34] Brac'ar Fireface casting Mind Blank
          [Sat Jun 24 2006 23:02:36] Brac'ar Fireface casts Mind Blank
          [Sat Jun 24 2006 23:02:37] Triba Gues attacks Blood : *target concealed: 50%* : (10 + 45 = 55)
          [Sat Jun 24 2006 23:02:37] Triba Gues attacks Blood : *hit* : (8 + 40 = 48)
          [Sat Jun 24 2006 23:02:38] Blood attacks Triba Gues : *miss* : (1 + 59 = 60)
          [Sat Jun 24 2006 23:02:38] Blood attacks Triba Gues : *hit* : (12 + 54 = 66)
          [Sat Jun 24 2006 23:02:38] Blood damages Triba Gues: 40 (40 Physical)
          [Sat Jun 24 2006 23:02:38] Remiel Delmir attacks Blood : *target concealed: 50%* : (4 + 46 = 50)
          [Sat Jun 24 2006 23:02:38] Remiel Delmir attacks Blood : *target concealed: 50%* : (12 + 41 = 53)
          [Sat Jun 24 2006 23:02:39] Triba Gues attacks Blood : *hit* : (20 + 35 = 55 : Threat Roll: 7 + 35 = 42)
          [Sat Jun 24 2006 23:02:40] Triba Gues attacks Blood : *hit* : (2 + 30 = 32)
          [Sat Jun 24 2006 23:02:40] Remiel Delmir attacks Blood : *target concealed: 50%* : (19 + 36 = 55)
          [Sat Jun 24 2006 23:02:41] Remiel Delmir attacks Blood : *miss* : (6 + 31 = 37)
          [Sat Jun 24 2006 23:02:41] Michaelis Draego attacks Blood : *hit* : (3 + 38 = 41)
          [Sat Jun 24 2006 23:02:41] Michaelis Draego attacks Blood : *hit* : (16 + 33 = 49)
          [Sat Jun 24 2006 23:02:41] Triba Gues attacks Blood : *hit* : (17 + 45 = 62)
          [Sat Jun 24 2006 23:02:41] Michaelis Draego damages Blood: 3 (3 Physical 0 Cold)
          [Sat Jun 24 2006 23:02:41] Michaelis Draego damages Blood: 2 (2 Physical 0 Cold)
          [Sat Jun 24 2006 23:02:42] Ozymandias Llewellyn: [Party] YER MOTHER WAS A HARLOT BLOOD!
          [Sat Jun 24 2006 23:02:42] Blood attacks Triba Gues : *hit* : (10 + 49 = 59)
          [Sat Jun 24 2006 23:02:42] Blood attacks Triba Gues : *hit* : (16 + 44 = 60)
          [Sat Jun 24 2006 23:02:42] Blood damages Triba Gues: 39 (39 Physical)
          [Sat Jun 24 2006 23:02:42] Blood damages Triba Gues: 41 (41 Physical)
          [Sat Jun 24 2006 23:02:43] Remiel Delmir attacks Blood : *hit* : (16 + 46 = 62)
          [Sat Jun 24 2006 23:02:48] Plenarius Ashaley : Will Save vs. Fear : *success* : (18 + 31 = 49 vs. DC: 37)
          [Sat Jun 24 2006 23:03:03] Talan Va'lash attacks Blood : *target concealed: 50%* : (4 + 42 = 46)
          [Sat Jun 24 2006 23:03:04] Blood attacks Triba Gues : *hit* : (19 + 59 = 78 : Threat Roll: 6 + 59 = 65)
          [Sat Jun 24 2006 23:03:04] Remiel Delmir damages Blood: 8 (8 Physical 0 Electrical)
          [Sat Jun 24 2006 23:03:04] Michaelis Draego attacks Blood : *target concealed: 50%* : (18 + 26 = 44)
          [Sat Jun 24 2006 23:03:04] Michaelis Draego attacks Blood : *miss* : (4 + 21 = 25)
          [Sat Jun 24 2006 23:03:04] Blood damages Triba Gues: 44 (44 Physical)
          [Sat Jun 24 2006 23:03:04] Talan Va'lash attacks Blood : *hit* : (12 + 37 = 49)
          [Sat Jun 24 2006 23:03:04] Blood attacks Triba Gues : *target concealed: 30%* : (1 + 59 = 60)
          [Sat Jun 24 2006 23:03:04] Blood attacks Triba Gues : *hit* : (19 + 54 = 73 : Threat Roll: 15 + 54 = 69)
          [Sat Jun 24 2006 23:03:04] Triba Gues attacks Blood : *hit* : (12 + 45 = 57)
          [Sat Jun 24 2006 23:03:04] Triba Gues attacks Blood : *target concealed: 50%* : (17 + 40 = 57)
          [Sat Jun 24 2006 23:03:05] Blood damages Triba Gues: 40 (40 Physical)
          [Sat Jun 24 2006 23:03:05] Reventage D'vinn attacks Blood : *hit* : (17 + 46 = 63)
          [Sat Jun 24 2006 23:03:05] Reventage D'vinn attacks Blood : *target concealed: 50%* : (10 + 41 = 51)
          [Sat Jun 24 2006 23:03:05] Remiel Delmir attacks Blood : *miss* : (7 + 46 = 53)
          [Sat Jun 24 2006 23:03:05] Remiel Delmir attacks Blood : *miss* : (1 + 41 = 42)
          [Sat Jun 24 2006 23:03:05] Reventage D'vinn damages Blood: 0 (0 Fire)
          [Sat Jun 24 2006 23:03:05] Reventage D'vinn damages Blood: 11 (0 Physical 2 Magical 0 Acid 9 Divine)
          [Sat Jun 24 2006 23:04:11] Blood: the sword almost melts in to the backbone and it crumbles in your hands... He lets out a loud howl of pain
          [Sat Jun 24 2006 23:04:37] Talan Va'lash attacks Blood : *hit* : (8 + 32 = 40)
          [Sat Jun 24 2006 23:04:37] Michaelis Draego attacks Blood : *hit* : (20 + 36 = 56 : Threat Roll: 4 + 36 = 40)
          [Sat Jun 24 2006 23:04:38] Triba Gues attacks Blood : *hit* : (14 + 35 = 49)
          [Sat Jun 24 2006 23:04:38] Triba Gues attacks Blood : *hit* : (17 + 30 = 47)
          [Sat Jun 24 2006 23:04:38] Talan Va'lash damages Blood: 2 (2 Physical 0 Electrical)
          [Sat Jun 24 2006 23:04:41] Plenarius Ashaley attacks Blood : *target concealed: 50%* : (17 + 31 = 48)
          [Sat Jun 24 2006 23:04:41] Plenarius Ashaley attacks Blood : *target concealed: 50%* : (4 + 26 = 30)
          [Sat Jun 24 2006 23:04:41] Reventage D'vinn attacks Blood : *target concealed: 50%* : (17 + 36 = 53)
          [Sat Jun 24 2006 23:04:42] Blood attacks Triba Gues : *hit* : (16 + 49 = 65)
          [Sat Jun 24 2006 23:04:42] Blood attacks Triba Gues : *miss* : (10 + 44 = 54)
          [Sat Jun 24 2006 23:04:42] Talan Va'lash attacks Blood : *hit* : (5 + 27 = 32)
          [Sat Jun 24 2006 23:04:42] Michaelis Draego attacks Blood : *target concealed: 50%* : (9 + 36 = 45)
          [Sat Jun 24 2006 23:04:42] Michaelis Draego attacks Blood : *target concealed: 50%* : (20 + 31 = 51)
          [Sat Jun 24 2006 23:04:42] Blood damages Triba Gues: 43 (43 Physical)
          [Sat Jun 24 2006 23:04:43] Triba Gues attacks Blood : *hit* : (19 + 45 = 64)
          [Sat Jun 24 2006 23:04:43] Reventage D'vinn attacks Blood : *hit* : (11 + 46 = 57)
          [Sat Jun 24 2006 23:04:43] Remiel Delmir attacks Blood : *hit* : (11 + 46 = 57)
          [Sat Jun 24 2006 23:04:44] Plenarius Ashaley attacks Blood : *target concealed: 50%* : (14 + 21 = 35)
          [Sat Jun 24 2006 23:04:44] Reventage D'vinn damages Blood: 0 (0 Fire)
          [Sat Jun 24 2006 23:04:44] Reventage D'vinn damages Blood: 11 (0 Physical 2 Magical 0 Acid 9 Divine)
          [Sat Jun 24 2006 23:04:44] Talan Va'lash attacks Blood : *miss* : (1 + 42 = 43)
          [Sat Jun 24 2006 23:04:44] Remiel Delmir attacks Blood : *hit* : (8 + 41 = 49)
          [Sat Jun 24 2006 23:04:44] Remiel Delmir damages Blood: 2 (2 Physical 0 Electrical)
          [Sat Jun 24 2006 23:04:44] Talan Va'lash attacks Blood : *hit* : (2 + 37 = 39)
          [Sat Jun 24 2006 23:04:44] Remiel Delmir damages Blood: 3 (3 Physical 0 Electrical)
          [Sat Jun 24 2006 23:04:44] Michaelis Draego attacks Blood : *hit* : (11 + 26 = 37)
          [Sat Jun 24 2006 23:04:44] Michaelis Draego attacks Blood : *hit* : (18 + 21 = 39 : Threat Roll: 1 + 21 = 22)
          [Sat Jun 24 2006 23:04:45] Michaelis Draego damages Blood: 5 (5 Physical 0 Cold)
          [Sat Jun 24 2006 23:04:45] Reventage D'vinn attacks Blood : *hit* : (17 + 46 = 63)
          [Sat Jun 24 2006 23:04:45] Reventage D'vinn attacks Blood : *target concealed: 50%* : (18 + 41 = 59)
          [Sat Jun 24 2006 23:04:45] Plenarius Ashaley attacks Blood : *target concealed: 50%* : (17 + 31 = 48)
          [Sat Jun 24 2006 23:04:45] Reventage D'vinn damages Blood: 0 (0 Fire)
          [Sat Jun 24 2006 23:04:45] Reventage D'vinn damages Blood: 11 (0 Physical 2 Magical 0 Acid 9 Divine)
          [Sat Jun 24 2006 23:04:45] Remiel Delmir attacks Blood : *target concealed: 50%* : (20 + 36 = 56)
          [Sat Jun 24 2006 23:04:46] Remiel Delmir attacks Blood : *target concealed: 50%* : (20 + 31 = 51)
          [Sat Jun 24 2006 23:04:46] Michaelis Draego: You will fall, unbeliever!
          [Sat Jun 24 2006 23:04:46] Blood casts Epic Spell: Hellball
          [Sat Jun 24 2006 23:04:46] Plenarius Ashaley : Reflex Save vs. Spells : *success* : (13 + 26 = 39 vs. DC: 29)
          [Sat Jun 24 2006 23:04:46] Talan Va'lash attacks Blood : *miss* : (11 + 32 = 43)
          [Sat Jun 24 2006 23:04:46] Blood damages Triba Gues: 20 (20 Sonic)
          [Sat Jun 24 2006 23:04:46] Blood damages Triba Gues: 7 (7 Fire)
          [Sat Jun 24 2006 23:04:46] Blood damages Triba Gues: 2 (2 Electrical)
          [Sat Jun 24 2006 23:04:46] Blood damages Triba Gues: 6 (6 Acid)
          [Sat Jun 24 2006 23:04:46] Triba Gues is bleeding to death.
          [Sat Jun 24 2006 23:04:46] Michaelis Draego attacks Blood : *target concealed: 50%* : (4 + 36 = 40)
          [Sat Jun 24 2006 23:04:47] Blood damages Reventage D'vinn: 16 (16 Sonic)
          [Sat Jun 24 2006 23:04:47] Blood damages Reventage D'vinn: 8 (8 Fire)
          [Sat Jun 24 2006 23:04:47] Blood damages Reventage D'vinn: 6 (6 Electrical)
          [Sat Jun 24 2006 23:04:47] Blood damages Reventage D'vinn: 8 (8 Acid)
          [Sat Jun 24 2006 23:04:47] Blood damages Plenarius Ashaley: 18 (18 Sonic)
          [Sat Jun 24 2006 23:04:47] Plenarius Ashaley : Damage Resistance absorbs 10 damage
          [Sat Jun 24 2006 23:04:47] Blood damages Plenarius Ashaley: 20 (20 Fire)
          [Sat Jun 24 2006 23:04:47] Plenarius Ashaley : Damage Resistance absorbs 15 damage
          [Sat Jun 24 2006 23:04:47] Blood damages Plenarius Ashaley: 4 (4 Electrical)
          [Sat Jun 24 2006 23:04:47] Plenarius Ashaley : Damage Resistance absorbs 10 damage
          [Sat Jun 24 2006 23:04:47] Blood damages Plenarius Ashaley: 5 (5 Acid)
          [Sat Jun 24 2006 23:04:47] Blood damages Remiel Delmir: 19 (19 Sonic)
          [Sat Jun 24 2006 23:04:47] Blood damages Remiel Delmir: 4 (4 Fire)
          [Sat Jun 24 2006 23:04:47] Blood damages Remiel Delmir: 11 (11 Electrical)
          [Sat Jun 24 2006 23:04:47] Blood damages Remiel Delmir: 13 (13 Acid)
          [Sat Jun 24 2006 23:04:47] Blood damages Michaelis Draego: 35 (35 Sonic)
          [Sat Jun 24 2006 23:04:47] Blood damages Michaelis Draego: 20 (20 Fire)
          [Sat Jun 24 2006 23:04:47] Blood damages Michaelis Draego: 22 (22 Electrical)
          [Sat Jun 24 2006 23:04:47] Blood damages Michaelis Draego: 39 (39 Acid)
          [Sat Jun 24 2006 23:04:47] Plenarius Ashaley : Immune to Knockdown.
          [Sat Jun 24 2006 23:04:47] Blood damages Brac'ar Fireface: 9 (9 Sonic)
          [Sat Jun 24 2006 23:04:47] Blood damages Brac'ar Fireface: 13 (13 Fire)
          [Sat Jun 24 2006 23:04:47] Blood damages Brac'ar Fireface: 6 (6 Electrical)
          [Sat Jun 24 2006 23:04:47] Blood damages Brac'ar Fireface: 6 (6 Acid)
          [Sat Jun 24 2006 23:04:48] Talan Va'lash attacks Blood : *miss* : (7 + 27 = 34)
          [Sat Jun 24 2006 23:04:48] Plenarius Ashaley attacks Blood : *hit* : (14 + 31 = 45)
          [Sat Jun 24 2006 23:04:48] Plenarius Ashaley attacks Blood : *miss* : (3 + 26 = 29)
          [Sat Jun 24 2006 23:04:49] Blood : Damage Reduction absorbs 10 damage
          [Sat Jun 24 2006 23:04:49] Blood : Damage Resistance absorbs 2 damage
          [Sat Jun 24 2006 23:04:49] You cannot damage your target with your currently equipped weapon!
          [Sat Jun 24 2006 23:04:49] Blood casts Epic Spell: Greater Ruin
          [Sat Jun 24 2006 23:04:49] Blood damages Reventage D'vinn: 58 (58 Positive Energy)
          [Sat Jun 24 2006 23:04:49] Talan Va'lash casting True Strike
          [Sat Jun 24 2006 23:04:50] Rufus Coldfinger casting Isaac's Greater Missile Storm
          [Sat Jun 24 2006 23:04:50] Plenarius Ashaley attacks Blood : *target concealed: 50%* : (16 + 19 = 35)
          [Sat Jun 24 2006 23:04:52] Talan Va'lash casts True Strike
          [Sat Jun 24 2006 23:04:52] Rufus Coldfinger casts Isaac's Greater Missile Storm
          [Sat Jun 24 2006 23:04:52] Plenarius Ashaley attacks Blood : *hit* : (20 + 29 = 49 : Threat Roll: 15 + 29 = 44)
          [Sat Jun 24 2006 23:04:52] Reventage D'vinn attacks Blood : *target concealed: 50%* : (15 + 45 = 60)
          [Sat Jun 24 2006 23:04:52] Reventage D'vinn attacks Blood : *hit* : (12 + 40 = 52)
          [Sat Jun 24 2006 23:04:53] Blood casts Epic Spell: Hellball
          [Sat Jun 24 2006 23:04:53] Blood : Immune to Critical Hits.
          [Sat Jun 24 2006 23:04:53] Blood : Damage Reduction absorbs 11 damage
          [Sat Jun 24 2006 23:04:53] Blood : Damage Resistance absorbs 2 damage
          [Sat Jun 24 2006 23:04:53] Reventage D'vinn damages Blood: 11 (0 Physical 2 Magical 9 Divine 0 Electrical)
          [Sat Jun 24 2006 23:04:54] Plenarius Ashaley casting Mass Heal
          [Sat Jun 24 2006 23:04:55] Reventage D'vinn attacks Blood : *hit* : (12 + 33 = 45)
          [Sat Jun 24 2006 23:04:55] Reventage D'vinn damages Blood: 11 (0 Physical 2 Magical 9 Divine 0 Electrical)
          [Sat Jun 24 2006 23:04:55] Plenarius Ashaley casts Mass Heal
          [Sat Jun 24 2006 23:04:55] Brac'ar Fireface casting Isaac's Greater Missile Storm
          [Sat Jun 24 2006 23:04:56] Plenarius Ashaley : Reflex Save vs. Spells : *success* : (17 + 26 = 43 vs. DC: 29)
          [Sat Jun 24 2006 23:04:56] Blood casts Epic Spell: Hellball
          [Sat Jun 24 2006 23:04:56] Plenarius Ashaley : Reflex Save vs. Spells : *success* : (8 + 26 = 34 vs. DC: 29)
          [Sat Jun 24 2006 23:04:56] Talan Va'lash attacks Blood : *miss* : (17 + 56 = 73)
          [Sat Jun 24 2006 23:04:56] Lalaith  Va'lash attacks Blood : *target concealed: 50%* : (19 + 35 = 54)
          [Sat Jun 24 2006 23:04:56] Lalaith  Va'lash attacks Blood : *hit* : (3 + 30 = 33)
          [Sat Jun 24 2006 23:04:56] Reventage D'vinn : Healed 75 hit points.
          [Sat Jun 24 2006 23:04:56] Blood damages Reventage D'vinn: 21 (21 Sonic)
          [Sat Jun 24 2006 23:04:56] Blood damages Reventage D'vinn: 6 (6 Fire)
          [Sat Jun 24 2006 23:04:56] Blood damages Reventage D'vinn: 8 (8 Electrical)
          [Sat Jun 24 2006 23:04:56] Blood damages Reventage D'vinn: 8 (8 Acid)
          [Sat Jun 24 2006 23:04:56] Blood damages Plenarius Ashaley: 23 (23 Sonic)
          [Sat Jun 24 2006 23:04:56] Plenarius Ashaley : Damage Resistance absorbs 10 damage
          [Sat Jun 24 2006 23:04:56] Blood damages Plenarius Ashaley: 7 (7 Fire)
          [Sat Jun 24 2006 23:04:56] Plenarius Ashaley : Damage Resistance absorbs 15 damage
          [Sat Jun 24 2006 23:04:56] Blood damages Plenarius Ashaley: 1 (1 Electrical)
          [Sat Jun 24 2006 23:04:56] Plenarius Ashaley : Damage Resistance absorbs 10 damage
          [Sat Jun 24 2006 23:04:56] Blood damages Plenarius Ashaley: 9 (9 Acid)
          [Sat Jun 24 2006 23:04:56] Blood damages Lalaith  Va'lash: 16 (16 Sonic)
          [Sat Jun 24 2006 23:04:56] Blood damages Lalaith  Va'lash: 10 (10 Fire)
          [Sat Jun 24 2006 23:04:56] Blood damages Lalaith  Va'lash: 8 (8 Electrical)
          [Sat Jun 24 2006 23:04:56] Blood damages Lalaith  Va'lash: 8 (8 Acid)
          [Sat Jun 24 2006 23:04:56] Blood damages Michaelis Draego: 32 (32 Sonic)
          [Sat Jun 24 2006 23:04:56] Blood damages Michaelis Draego: 21 (21 Fire)
          [Sat Jun 24 2006 23:04:56] Blood damages Michaelis Draego: 15 (15 Electrical)
          [Sat Jun 24 2006 23:04:56] Blood damages Michaelis Draego: 34 (34 Acid)
          [Sat Jun 24 2006 23:04:56] Blood damages Remiel Delmir: 20 (20 Sonic)
          [Sat Jun 24 2006 23:04:56] Blood damages Remiel Delmir: 1 (1 Fire)
          [Sat Jun 24 2006 23:04:56] Blood damages Remiel Delmir: 8 (8 Electrical)
          [Sat Jun 24 2006 23:04:56] Blood damages Remiel Delmir: 16 (16 Acid)
          [Sat Jun 24 2006 23:04:56] Lalaith  Va'lash : Healed 41 hit points.
          [Sat Jun 24 2006 23:04:56] Blood damages Michaelis Draego: 35 (35 Sonic)
          [Sat Jun 24 2006 23:04:56] Blood killed Michaelis Draego
          [Sat Jun 24 2006 23:04:56] Blood damages Lalaith  Va'lash: 16 (16 Sonic)
          [Sat Jun 24 2006 23:04:56] Blood damages Lalaith  Va'lash: 11 (11 Fire)
          [Sat Jun 24 2006 23:04:56] Blood damages Lalaith  Va'lash: 12 (12 Electrical)
          [Sat Jun 24 2006 23:04:56] Blood damages Lalaith  Va'lash: 4 (4 Acid)
          [Sat Jun 24 2006 23:04:56] Blood damages Plenarius Ashaley: 20 (20 Sonic)
          [Sat Jun 24 2006 23:04:56] Plenarius Ashaley : Damage Resistance absorbs 10 damage
          [Sat Jun 24 2006 23:04:56] Blood damages Plenarius Ashaley: 15 (15 Fire)
          [Sat Jun 24 2006 23:04:56] Plenarius Ashaley : Damage Resistance absorbs 15 damage
          [Sat Jun 24 2006 23:04:56] Blood damages Plenarius Ashaley: 1 (1 Electrical)
          [Sat Jun 24 2006 23:04:56] Plenarius Ashaley : Damage Resistance absorbs 10 damage
          [Sat Jun 24 2006 23:04:56] Blood damages Plenarius Ashaley: 7 (7 Acid)
          [Sat Jun 24 2006 23:04:56] Blood damages Reventage D'vinn: 21 (21 Sonic)
          [Sat Jun 24 2006 23:04:56] Blood damages Reventage D'vinn: 4 (4 Fire)
          [Sat Jun 24 2006 23:04:56] Blood damages Reventage D'vinn: 6 (6 Electrical)
          [Sat Jun 24 2006 23:04:56] Blood damages Reventage D'vinn: 5 (5 Acid)
          [Sat Jun 24 2006 23:04:56] Blood damages Remiel Delmir: 18 (18 Sonic)
          [Sat Jun 24 2006 23:04:56] Blood damages Remiel Delmir: 7 (7 Fire)
          [Sat Jun 24 2006 23:04:56] Blood damages Remiel Delmir: 8 (8 Electrical)
          [Sat Jun 24 2006 23:04:56] Blood damages Remiel Delmir: 13 (13 Acid)
          [Sat Jun 24 2006 23:04:57] Blood damages Ozymandias Llewellyn: 0 (0 Sonic)
          [Sat Jun 24 2006 23:04:57] Blood damages Ozymandias Llewellyn: 0 (0 Fire)
          [Sat Jun 24 2006 23:04:57] Blood damages Ozymandias Llewellyn: 0 (0 Electrical)
          [Sat Jun 24 2006 23:04:57] Blood damages Ozymandias Llewellyn: 0 (0 Acid)
          [Sat Jun 24 2006 23:04:57] Plenarius Ashaley : Healed 130 hit points.
          [Sat Jun 24 2006 23:04:57] Plenarius Ashaley : Immune to Knockdown.
          [Sat Jun 24 2006 23:04:57] Remiel Delmir : Healed 201 hit points.
          [Sat Jun 24 2006 23:04:57] Blood damages Ozymandias Llewellyn: 15 (15 Sonic)
          [Sat Jun 24 2006 23:04:57] Blood damages Ozymandias Llewellyn: 2 (2 Fire)
          [Sat Jun 24 2006 23:04:57] Blood damages Ozymandias Llewellyn: 12 (12 Electrical)
          [Sat Jun 24 2006 23:04:57] Blood damages Ozymandias Llewellyn: 12 (12 Acid)
          [Sat Jun 24 2006 23:04:57] Plenarius Ashaley : Immune to Knockdown.
          [Sat Jun 24 2006 23:04:57] Ozymandias Llewellyn sings.
          [Sat Jun 24 2006 23:04:57] Ozymandias Llewellyn damages Blood: 38 (38 Sonic)
          [Sat Jun 24 2006 23:04:57] Talan Va'lash attacks Blood : *hit* : (11 + 51 = 62)
          [Sat Jun 24 2006 23:04:57] Brac'ar Fireface casts Isaac's Greater Missile Storm
          [Sat Jun 24 2006 23:04:57] Blood damages Rufus Coldfinger: 19 (19 Sonic)
          [Sat Jun 24 2006 23:04:57] Blood damages Rufus Coldfinger: 6 (6 Fire)
          [Sat Jun 24 2006 23:04:57] Blood damages Rufus Coldfinger: 8 (8 Electrical)
          [Sat Jun 24 2006 23:04:57] Blood damages Rufus Coldfinger: 10 (10 Acid)
          [Sat Jun 24 2006 23:04:58] Brac'ar Fireface: [Party] PERISH
          [Sat Jun 24 2006 23:04:58] Talan Va'lash attacks Blood : *miss* : (17 + 46 = 63)
          [Sat Jun 24 2006 23:04:59] Blood casts Epic Spell: Hellball
          [Sat Jun 24 2006 23:05:00] Talan Va'lash attacks Blood : *hit* : (12 + 41 = 53)
          [Sat Jun 24 2006 23:05:00] Reventage D'vinn casting Heal
          [Sat Jun 24 2006 23:05:00] Brac'ar Fireface casting Isaac's Greater Missile Storm
          [Sat Jun 24 2006 23:05:01] Talan Va'lash damages Blood: 2 (2 Physical 0 Electrical)
          [Sat Jun 24 2006 23:05:01] Blood casts Epic Spell: Greater Ruin
          [Sat Jun 24 2006 23:05:02] Reventage D'vinn casts Heal
          [Sat Jun 24 2006 23:05:02] Talan Va'lash attacks Blood : *hit* : (12 + 42 = 54)
          [Sat Jun 24 2006 23:05:02] Brac'ar Fireface casts Isaac's Greater Missile Storm
          [Sat Jun 24 2006 23:05:02] Talan Va'lash attacks Blood : *hit* : (7 + 37 = 44)
          [Sat Jun 24 2006 23:05:03] Blood damages Ozymandias Llewellyn: 56 (56 Positive Energy)
          [Sat Jun 24 2006 23:05:03] Blood killed Ozymandias Llewellyn
          [Sat Jun 24 2006 23:05:03] Plenarius Ashaley : Reflex Save vs. Spells : *success* : (5 + 26 = 31 vs. DC: 29)
          [Sat Jun 24 2006 23:05:03] Blood damages Reventage D'vinn: 19 (19 Sonic)
          [Sat Jun 24 2006 23:05:03] Blood damages Reventage D'vinn: 11 (11 Fire)
          [Sat Jun 24 2006 23:05:03] Blood damages Reventage D'vinn: 6 (6 Electrical)
          [Sat Jun 24 2006 23:05:03] Blood damages Reventage D'vinn: 7 (7 Acid)
          [Sat Jun 24 2006 23:05:03] Plenarius Ashaley attacks Blood : *target concealed: 50%* : (20 + 31 = 51)
          [Sat Jun 24 2006 23:05:04] Plenarius Ashaley attacks Blood : *target concealed: 50%* : (4 + 26 = 30)
          [Sat Jun 24 2006 23:05:04] Remiel Delmir attacks Blood : *miss* : (2 + 46 = 48)
          [Sat Jun 24 2006 23:05:04] Remiel Delmir attacks Blood : *hit* : (2 + 41 = 43)
          [Sat Jun 24 2006 23:05:04] Blood damages Brac'ar Fireface: 8 (8 Sonic)
          [Sat Jun 24 2006 23:05:04] Blood damages Brac'ar Fireface: 5 (5 Fire)
          [Sat Jun 24 2006 23:05:04] Blood damages Brac'ar Fireface: 10 (10 Electrical)
          [Sat Jun 24 2006 23:05:04] Blood damages Brac'ar Fireface: 17 (17 Acid)
          [Sat Jun 24 2006 23:05:04] Remiel Delmir damages Blood: 2 (2 Physical 0 Electrical)
          [Sat Jun 24 2006 23:05:04] Blood damages Remiel Delmir: 18 (18 Sonic)
          [Sat Jun 24 2006 23:05:04] Blood damages Remiel Delmir: 3 (3 Fire)
          [Sat Jun 24 2006 23:05:04] Blood damages Remiel Delmir: 5 (5 Electrical)
          [Sat Jun 24 2006 23:05:04] Blood damages Remiel Delmir: 11 (11 Acid)
          [Sat Jun 24 2006 23:05:04] Blood damages Plenarius Ashaley: 17 (17 Sonic)
          [Sat Jun 24 2006 23:05:04] Plenarius Ashaley : Damage Resistance absorbs 10 damage
          [Sat Jun 24 2006 23:05:04] Blood damages Plenarius Ashaley: 18 (18 Fire)
          [Sat Jun 24 2006 23:05:04] Plenarius Ashaley : Damage Resistance absorbs 15 damage
          [Sat Jun 24 2006 23:05:04] Blood damages Plenarius Ashaley: 6 (6 Electrical)
          [Sat Jun 24 2006 23:05:04] Plenarius Ashaley : Damage Resistance absorbs 10 damage
          [Sat Jun 24 2006 23:05:04] Blood damages Plenarius Ashaley: 9 (9 Acid)
          [Sat Jun 24 2006 23:05:04] Talan Va'lash attacks Blood : *hit* : (4 + 32 = 36)
          [Sat Jun 24 2006 23:05:04] Blood damages Lalaith  Va'lash: 18 (18 Sonic)
          [Sat Jun 24 2006 23:05:04] Blood damages Lalaith  Va'lash: 4 (4 Fire)
          [Sat Jun 24 2006 23:05:04] Blood damages Lalaith  Va'lash: 9 (9 Electrical)
          [Sat Jun 24 2006 23:05:04] Blood damages Lalaith  Va'lash: 14 (14 Acid)
          [Sat Jun 24 2006 23:05:04] Plenarius Ashaley : Immune to Knockdown.
          [Sat Jun 24 2006 23:05:05] Blood casts Epic Spell: Hellball
          [Sat Jun 24 2006 23:05:05] Plenarius Ashaley : Reflex Save vs. Spells : *success* : (10 + 26 = 36 vs. DC: 29)
          [Sat Jun 24 2006 23:05:06] Blood damages Reventage D'vinn: 18 (18 Sonic)
          [Sat Jun 24 2006 23:05:06] Blood damages Reventage D'vinn: 5 (5 Fire)
          [Sat Jun 24 2006 23:05:06] Blood damages Reventage D'vinn: 11 (11 Electrical)
          [Sat Jun 24 2006 23:05:06] Blood damages Reventage D'vinn: 7 (7 Acid)
          [Sat Jun 24 2006 23:05:06] Blood damages Triba Gues: 12 (12 Sonic)
          [Sat Jun 24 2006 23:05:06] Blood killed Triba Gues
          [Sat Jun 24 2006 23:05:06] Reventage D'vinn casts Divine Might
          [Sat Jun 24 2006 23:05:06] Blood damages Remiel Delmir: 18 (18 Sonic)
          [Sat Jun 24 2006 23:05:06] Blood damages Remiel Delmir: 9 (9 Fire)
          [Sat Jun 24 2006 23:05:06] Blood damages Remiel Delmir: 9 (9 Electrical)
          [Sat Jun 24 2006 23:05:06] Blood damages Remiel Delmir: 19 (19 Acid)
          [Sat Jun 24 2006 23:05:06] Blood damages Plenarius Ashaley: 20 (20 Sonic)
          [Sat Jun 24 2006 23:05:06] Plenarius Ashaley : Damage Resistance absorbs 10 damage
          [Sat Jun 24 2006 23:05:06] Blood damages Plenarius Ashaley: 7 (7 Fire)
          [Sat Jun 24 2006 23:05:06] Plenarius Ashaley : Damage Resistance absorbs 15 damage
          [Sat Jun 24 2006 23:05:06] Blood damages Plenarius Ashaley: 5 (5 Electrical)
          [Sat Jun 24 2006 23:05:06] Plenarius Ashaley : Damage Resistance absorbs 10 damage
          [Sat Jun 24 2006 23:05:06] Blood damages Plenarius Ashaley: 10 (10 Acid)
          [Sat Jun 24 2006 23:05:06] Blood damages Brac'ar Fireface: 18 (18 Sonic)
          [Sat Jun 24 2006 23:05:06] Blood damages Brac'ar Fireface: 2 (2 Fire)
          [Sat Jun 24 2006 23:05:06] Blood damages Brac'ar Fireface: 14 (14 Electrical)
          [Sat Jun 24 2006 23:05:06] Blood damages Brac'ar Fireface: 18 (18 Acid)
          [Sat Jun 24 2006 23:05:07] Plenarius Ashaley : Immune to Knockdown.
          [Sat Jun 24 2006 23:05:07] Blood damages Lalaith  Va'lash: 21 (21 Sonic)
          [Sat Jun 24 2006 23:05:07] Blood damages Lalaith  Va'lash: 4 (4 Fire)
          [Sat Jun 24 2006 23:05:07] Blood damages Lalaith  Va'lash: 7 (7 Electrical)
          [Sat Jun 24 2006 23:05:07] Blood damages Lalaith  Va'lash: 9 (9 Acid)
          [Sat Jun 24 2006 23:05:42] Leanthar Spellore: [Shout] As Triba drives the sword home and others around attack in force he falls tot he gound, as does two others around him.
          [Sat Jun 24 2006 23:05:50] Lalaith  Va'lash uses Potion of Heal
          [Sat Jun 24 2006 23:06:01] Talan Va'lash: [Party] Ozy!
          [Sat Jun 24 2006 23:06:13] Connor Garvill: [Party] *shakes*
          [Sat Jun 24 2006 23:06:18] Pankoki has left as a player..
          [Sat Jun 24 2006 23:06:19] Reventage D'vinn: 'she looks around*
          [Sat Jun 24 2006 23:06:24] Talan Va'lash: [Party] *puts another arrow through the corpse*
          [Sat Jun 24 2006 23:06:27] Brac'ar Fireface: [Party] Is he...
          [Sat Jun 24 2006 23:06:29] Reventage D'vinn: *She takes the vial from Triba*
          [Sat Jun 24 2006 23:06:30] Talan Va'lash: [Party] %@#^%er
          [Sat Jun 24 2006 23:06:42] Brac'ar Fireface: [Party] Hurry with that vial
          [Sat Jun 24 2006 23:06:43] Talan Va'lash: [Party] *searches his corpse*
          [Sat Jun 24 2006 23:06:51] Lalaith  Va'lash: [Party] won't it explode though?
          [Sat Jun 24 2006 23:06:57] Lalaith  Va'lash: [Party] we need to get the dead
          [Sat Jun 24 2006 23:06:59] Talan Va'lash: [Party] we need to raise the otehrs first!
          [Sat Jun 24 2006 23:07:00] Brac'ar Fireface: [Party] We don't know how the others are doing!
          [Sat Jun 24 2006 23:07:00] Reventage D'vinn: [Party] We have to get out
          [Sat Jun 24 2006 23:07:04] Talan Va'lash: [Party] Scrolls?
          [Sat Jun 24 2006 23:07:05] Reventage D'vinn: [Party] Pick up who you can
          [Sat Jun 24 2006 23:07:06] Brac'ar Fireface: [Party] Toss it in!
          [Sat Jun 24 2006 23:07:09] Talan Va'lash: [Party] No time to ask
          [Sat Jun 24 2006 23:07:12] Lalaith  Va'lash: [Party] we need a place to run to ... to safety..
          [Sat Jun 24 2006 23:07:17] Brac'ar Fireface uses Crafted Wand of Bull Strength
          [Sat Jun 24 2006 23:07:19] Talan Va'lash uses Raise Dead
          [Sat Jun 24 2006 23:07:21] Brac'ar Fireface: [Party] *picks up Ozy*
          [Sat Jun 24 2006 23:07:23] Plenarius Ashaley: [Party] I've been looking around there's no where
          [Sat Jun 24 2006 23:07:28] Lalaith  Va'lash: [Party] none..
          [Sat Jun 24 2006 23:07:31] Talan Va'lash uses Raise Dead
          [Sat Jun 24 2006 23:07:36] Rufus Coldfinger casting Expeditious Retreat
          [Sat Jun 24 2006 23:07:38] Rufus Coldfinger casts Expeditious Retreat
          [Sat Jun 24 2006 23:07:43] Talan Va'lash: [Party] lal start down!
          [Sat Jun 24 2006 23:07:43] Ozymandias Llewellyn: [Party] *Staggers up rasping* Ow.
          [Sat Jun 24 2006 23:07:46] Ozymandias Llewellyn: [Party] Doesn't matter...
          [Sat Jun 24 2006 23:08:36] Reventage D'vinn: [Party] *swiftly resurrects Triba*
          [Sat Jun 24 2006 23:08:40] Reventage D'vinn casting Resurrection
          [Sat Jun 24 2006 23:08:42] Reventage D'vinn casts Resurrection
          [Sat Jun 24 2006 23:08:48] Ozymandias Llewellyn: [Party] Is the pool weak yet?
          [Sat Jun 24 2006 23:08:48] Remiel Delmir uses Healer's Kit +1
          [Sat Jun 24 2006 23:08:51] Ozymandias Llewellyn casting Invisibility
          [Sat Jun 24 2006 23:08:53] Reventage D'vinn: [Party] Tribs...
          [Sat Jun 24 2006 23:08:53] Ozymandias Llewellyn casts Invisibility
          [Sat Jun 24 2006 23:08:54] Triba Gues: [Party] We did it...?
          [Sat Jun 24 2006 23:08:56] Reventage D'vinn: [Party] You did it.
          [Sat Jun 24 2006 23:08:57] Ozymandias Llewellyn casting See Invisibility
          [Sat Jun 24 2006 23:08:59] Ozymandias Llewellyn casts See Invisibility
          [Sat Jun 24 2006 23:08:59] Triba Gues: [Party] *She grins*
          [Sat Jun 24 2006 23:09:02] Triba Gues: [Party] The pool..
          [Sat Jun 24 2006 23:09:04] Ozymandias Llewellyn sings.
          [Sat Jun 24 2006 23:09:04] Reventage D'vinn: [Party] The vial, we best do it
          [Sat Jun 24 2006 23:09:04] Triba Gues: [Party] Acacea..
          [Sat Jun 24 2006 23:09:06] Triba Gues: [Party] Lets go
          [Sat Jun 24 2006 23:09:09] Plenarius Ashaley: [Party] Lets!
          [Sat Jun 24 2006 23:09:09] Ozymandias Llewellyn: [Party] Her? We all did. Ow...even if he tore us to bits while we put him to bits
          [Sat Jun 24 2006 23:09:16] Ozymandias Llewellyn: [Party] *looks at the pool making sure its weak* Wait wait
          [Sat Jun 24 2006 23:09:16] Reventage D'vinn uses Potion of Cure Critical Wounds
          [Sat Jun 24 2006 23:09:22] Ozymandias Llewellyn: [Party] If that things not weakened we lose.
          [Sat Jun 24 2006 23:09:23] Brac'ar Fireface: [Party] Allright
          [Sat Jun 24 2006 23:09:24] Plenarius Ashaley: [Party] This isn't it?
          [Sat Jun 24 2006 23:09:33] Plenarius Ashaley: [Party] It's the one two floors below?
          [Sat Jun 24 2006 23:09:37] Leanthar Spellore: [Shout] *the pool is weaker than when you entered*
          [Sat Jun 24 2006 23:09:40] Reventage D'vinn: [Party] *she examines the bloodpool*
          [Sat Jun 24 2006 23:09:42] Brac'ar Fireface: [Party] It's weaker
          [Sat Jun 24 2006 23:09:43] Ozymandias Llewellyn: [Party] Its weaker, possibly weak enough.
          [Sat Jun 24 2006 23:09:47] Plenarius Ashaley uses Cure Serious Wounds (Target)
          [Sat Jun 24 2006 23:09:47] Brac'ar Fireface : Healed 24 hit points.
          [Sat Jun 24 2006 23:09:49] Talan Va'lash: [Party] Wait... Lal, if you go to the bottom...
          [Sat Jun 24 2006 23:09:51] Triba Gues: [Party] Alright..
          [Sat Jun 24 2006 23:09:56] Talan Va'lash: [Party] then you can pull us and the others out
          [Sat Jun 24 2006 23:09:57] Rufus Coldfinger uses Healer's Kit +3
          [Sat Jun 24 2006 23:10:00] Ozymandias Llewellyn: [Party] Think it is weak enough...
          [Sat Jun 24 2006 23:10:05] Lalaith  Va'lash: [Party] I need to give the others time though
          [Sat Jun 24 2006 23:10:07] Brac'ar Fireface: [Party] The others need time to toss in the skull
          [Sat Jun 24 2006 23:10:11] Triba Gues: [Party] Yeah..
          [Sat Jun 24 2006 23:10:13] Brac'ar Fireface: [Party] As they need to hear this explose
          [Sat Jun 24 2006 23:10:14] Talan Va'lash: [Party] Right... how long does that take?
          [Sat Jun 24 2006 23:10:15] Reventage D'vinn: [Party] It's the real one
          [Sat Jun 24 2006 23:10:17] Ozymandias Llewellyn: [Party] We in the tower will have a few minuts like always those witht he skull might not.
          [Sat Jun 24 2006 23:10:19] Talan Va'lash: [Party] okay
          [Sat Jun 24 2006 23:10:23] Reventage D'vinn: [Party] So we can throw in the vial
          [Sat Jun 24 2006 23:10:23] Brac'ar Fireface: [Party] Yeah, we just run down
          [Sat Jun 24 2006 23:10:29] Triba Gues: [Party] Ready then?
          [Sat Jun 24 2006 23:10:30] Plenarius Ashaley: [Party] Gather around
          [Sat Jun 24 2006 23:10:33] Ozymandias Llewellyn: [Party] *looks at the bloodpool* One moment.
          [Sat Jun 24 2006 23:10:35] Brac'ar Fireface: [Party] Ready-ish
          [Sat Jun 24 2006 23:10:39] Talan Va'lash: [Party] Lets get ready to run
          [Sat Jun 24 2006 23:10:41] Talan Va'lash: [Party] do we have haste?
          [Sat Jun 24 2006 23:10:45] Triba Gues: [Party] Someone make me invisible please
          [Sat Jun 24 2006 23:10:50] Ozymandias Llewellyn: [Party] *Studying it and considering if its indeed weak enough and what he can think of that would weaken it further if it was needed*
          [Sat Jun 24 2006 23:10:52] Reventage D'vinn casting Invisibility
          [Sat Jun 24 2006 23:10:58] Reventage D'vinn casting Invisibility
          [Sat Jun 24 2006 23:11:00] Reventage D'vinn casts Invisibility
          [Sat Jun 24 2006 23:11:01] Brac'ar Fireface casting Invisibility
          [Sat Jun 24 2006 23:11:02] Plenarius Ashaley casting Undeath's Eternal Foe
          [Sat Jun 24 2006 23:11:04] Brac'ar Fireface casts Invisibility
          [Sat Jun 24 2006 23:11:04] Plenarius Ashaley casts Undeath's Eternal Foe
          [Sat Jun 24 2006 23:11:04] Triba Gues: [Party] Thanks
          [Sat Jun 24 2006 23:11:06] Reventage D'vinn: [Party] Done
          [Sat Jun 24 2006 23:11:10] Equipped item swapped out.
          [Sat Jun 24 2006 23:11:11] Triba Gues: [Party] It's good?
          [Sat Jun 24 2006 23:11:15] Reventage D'vinn: [Party] It is
          [Sat Jun 24 2006 23:11:20] Triba Gues: [Party] Ozy? Pool?
          [Sat Jun 24 2006 23:11:22] Ozymandias Llewellyn: [Party] Brac mass haste?
          [Sat Jun 24 2006 23:11:24] Ozymandias Llewellyn: [Party] I'm studying..
          [Sat Jun 24 2006 23:11:34] Brac'ar Fireface: [Party] Yes, mass haste in a bit *studies the pool too*
          [Sat Jun 24 2006 23:11:46] Talan Va'lash: [Party] Lets get this going... we don't want those at the well to falter in these last seconds
          [Sat Jun 24 2006 23:11:53] Triba Gues: [Party] I know...
          [Sat Jun 24 2006 23:11:55] Ozymandias Llewellyn: [Party] Its as weak as its gona get.
          [Sat Jun 24 2006 23:11:57] Ozymandias Llewellyn: [Party] Now. Or never.
          [Sat Jun 24 2006 23:12:04] Reventage D'vinn: [Party] Yes
          [Sat Jun 24 2006 23:12:06] Reventage D'vinn: [Party] We need to do it
          [Sat Jun 24 2006 23:12:09] Plenarius Ashaley: [Party] Lalaith, let's move ahead in our sanctuaries...
          [Sat Jun 24 2006 23:12:15] Ozymandias Llewellyn: [Party] This is the motherpool, the master pool. The first and greatest. You know allt hat legend.
          [Sat Jun 24 2006 23:12:18] Lalaith  Va'lash: [Party] alright....
          [Sat Jun 24 2006 23:12:22] Plenarius Ashaley: [Party] In case they can't get out
          [Sat Jun 24 2006 23:12:25] Triba Gues: [Party] Want me to wait Plen?
          [Sat Jun 24 2006 23:12:35] Talan Va'lash: [Party] Lets do it...
          [Sat Jun 24 2006 23:12:36] Reventage D'vinn: [Party] Best not wait too long though
          [Sat Jun 24 2006 23:12:41] Brac'ar Fireface: [Party] Toss it
          [Sat Jun 24 2006 23:12:48] Triba Gues: [Party] Alright. .. tossing
          [Sat Jun 24 2006 23:12:48] Reventage D'vinn: [Party] The Well might still be feeding Blood though he truly should be gone..
          [Sat Jun 24 2006 23:12:50] Leanthar Spellore: [Shout] *you toss in the vial* All around the ground shakes and the walls begin to crumble.. It feels as if the tower is sinking in to the ground slowly. You run as fast as you can.  
          [Sat Jun 24 2006 23:12:56] Talan Va'lash: [Party] run!!!!!
          [Sat Jun 24 2006 23:12:56] Triba Gues: [Party] go!!
          [Sat Jun 24 2006 23:12:59] Brac'ar Fireface: [Party] GOOOOO
          [Sat Jun 24 2006 23:13:00] Reventage D'vinn casting Expeditious Retreat
          [Sat Jun 24 2006 23:13:02] Reventage D'vinn casts Expeditious Retreat
          [Sat Jun 24 2006 23:13:07] Leanthar Spellore: [Shout] *the walls and ground all around (even at the Demon Fortress shake)*
          [Sat Jun 24 2006 23:13:20] Triba Gues: [Party] WE'RE COMING!!
          [Sat Jun 24 2006 23:13:32] Brac'ar Fireface: [Party] mass ahte?
          [Sat Jun 24 2006 23:13:34] Triba Gues: [Party] LALA RUUUUN
          [Sat Jun 24 2006 23:13:38] Triba Gues: [Party] HASTE LALATIH
          [Sat Jun 24 2006 23:13:38] Reventage D'vinn: [Party] *While running past she breaks the machine*
          [Sat Jun 24 2006 23:13:40] Talan Va'lash: [Party] *preses the dargons button as he runs by
          [Sat Jun 24 2006 23:13:45] Remiel Delmir: [Party] *takes one last look at the dragons before he continues running*
          [Sat Jun 24 2006 23:13:51] Reventage D'vinn: [Party] S*he smashes the other as well*
          [Sat Jun 24 2006 23:13:53] Connor Garvill: [Party] *presses the button*
          [Sat Jun 24 2006 23:13:59] Remiel Delmir uses Cure Moderate Wounds (Target)
          [Sat Jun 24 2006 23:14:02] Michaelis Draego: [Party] Don't waste time
          [Sat Jun 24 2006 23:14:02] Talan Va'lash: [Party] Run dragons Run!
          [Sat Jun 24 2006 23:14:27] Leanthar Spellore: [Shout] *the dragons slowly disentegrate as you run by them*
          [Sat Jun 24 2006 23:14:32] Lalaith  Va'lash damages Lalaith  Va'lash: 12 (12 Magical)
          [Sat Jun 24 2006 23:14:33] Plenarius Ashaley uses Birdlord's Gift of Fleetness
          [Sat Jun 24 2006 23:14:35] Talan Va'lash: [Party] damnit
          [Sat Jun 24 2006 23:14:35] Brac'ar Fireface: [Party] Forgive us...
          [Sat Jun 24 2006 23:14:38] [Server] You are now in a Full PVP Area.
          [Sat Jun 24 2006 23:14:53] Talan Va'lash: [Party] Aeridin return them to the great cycle
          [Sat Jun 24 2006 23:15:01] Talan Va'lash: [Party] And keep us in it!
          [Sat Jun 24 2006 23:15:07] Filatus has left as a player..
          [Sat Jun 24 2006 23:15:09] Triba Gues: [Party] *She laughs as she runs*
          [Sat Jun 24 2006 23:15:22] Plenarius Ashaley uses Birdlord's Gift of Fleetness
          [Sat Jun 24 2006 23:15:28] [Server] You are now in a Full PVP Area.
          [Sat Jun 24 2006 23:15:30] Reventage D'vinn: [Party] *waits for the others*
          [Sat Jun 24 2006 23:15:32] You feel a chill run up and down your spine, the screams and moans of pain and torture surround you.  You feel as if you have entered hell itself.
          [Sat Jun 24 2006 23:15:40] Reventage D'vinn: [Party] *heads out*
          [Sat Jun 24 2006 23:15:42] Brac'ar Fireface: [Party] AAaaand out!
          [Sat Jun 24 2006 23:15:44] Ozymandias Llewellyn: [Party] *laughs that compleatly insain laugh of someone thats to stressed*
          [Sat Jun 24 2006 23:15:46] Michaelis Draego: [Party] Sometimes I envy you plenarius
          [Sat Jun 24 2006 23:15:52] Connor Garvill: [Party] *runs out*
          [Sat Jun 24 2006 23:15:53] Brac'ar Fireface: [Party] *Joins the laughter*
          [Sat Jun 24 2006 23:15:57] Talan Va'lash: [Party] go go gooooo *dives out*
          [Sat Jun 24 2006 23:16:05] Michaelis Draego: [Party] With those wings
          [Sat Jun 24 2006 23:16:08] Talan Va'lash: [Party] *laughs, doesn't know why*
          [Sat Jun 24 2006 23:16:14] Plenarius Ashaley: [Party] *leaps out with a flight upward into the sky*
          [Sat Jun 24 2006 23:16:28] Talan Va'lash: [Party] Get the others lal!?  How can we know if they've done it yet?!
          [Sat Jun 24 2006 23:16:34] Connor Garvill: [Party] I
          [Sat Jun 24 2006 23:16:43] Connor Garvill: [Party] I'm guessing there would be a big boom
          [Sat Jun 24 2006 23:16:54] Leanthar Spellore: [Shout] *suddenly all around you is engulfed in a huge explosion*
          [Sat Jun 24 2006 23:17:02] Triba Gues: [Party] Aaaaaack
          [Sat Jun 24 2006 23:17:04] Leanthar Spellore: [Shout] *the very earth and land and the very air is sucked dry*
          [Sat Jun 24 2006 23:17:12] Reventage D'vinn: [Party] *puts her shield between herself and the blast*
          [Sat Jun 24 2006 23:17:17] Brac'ar Fireface: [Party] *huddles himself in his cloak*
          [Sat Jun 24 2006 23:17:20] Leanthar Spellore: [Shout] *you are pulled for what seems forever to your death*
          [Sat Jun 24 2006 23:17:24] Talan Va'lash: [Party] *prays*
          [Sat Jun 24 2006 23:17:33] Triba Gues: [Party] *She winces violently*
          [Sat Jun 24 2006 23:17:37] Talan Va'lash: [Party] *whispering at 100 miles per hour*
          [Sat Jun 24 2006 23:17:54] Leanthar Spellore: [Shout] *just before you get your last hot dying breath shadows surround you and pull you in to a void of darkness and shadows and you watch in awe as the explosion continues on*
          [Sat Jun 24 2006 23:17:54] Connor Garvill: [Party] *dives, trying to shield himself futilly
          [Sat Jun 24 2006 23:18:13] Triba Gues: [Party] Laalaaa
          [Sat Jun 24 2006 23:18:18] Brac'ar Fireface: [Party] Lala!
          [Sat Jun 24 2006 23:19:09] Leanthar Spellore: [Shout] *the shadows creep at your legs as you gasp for breath and nearly die from the heat that you just left*
          [Sat Jun 24 2006 23:19:56] Talan Va'lash: [Party] *gasps for air and pants on the... ground... like substance*
          [Sat Jun 24 2006 23:20:05] Leanthar Spellore: [Shout] the shadows around you crawl at your legs
          [Sat Jun 24 2006 23:20:16] Leanthar Spellore: [Shout] then the mountain where you left is disentigrated
          [Sat Jun 24 2006 23:20:30] Leanthar Spellore: [Shout] a great black valley is left where the mountains where
          [Sat Jun 24 2006 23:20:45] Leanthar Spellore: [Shout] as you watch there is now a black cradle of death and perhaps life
          [Sat Jun 24 2006 23:20:56] Leanthar Spellore: [Shout] 4 miles long and overly a half mile deep
          [Sat Jun 24 2006 23:21:03] Leanthar Spellore: [Shout] total and utter chaos and destruction.
          [Sat Jun 24 2006 23:21:08] Reventage D'vinn: *The exhaustion finally hitting her she pulls her hood back and surveys her surroundings*
          [Sat Jun 24 2006 23:21:11] Leanthar Spellore: [Shout] but then you realize this may not be so good
          [Sat Jun 24 2006 23:21:40] Leanthar Spellore: [Shout] the dust begins to go higher in to the sky and it begins to circle the globe. Like a huge volcanic explosion of dust and debris
          [Sat Jun 24 2006 23:22:04] Leanthar Spellore: [Shout] you realize that this is going to cause a blanket of dust around the globe and the sun will not shine through.
          [Sat Jun 24 2006 23:22:16] Leanthar Spellore: [Shout] THE END!!!

          240
          The Dragon Storm Campaign / Knowledge in Flight - An Urgent Counsel
          « on: December 27, 2008, 05:41:13 pm »
          //Repost from http://forums.layonara.com/1179532-post1.html

          --

          News spreads rapidly through nature of a quickly enacted meeting to revisit the Blood War and it's connection to present dangers.  

          The urgency seems to be underlined when rumours are heard of Plenarius Ashaley, Bird Lord of Katia taking the dangerous flight from Lor to Haven over the Forsaken Isles to tell the tale.

          What caused the massive explosion?
          How did the heroes manage to escape alive?
          Who witnessed the fall of Sinthar?
          What did dragons have to do with it?

          --

          // Calendar Link
          // Where: Haven, in the mountain top lake grove (above the tower)
          // Sunday, Dec. 28 4PM EST, 1PM PST, 9PM GMT, 8AM AEDT
          // I will stick around to tell the story of Eon's Betrayal of Katia for those wishing to fulfill that quest as well.
          The following users thanked this post: Leanthar, Hellblazer

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