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Just for Fun / Can You Count 400 Billion Stars In This Galaxy-Spanning Panorama?« on: June 03, 2010, 02:26:05 am »Quote Astronomers estimate that there are 200 to 400 billion stars in our galactic neighborhood, the Milky Way. I guess that someone tried to count them in this fully-zoomable, ultra-high-definition 800,000-image mosaic and got tired around 296,351,284,702. (Gizmodo) WOW! The mosaic is simply brilliant. The following users thanked this post: Gulnyr
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General Discussion / On the subject of evil cities« on: May 05, 2010, 08:19:17 pm »
As requested...
Quote from: Guardian 452 I know I asked not to pick ideas apart but I wanted to make one of my ideas a bit more clear Anything regarding alignment, race, class, gender, whatever-based starting areas is not sustainable given the player population, even in its most ideal form. Not only that, but the whole idea of a city full of evil people doing evil things, gosh the things they get up to, is itself difficult to do. Better would be to integrate quests targeting evil PCs into an existing starting area, like an underground, or whatever. We are trying to merge player populations, not divide them further. So from this I would scratch the entire concept of any new starting areas and instead make it a much more reasonable request of static quests that have a little more ethical variety to them, possibly even with a choice of how they are completed. I really can't stand the fed-ex quest system in general, but leaving the bulk as they are and just adding a few worthwhile ones could spread some variety. Vehl - Shady dude fedex just asking for tainted substance in gloom woods cave. Reason to go there, clear intention to manufacture and sell. Perhaps you could consider an option on completion to take either gold or some basic instruction in exchange, and get poison crafting XP. Toss an Az'attan in the Gloom Woods that appears if you have accepted or denied quest (on conversation having happened at all) that wishes a sample herself for the purpose of a cure, and you can only turn it in to one person. *shrugs* Do anything 2409523092 times and it's going to get stupid. But at least there are already 2-3 more possible outcomes and isn't a) help me save my puppy or b) help me collect this blood of virgin. The following users thanked this post: Gulnyr
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NWN Ideas, Suggestions, Requests / Fire Domain for Pyrtechites« on: April 24, 2010, 12:54:42 pm »
Fire is mentioned all throughout his dogma & prayers. Fire is his breath and on his breath is the word of ultimate destruction. His very symbol embodies the destructive force of fire.
The following users thanked this post: Gulnyr
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Rumour Has It / Activity at Dawn« on: April 04, 2010, 01:21:11 am »The following users thanked this post: Gulnyr
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Hall of Heroes and Heroines / Benjamin Poetr Remembered« on: February 22, 2010, 01:18:19 pm »
Benjamin Poetr
1389-1461 Family Third son of Arthur & Beatrice Poetr. Brother to Stephen Poetr and Daniel Poetr. Benjamin was married three times throughout his life. First to Tariana Poetr (Rofirien, Temple adoptee), with whom was born his first son Daniel Benjamin Poetr. Second to Natalie Poetr (Cooper) who bore him his sons Fianon Poetr and Stephan Poetr. Lastly, Aylana Poetr (Pandorn), with whom he adopted his two daughters Brianna Poetr and Katlyn Poetr. Accomplishments Joining the prestigious Angels Guild in 1425, Benjamin Poetr soon made himself invaluable among his guildmates and was named the Guild Captain. In the year 1451, Benjamin Poetr was among those counted as heroes for their valiant defense of Fort Hurix in Trelania, Mistone against the forces of Drachs and cultists. A medal was subsequently awarded him for his service there. The following users thanked this post: Gulnyr
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Forum Discussion / Suggestion - Add ".odt" to Attachments« on: February 21, 2010, 04:59:05 pm »
As it stands, we allow most major graphic types and compressed filetypes, but the only unique document types we permit are the NWN filetypes and .docs.
Since Open Office is freely available and employed by a number of people on the forums, I'd like to suggest adding .odt to the valid file extensions for attachments, rather than forcing people who use Open Office to either save their files as .docs (lossily) or zip/rar them. The following users thanked this post: Gulnyr
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Layonara Server / Version 3.21.6 is online« on: January 27, 2010, 05:52:52 pm »
[SIZE=24]Version 3.21.6 is online![/SIZE]
This is another small one, consisting mostly of quick fixes.
There are no downloads required for this update. Enjoy! The following users thanked this post: Gulnyr
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Rumour Has It / In loving memory« on: January 13, 2010, 06:46:14 pm »~In loving memory of my dear wife, Amanda Doesscha~ [/size][/b]Whose life was cut unfortunately short by Trollocs. May the Lady of Spells forever watch over her soul. Amanda's Layonaran remains are being transported to her home town on Voltrex where it will be buried according to the wishes of her family there. ~Storold Doesscha [/color] The following users thanked this post: Gulnyr
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Trade and Market Hall / 'Cacea's Key Recycling« on: October 20, 2017, 08:26:16 pm »(Re)Posted at the ShackLocks changed and turned out of the house? Dank dungeon gate now permanently torn down? Getting weighted down with loose ends but hate to throw away a memento? Just short on funds and looking for any way to make a little extra? Trade in your keys! Before you throw those old keys away, think of getting something for them exchange! Pawn them to 'Cacea's Key Recycling and receive compensation to the sum of four hundred* pieces of gold per key, whether or not they open anything at all! You will never find someone that will care for or love them more! Make someone happy and line your pocket in the process! *Will haggle for unique or otherwise interesting keys! The following users thanked this post: Gulnyr
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Wild Surge Inn / RP Event for Charity« on: November 15, 2009, 07:54:18 am »
[SIZE=18]A baking competetion and bake sale will be held on Freas, April 27, 1458 (//December 5th at 6:30p.m. EST) at the Twin Dragon Inn in Leringard to benefit the Harmony's House for the Young which is an orphanage in Hempstead.
We are on a search for the best pie in the lands and will be naming a winner. The famous Tod Fellow will be one of our judges. We all know he knows pie! The idea is that every chef will bring at least three pies. One will be given to our judges, the other two will be put up for sale. All money and left over pie goes to the orphanage. Not a baker? That is ok! All people need to eat. Come out and support the children by buying a pie.. or 5. New adventurer who can't afford an expensive pie? Well this is for charity folks. Pay what you can and get a pie made by one of the best chefs in the lands. So come one, come all and help feed the children. If you have any questions, seek out Alazira.[/SIZE] //If you are a chef intending to enter your pie into the competition, please write up a description of what your pie might taste/smell/look like and get it ready on a piece of parchment/paper to turn into our judges. http://forums.layonara.com/calendar.php?do=getinfo&e=14712&day=2009-12-5&c=2 The following users thanked this post: Gulnyr
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NWN Ideas, Suggestions, Requests / And in threes...« on: October 25, 2009, 02:10:32 pm »
In the perceived ascending order of usefulness...
1. Level 40 Epic. On a kind of side-step, a couple of Dezza's things reminded me that I was actually talking with someone recently about the loss of the level 30 epic. Not so much its requirement to pass beyond it, but just that there was that "break." The old requirements, while stringent and restrictive in their way, did kind of add a lot at the same time - yes, you had to do something crazy to get past 20 in the first place, but also, and more interestingly to me, your story didn't just stop there. You had one at 20, and that was a beginning. At 30 you continued. There was another at 40, wasn't there? I can't recall. But there definitely a progression. I don't know if there should be another wall or not, but there was the feeling of level 30 being another big thing. Has anyone considered having a level 40 epic? Think about it - it takes you 20 pre-epic levels to get to "WL" in general. What happens after 20 more actually epic levels? heh. What have you spent all your time on? Make it twice as difficult and you either rule the world or go out with a bang, eh? Eh... Anyway, I don't think WLs should be given more XP, regardless of quests, but at the moment their quests kind of come off very much as a final thing. You got one shot to complete a goal and then you are done and left to stagnate. It is greedy to try to do anything else story-involved a RL year later, you had your turn. In a lot of ways it seems like development stops instead of begins, and I think somewhere the lack of ability to progress in that fashion kinda sucked. What exactly are your Angelas and Alanthas and Storolds and so on doing at level 40? The next time they have stupid crazy idea to try, I say let 'em. Let it near kill them and break all ties and make new ones and whatnot, but let 'em. Make it worth the 20 epic levels they put in 2. 1 hour to CDQs per 5 levels after 20. You don't need three WL quests, but with the current CDQ reqs limited to 6 hours every 2 months... it's hard to think of things that fit within the scope of the characters after x level, but can be squashed into two three hour sessions. That isn't even limited to WLs but epic characters in general - it doesn't matter if you've had a WL quest, if you're out killing Essrantor for fun, it will be hard for you to have a meaningful cdq that's aimed for your level range in that amount of time. It can be done and I've seen it done, but still - hard, for both GM and player. Maybe you could even just add an hour for every 5 levels after 20 or something - at 40 you'd cap at 10. Is that unfair? (That's not snide, I'm curious if it seems unfair, you know? Do level ten characters feel burned by that, or look forward to further development as they continue?) This was originally in my response to that thread since that's where the other was, but it might be better off here. 3. Use LORE commentary as mini-DM profiles. Another thing is regarding the both the use of WLs and non-WLs that have gained influence in x area on quests. Profiles can get pretty weighty and still not have things of interest in them - a long time ago I wanted to have a GM setup on LORE where they could see what they needed to see of a character in a glance. With the GM commentary added, it occurred to me to use it as a mini-profile. You look at your GM event calendar - 6 yes, 18 maybe, 3 no. Looking to most likely characters of those yes, by using LORE you can browse their stats, last used gear, level, crafts, chance of permadeath, and if GMs left quicknotes on LORE, snips of anything that might be immediately relevant. "Banned from Voltrex." "+10 Gather Info and Lore when in x region." "Favored knight of the Queen of Trelania." "Hero of Hurix" "Dragoncalled" "Cannot tap the Al'Noth until date 20/5/2010" And so on. By keeping them very short one-liners, you can add more of them and see more of them at a glance. If any of those one-liners prove immediately relevant to your quest, you can choose or choose not to go look at where there is more information. In some cases you might need it, but in some cases all the important bit is summed up in a sentence. It could be that LORE commentary might need to be wiggled a little, but it seemed like having snapshots of relevant information immediately available to GMs just by clicking a stat profile would really help them not have to wade as much just looking to see IF there is anything they need to know. The following users thanked this post: Gulnyr
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NWN Ideas, Suggestions, Requests / Putting the backpack from "robes" into "cloaks"« on: September 07, 2009, 10:27:28 am »
This is quite a small thing, and not something I expect to change, but it's an idea I had so I thought I might post it if it wasn't the kind of thing that would cause too much trouble.
I thought it might be nice to have the backpack customization, the one that's in robes section where it appears the character has a quiver, bow, bedroll, and pack on his back also inserted into the cloak customization screen. I have two reasons for this: First, the backpack look that is currently in robes is colored off of the secondary cloth color and the primary leather color. This makes it slightly inconvenient for users who don't want their armor to share the same color as their backpack, something which seems it would be a more miscellaneous add-on. I noticed this on my Dwarf mainly because when I thought of making his pack visible it turned out to share the same gray/metallic tones I had for my armor. The second reason is that having the backpack in the robes option makes it disappear if you change armors. If you had it in the cloaks section it could remain visible, or you could unequip it (say to take it off your back and look through it) and still have your armor on. It might also make sense to have in the cloaks section as having the backpack customization and a cloak on create clipping problems. Just some thoughts. I realize this is pretty much nitpicking, but if it's not too much trouble, something to think about? The following users thanked this post: Gulnyr
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Hall of Heroes and Heroines / Lueanne Lightfinger - One Last Farewell« on: August 20, 2009, 06:38:24 pm »[INDENT] Razeriem: *looks around and spots Triba* Razeriem: Triba? Triba Gues: Uh huh... Razeriem: Lets go for a walk please. Triba Gues: *She waves a little to Raz* Sure.. Outside as they walk the streets of Port Hempstead Razeriem: *grins very slightly* Razeriem: So how long have you known Lue? Triba Gues: How old are you? Razeriem: Young Razeriem: *winks* Triba Gues: Then probably just as long as you've been alive, what's this about? Razeriem: She have family around? Triba Gues: No. Razeriem: *slows his pace* Razeriem: Hedessa, Lue and I were off exporing the dwarven ruins in the Spirit Dunes desert. Triba Gues: *She listens to him carefully* Razeriem: We got deep into the ruin and Lue feel. The pair finds themselves near the Port Hempstead mortuary. Razeriem: I have seen death before, come for me and others. Razeriem: But this was different. Razeriem: I *pauses for just a moment* Razeriem: I think She took the last of her. Razeriem: If you have not seen her in the last week. *swallows* Razeriem: Then Lue is dead. I am sorry. Razeriem: *points the last half block ahead to the building* Triba Gues: *She blinks and remains quiet for a moment, the color on her tanned cheeks retreating and looking a little paler than usual* Razeriem: I carried her all the way to here. Razeriem: We couldn't leave her. Razeriem: *looks at Triba uneasily and then at the ground* Triba Gues: *She rubs her face and looks around, when she answers her voice comes low and choked* Lueanne? Little halfling, red hair? Razeriem: *nods slowly* Razeriem: *tears are seen in his eyes and his voice is rough* Yes I am sure it was Lue. Razeriem: But I thought .. you might... have to see. You know, ..for yourself. Triba Gues: *She swallows hard and cracks her neck once, then rubs her face as tears begin to freely move down her cheeks* Razeriem: *closes the distance with his arms slightly open* Triba Gues: *She eventually adds as her golden eyes well in tears* Her body is there...? Razeriem: *nods* They said they could , you know, keep it right for a week. Razeriem: But she needs to be buried or whatever you think is right soon. Triba Gues: *She winces at that and closes her eyes* Razeriem: *puts an arm over her shoulder and across her back unless she stop him or moves* Razeriem:I am sorry. I did not know she was at ends with the Soul Mother. Triba Gues: *She lets a long shaky sigh and leans her head on his chest, not hugging him but holding her hands against her chest. Her forehead leaning on his chest and whimpering softly* Razeriem: *comforts her as best as he can, rubbing her upper back* Razeriem: I wish I got to know her better, she had a light about her. Triba Gues: *She shivers again and moves back a little. Her eyes tear stained and just looking generally miserably* She was that and more... Triba Gues: *She glances over to the building* Thank you Razeriem... Razeriem: *looks to her but doesn't make eye contact unless she does* Razeriem: If you need anything. I owe it to her. Razeriem: I will help with anything you need done. Triba Gues: *She shakes her head* I will take care of it... If you were a friend, then keep an eye out for *she waves a hand* whatever that might be called... I will handle the rest. Razeriem: *nods and swallows* Razeriem: Its a standing offer, if you ever need to know where or how. I am sorry Triba. Triba Gues: *She nods to him and looks to the building* Me too... *She is obviously holding back a storm* Triba Gues: Thank you again... Razeriem: *shakes his head a little* Razeriem: *frowns and walks half way off* Triba Gues: *She nods to him and with a strained step she heads to the building* Triba Gues: *She spend some time inside, getting all the paperwork done and arranging for Lueanne's body to be freed from custody* Triba Gues: *She hires a simple carriage and under much discretion she takes the body with her after paying good money to extend the preservation of it just a little longer* Triba Gues: *Hooded and minding just the horse, keeping herself busy she carries the body in discretion* Triba Gues: *She seems stuck in her world and doesn't notice anyone as she walks the busy streets of Port Hempstead and books a private vessel to Leringard* Triba arrives to the city of Leringard some time after. Gathering her items and her now forever silent friend, she makes a quiet trip to Palden lake. Triba Gues: *She looks around and sighs, soft tears streaming freely down her eyes* Triba Gues: *She picks a shovel and fighting the onslaught of tears, she begins the grizzly job of digging up a grave. Uncaring of the rain she toughens through it and digs through the night* Triba Gues: *Half way through the whole thing, the tears assault her and she is now whimpering violently as the hole is dug deeper and deeper against a tree full of memories* Triba Gues: *She tosses the shovel aside after the hole is dug and wiping her face from the tears she takes the body nearby and opens the blankets just enough to retrieve Lue's locket, which she then places around her neck. She kisses the halflings cold forehead and wraps the blanket around her once more* Triba Gues: *Carefully she moves the body down into the hole and once the whole deed is done she leans against the edge of the grave, looking down, whimpering and crying for her* Triba Gues: *She whispers down at the open grave* I ever did love you. I dreamt of a life with you. A life I never had. I am sorry you had to go so soon, and I am even more sorry now that we never had a chance to find out. Triba Gues: *She murmurs down the grave* Have a safe trip, heart thief... It's just another journey... *She sniffles as she says that, her shoulders shaking and another set of tears begins to flow as she is unable to finish the thought* Triba Gues: *She sobs and then looks down at her twined necklaces, opening the latch on one she takes a seed and tosses it into the open grave. She wipes her nose and whispers* Its from the forest... Just a little piece of me that you will always have... Triba Gues: *She takes a long deep breath as she shudders in tears and picking up the shovel again she begins to draw the soil that was dug out back into the grave. A whole miserably and whimpering view* The never-quiet approach of another halfling is only silenced by the heavy rain. Acacea Thistletounge: *She hesitates for a moment as though unsure what to say or do, the rain coursing off an invisible form, then reaches a hand, pulls it back with the sound of chimes, then finally rests it on Triba's shoulder* Triba Gues: *She shivers and turns all of a sudden, unsure if a ghost has decided to visit her, her tear stained eyes refocus quickly as she recognizes Acacea's sounds and smells. She looks towards the invisible figure and her lower lip shakes as she tries to form words that do not come* Acacea Thistletounge: *She passes a hand over her invisible face as if in indecision and then finally waves it aside, looking hesitantly between Triba and the newly dug grave* Triba Gues: *She sniffles and holds the shovel in her hand. Clearly she has been suffering for a while now. She whispers barely audible and in a shaky manner* Lue... *it seems that is all she can get out* Acacea Thistletounge: *again the uncertain pause, and she glances again between Triba and the grave, her hand still on her shoulder* Acacea Thistletounge: *A moment passes silent in the rain, an awkwardness or uncertainty more present now than in other places or times, as though she is left with utterly no idea of what to do; another moment, and she finally offers a hug* Triba Gues: *She takes the hug gladly, ignoring the original awkwardness, she simply wraps her arms around Acacea and wimpers quietly against her. The comfort offered seems to be of great help as she calms significantly in the old friend's arms* Acacea Thistletounge: Znihi? *She finally asks* Acacea Thistletounge: *She leaves her arms where they are, and looks past Triba into the darkness with her cheek close to her former second's* Triba Gues: [Tell] Spirit Dunes ruins... *She whispers to her, now calmer in Acacea's arms. She takes a long deep breath and rests her head against her old Sandcaller* Magically dehydrated... Triba Gues: Mbuhud Torim hourm... *She whispers to her, now calmer in Acacea's arms. She takes a long deep breath and rests her head against her old Sandcaller* Lekusecca tinathedit... Acacea Thistletounge: *There is a yet longer pause, and she blinks once at the location* The light steps of another halfling can be heard down the road. Jennara Creekskipper: *waves* Triba Gues: *The two halflings are hugging each other next to an open grave* Triba Gues: *A shovel nearby and clearly Acacea consoling the other* Jennara Creekskipper: *keeps her distance and stays quiet* Acacea Thistletounge: *She finally speaks, still a little awkwardly, after the long pause* U el myhha. Triba Gues: *She nods against Acacea. She presses her forehead against hers in an endearing acceptance before moving back and looking to Jennara* Acacea Thistletounge: *She furrows her brow, of course not having heard the approach, and glances over her shoulder* Triba Gues: *Her sad face quirks in a small sad smile* Triba Gues: [Tell] *she looks to the grave* The halfling council came to say goodbye... it seems. Triba Gues: *she looks to the grave* Dni necwcurk syorsuc seli dy mea kyytpai... ud miilm. Acacea Thistletounge: *She giggles a little at that, the sound clashing with the setting* Acacea Thistletounge: U zem vomd dnurgurk dned. Triba Gues: *There is sadness as she picks up the shovel once more, but she seems strengthened by the company and begins to cover the grave* Jennara Creekskipper: *lowers her head* Acacea Thistletounge: *The uncertainty returns as Triba begins to cover the grave, and perhaps a touch of unsettledness; after a moment she leans over to help, though the unsettled expression remains* Triba Gues: *She nods to Acacea gratefully as she helps her. She looks confused, sad, and mournful, but most importantly unsure as to what to do. The grave slowly gets covered with the dirt* Acacea Thistletounge: *She discreetly sabotages the burial as if in an attempt to leave air holes* Triba Gues: *She glances at Acacea's attempt and then covers her face* Of course... Triba Gues: *She sighs a little and shakes her head amused, changing it a little to give the grave some breathing room* Triba Gues: *Eventually once its done she sits next to it and lets the shovel fall at her side* Acacea Thistletounge: *She plops down in the mud, staff across lap* Jennara Creekskipper: *reaches into her hood* A lily is placed over the fresh grave. Triba Gues: **She nods a little to Jennara and smiles as she places the flower over the grave* Acacea Thistletounge: *She simply sits there for a few moments in the rain, looking tired and unsure; after a time she lifts the pipes Jennara had made for her and begins to play instead* Triba Gues: *She leans back on the little incline of the hill to listen to Acacea's song, glad to have her music and company. Remaining quiet there while they say goodbye* Acacea Thistletounge: *There are no words and no stories of the fallen, no real memories woven through music; it is a simple melody played with bare feet pressing together here and there, a presence instead of a tale* Triba Gues: *She lets a small sigh out, her hands coming to rub her eyes and look down at the grave, then up at Jennara* Triba Gues: Lueanne... *She says simply, in case there is any doubt* Acacea Thistletounge: *Small hurts and bruises from travel heal over slowly and are forgotten, the uncertainty lost somewhere in the process; she doesn't reach out to Triba or truly acknowledge Jennara beyond the watching, but is simply there, until she is no longer* Acacea Thistletounge: *Her eyes shift briefly to Triba at the word and then wander upwards again without a pause in the melody* Jennara Creekskipper: *frowns more than she was* As if by odd chance, Razeriem on his horse can be heard trotting down the road. Razeriem: *skids to a stop* Razeriem: Heya ladies. Razeriem: *eyes never quite make it to Triba* Triba Gues: *The halflings stand quietly as Acacea plays a song on her flute and they sit before a freshly dug grave* Razeriem: *eyes catch upon the grave* Razeriem: *raz let his horse out slowly towards the road and says something softly* Acacea Thistletounge: *Her wandering black eyes pause on Razeriem briefly, then continue onward; there is a strange music in the air from her pipes, a melody that is not quite a song* Razeriem: *a deep sigh may be heard as he allows his horse to go to a slow trot* Acacea Thistletounge: *She finally lowers the pipes again after the breath of them fades into the rain and the trees and echoes around them for a time after she's ceased playing them* Triba Gues: *She gives some time for the silence to find its way back around them before she says anything* Triba Gues: *Eventually she passes a hand over the soil and stands* Acacea Thistletounge: *She sits there in the rain and cranes her head back to look at Triba* Triba Gues: *She whispers down, a great deal of melancholy and sadness in her voice* Goodbye heart thief... You'll be missed... Acacea Thistletounge: *She pushes herself to her feet and after another pause, lays her hand on Triba's shoulder again* Triba Gues: *She glances towards Acacea and gives her a very grateful smile when she does that. She brushes her hand against Acacea's as well and nods to her* Acacea Thistletounge: U ser'd mdea. Acacea Thistletounge: *The words take a moment to work their way out* Triba Gues: [Tell] *She nods* Be well, Wind Spirit... Triba Gues: *She nods* Pi zicc, Zurt Mbuhud... Triba Gues: [Tell] Thank you.. *she adds in a murmur* Triba Gues: Dnerg ayo.. *she adds in a murmur* Acacea Thistletounge: *she lingers there a moment longer, glancing to the grave, but mostly to Triba, her expression a muddle of things not said or sorted* Acacea Thistletounge: *She finally leaves it at that* Jennara Creekskipper: *nods once* The little halfling bard sings a ward of magic around the other two halflings. Triba Gues: *She smiles slightly at her magic and that seems to be the best farewell and the most understanding one that Acacea can give her* Acacea Thistletounge: *After only a few steps, she sings herself from sight, rain coursing off an invisible form as she makes her way out* Triba Gues: *She picks up her shovel and glances at Jennara* Jennara Creekskipper: [Whisper] I have... Jennara Creekskipper: *swallows hard* Triba Gues: *She rests a hand on Jennara's shoulder and looks at her* Jennara Creekskipper: [Whisper] I have... done... this... Jennara Creekskipper: *waves her hand a bit* Jennara Creekskipper: [Whisper] ... too many times, but not as much for people I know. Triba Gues: *She nods softly as tears mingle with the rain traveling down her cheeks* Jennara Creekskipper: [Whisper] Does she have no family? Triba Gues: *She shakes her head slightly* Her brother has never appeared... She never found him after many years seeking. Jennara Creekskipper: *takes in a short, noisy breath and sighs it out* Triba Gues: *She nods slightly* I think as far as family went, I was the closest she ever came to... Jennara Creekskipper: [Whisper] I am glad you are here. Triba Gues: *She shoulders the shovel and looks around, then nods to her words* So many things unsaid... *She sighs and looks to Jennara* It seems indeed destiny that the halfling council is all here. Thank you for letting your feet guide you here. Jennara Creekskipper: *furrows her brow a little* Jennara Creekskipper: *then just nods* Triba Gues: *She nods to her, squeezing her shoulder slightly and moving back towards the ox nearby* Triba Gues: *She takes another deep breath* I need time... Thank you again. Jennara Creekskipper: *nods once* Triba Gues: *She tugs on the ox, glances to the grave as a tear drops down her cheek and then wanders off* [/INDENT][SIZE=10]((The sad and strange thing is, we didn't even plan to get together at the burial site. A little eerie.))[/SIZE] The following users thanked this post: Gulnyr
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General Discussion / For My 31st Birthday« on: August 02, 2009, 01:45:27 pm »
I'm going to cut the cord for helping develop the NWN server further.
So, with a fresh new posting style, I'm going to keep this short and sweet. I've had a brilliant time with a great number of you, even the ones I've gotten really into it with. I always thought I'd make a farewell post with the list of everything I built here, because it would feel like some sort of reminder to everyone. It's a bit silly though, as for years and years I've tried to legitimize my efforts to this community, and overly so. I think it stems back to my embarrassing beginnings here... but I'm no pyschologist heh. I enjoyed building most everything I built, and I'm very proud of how V3 turned out. That's enough for me this time. I will always support the MMO team's efforts, and I look forward to the new game. There are a lot of reasons for leaving, and I'd explain them... but the folks I'd really want to understand probably already get it. So best of luck, I'll still be around now and then, in game and on the forums, and Dorg, I'll try not to troll your posts on balance too much. And with one last challenge... the toolset is easy to learn. It just takes time if you're going to make something come out right. Time learning all of the placeables and tile options so you know the brushes and colors to use. But it's not technically hard. I challenge one of you, anyone, to step it up and legitimize all of your scrutinizing comments on the way the server should or could be. Make 10 areas to a new theme, send them to Dorg. Someone, anyone, impress Layonara with something new for others to enjoy. Even if you know it's ending someday, soon or not so soon, who knows... build it because you care for the server today. Take up the torch, as I know there are some people who have wanted to prove me wrong on some things - and there's no bigger crux to it then this. Everything else is just forum posts. Take care all. The following users thanked this post: Gulnyr
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General Discussion / Happy Birthday Gulnyr!« on: July 07, 2009, 11:53:47 am »
Hope your day is everything you want it to be and more.
~Eor The following users thanked this post: Gulnyr
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Rumour Has It / Sad news for the Rofirenite church« on: May 08, 2009, 12:46:58 am »
*Rumor runs from Forth Vehl to the lands that on a cold night a group came carrying a body to the Rofirenite temple, Its said that the body was identified as the knight Aeronn Kirath, the group presumed to came back from the deep and seemed to be sad and grim faces amoung them *
A great knight has fallen today, one of pure heart and brave soul .. Farewell forever Aeronn Kirath, Farewell and May your soul be with Rofirein forever. The following users thanked this post: Gulnyr
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Layonara Server / Layonara 3.2 Release Notes« on: April 06, 2009, 12:51:59 am »I know while you wait you really want to see what's in store, and I have comments on this update that I'd rather not have you wait for me to think out. The same goes for the credits, so for now I'll let you read these release notes and follow up a little later with a few more thoughts. [/SIZE] [SIZE=18] New Systems ¶ [/SIZE] AFK System ¶
Merchants ¶
Areas ¶
[/SIZE] Barbarian ¶
Type of Feat: Class Prerequisite: Barbarian. Specifics: The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter, extending into epic levels. At 15th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Consitution, 1d4 Sonic damage on all attacks and +3 to Will saves (the -2 penalty to Armor Class still applies). Each Rage lasts as long as your Barbarian + Bear Warrior + Battle Rager levels in Rounds. Thundering Rage ¶ Type of Feat: General Prerequisite: Epic Barbarian, Strength 25. Specifics: Any weapon the barbarian wields while in a rage does an additional 2d10 points of sonic damage on a critical hit. There is a 50% chance for a creature hit by one of the barbarian's weapons to be deafened for 3 rounds. Use: Automatic [SIZE=18]Spells ¶[/SIZE] Shield of Faith ¶ Caster Level(s): Cleric 1 Innate Level: 1 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 turn / level Additional Counter Spells: Save: None Spell Resistance: No Material Component: A Bit of Holy Text The target gains a +1 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster. Note: No more cap Ice Dagger ¶ Caster Level(s): Sorcerer / Wizard 1 Innate Level: 1 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: One creature Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Few Drops of Water You create a piece of ice that flies toward the target and deals 1d4 points of cold damage per level for the first 5 levels plus an additional 1d4 points per 4 levels thereafter. Note: Spell continues to scale Negative Energy Ray ¶ Caster Level(s): Cleric 2, Wizard / Sorcerer 1 Innate Level: 1 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Will 1/2 Spell Resistance: Yes Material Component: Small Mirror A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 5d6 at level 9. An additional 1d6 points of damage is gained for every 3 caster levels thereafter. Negative energy spells have a reverse effect on undead, healing instead of harming them. Note: Spell continues to scale Horizikaul's Boom ¶ Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: One creature Duration: Instantaneous Additional Counter Spells: Save: Will partial Spell Resistance: Yes You blast the target with loud and high-pitched sounds. The target takes 1d4 points of sonic damage per two caster levels for the first ten levels plus an additional 1d4 per five levels thereafter and must make a Will save or be deafened for 1d4 rounds. Note: Spell continues to scale Burning Hands ¶ Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Transmutation Descriptor(s): Fire Component(s): Verbal, Somatic Range: 30 ft Area of Effect / Target: Spell Cone Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes A cone of fire shoots forth from the caster's hands, burning all those within its area of effect for 1d4 damage per caster level for the first five levels then 1d4 bonus per each four levels thereafter. Note: Spell continues to scale Entropic Shield ¶ Caster Level(s): Cleric 1 Innate Level: 1 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: 1 turn / level Additional Counter Spells: Save: None Spell Resistance: No A magical field appears around the target, causing any nearby enemies a 20% chance to miss on ranged attacks. Note: Target no longer just caster Acid Arrow ¶ Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Single Duration: 1 Round + 1 Round / 3 Levels Additional Counter Spells: Save: None Spell Resistance: Yes Material Component: Rhubarb Leaf The caster targets a single creature with an acid bolt. The initial damage from the spell is 3d6, then 1d6+1 per three caster levels every round until the spell expires. Note: Spell continues to scale Gedlee's Electric Loop ¶ Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Evocation Descriptor(s):Electrical Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Small Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 (See Below) Spell Resistance: Yes Material Component: Copper Wire You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of damage per 2 caster levels up to level 10 plus an additional 1d6 points per 5 caster levels thereafter. Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round. Note: Spell continues to scale Soundburst ¶ Caster Level(s): Bard 2, Cleric 2 Innate Level: 2 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Will Special Spell Resistance: Yes All creatures within the area of effect take 1d8 points of damage per 5 caster levels and must make a Will save or be stunned for 2 rounds. Note: Spell continues to scale Woodland Sheath ¶ Caster Level(s): Ranger 2 Innate Level: 2 School: Transmutation Descriptor(s): None Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: A piece of Birch Bark Woodland Sheath hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level: Level 8-10: +3 Level 11-14: +4 Levels 15-29: +5 Levels 30-34: +6 Levels 35+: +7 Note: Spell continues to scale Barkskin ¶ Caster Level(s): Druid 2 Innate Level: 2 School: Transmutation Descriptor(s): None Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: A Holy Symbol which must be worn Barkskin hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level: Level 1-6: +3 Level 7-12: +4 Levels 13-29: +5 Levels 30-34: +6 Levels 35+: +7 Note: Spell continues to scale Flame Weapon ¶ Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Evocation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Creature, Weapon or Gloves Duration: 1 Turn / Level Additional Counter Spells: Save: None Spell Resistance: No A successful hit will do 1d4 points of damage, +1 per five caster levels ( maximum of +8 ) of fire damage. The caster can either target a specific weapon or gloves in his inventory or a creature to enchant the weapon the creature is wielding or gloves if they are not wielding anything. If a ranged weapon is targeted or the target creature is wielding a ranged weapon all equipped ammunition will have the fire damage property. Note: Now works on ranged and gloves Fireball ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Large Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Bat Guano The caster unleashes a fiery projectile that explodes upon all within the area of effect for 1d6 points of fire damage per caster level up to level 10 plus an additional 1d6 points of damage per 2 caster levels thereafter. Note: Spell continues to scale Blade Thirst ¶ Caster Level(s): Ranger 3 Innate Level: 3 School: Transmutation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Creature or slashing or piercing weapon. Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: No You grant a slashing weapon an enhancement bonus and a vampiric effect that will heal you as you deal damage. If targeted on a creature, the spell will enchant the weapon in the primary hand of the target. The enhancement bonus and vampiric effect are +3 up to level 19, +4 up to level 24 and +5 thereafter. Note: Spell continues to scale Glyph of Warding ¶ Caster Level(s): Cleric 3 Innate Level: 3 School: Abjuration Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Large Duration: 1 Turn / 2 Level Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per 2 caster levels to all creatures within the area of effect up to caster level 10 and then an additional 1d8 points of sonic damage per 4 caster levels thereafter. After being triggered, the glyph dissipates. Note: Spell continues to scale Searing Light ¶ Caster Level(s): Cleric 3 Innate Level: 3 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes The caster directs a beam of white-hot light at a single target. The damage is based on the target's racial type: Undead: 1d8 per caster level up to level 10, an additional 1d8 per 4 caster levels thereafter. Construct: 1d6 for every 2 caster levels up to level 10, an additional 1d6 per 6 caster levels thereafter. Other: 1d8 per 2 caster levels up to level 10, an additional 1d8 per 6 caster levels thereafter. Note: Spell continues to scale Quillfire ¶ Caster Level(s): Druid 3 Innate Level: 3 School: Transmutation Descriptor(s): Poison Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Fortitude Negates (poison only) Spell Resistance: No The caster throws poisonous quills at a target, doing 1d8 points of damage +1 per 2 caster levels in addition to inflicting Scorpion Venom on the target if they fail a Fortitude save. Note: Spell continues to scale Wounding Whispers ¶ Caster Level(s): Bard 3 Innate Level: 3 School: Abjuration Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Caster Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: No The caster is surrounded with whispers that injure any creature that hits the caster for 1d6 + 1 / level points of sonic damage (maximum 15 points of damage). Note: Max increased back from 10 to 15 Lightning Bolt ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Chain of targets in a straight line Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Rod The caster fires a bolt of lightning that passes through all creatures in a straight line from the caster. The bolt does 1d6 points of electricity damage per caster level up to level 10 plus an additional 1d6 per 2 caster levels thereafter. Note: Spell continues to scale Acid Breath ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Cone Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level up to level 10 plus an additional 1d6 points per 2 caster levels thereafter. Note: Spell continues to scale Negative Energy Burst ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Negative Energy Protection Save: Will 1/2 Spell Resistance: Yes All creatures caught in the area of effect take 1d8 points of negative energy damage plus 1d8 per 4 caster levels. All creatures caught in the area also lose 1 point of strength per 4 caster levels. Negative energy spells have a reverse effect on undead, healing instead of harming them. Note: Spell continues to scale Scintillating Sphere ¶ Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Huge Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Bead The caster unleashes a crackling electric projectile that explodes upon all within the area of effect for 1d6 points of electric damage per caster level up to level 10 plus an additional 1d6 per 2 caster levels thereafter. Note: Spell continues to scale Call Lightning ¶ Caster Level(s): Druid 3 Innate Level: 3 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes All enemies within the area of effect take 1d6 points of electrical damage per caster level up to level 10, an additional 1d6 per 3 caster levels thereafter. Note: Spell continues to scale Magic Vestment ¶ Caster Level(s): Cleric 3 Innate Level: 3 School: Transmutation Descriptor(s): Armor Enchantment Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Creature, Armor or Shield Duration: 1 Turn / Level Additional Counter Spells: Save: None Spell Resistance: No Material Component: A Holy Symbol which must be worn You empower the touched armor or shield with a +1 AC bonus per 5 caster levels to a maximum of +7. Note: No cap Greater Magic Weapon ¶ Caster Level(s): Bard 3, Cleric 4, Paladin 3, Wizard / Sorcerer 3 Innate Level: 3 School: Transmutation Descriptor(s): Weapon Enchantment Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Creature, Weapon or Gloves Duration: 1 Turn / Level Additional Counter Spells: Save: None Spell Resistance: No Material Component: Powdered Carbon You empower the touched weapon with a +1 enhancement bonus per 5 caster levels (maximum of +5). The caster can either target a specific weapon or gloves in his inventory or a creature to enchant the weapon the creature is wielding or gloves if they are not wielding anything. If a ranged weapon is targeted or the target creature is wielding a ranged weapon all equipped ammunition will have the enhancement. Note: Works on bows and gloves Improved Invisibility ¶ Caster Level(s): Bard 4, Wizard / Sorcerer 4 Innate Level: 4 School: Illusion Descriptor(s): Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Turn + 1 Round Per Level. Additional Counter Spells: Invisibility Purge Save: Harmless Spell Resistance: No Material Component: Gum Arabic The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a concealment bonus equal to 20+1 per caster level to a maximum of 50. The target also gains a bonus +2 to Dodge AC. Note: Change in concealment calculation and +2 Dodge Wall of Fire ¶ Caster Level(s): Druid 5, Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Wall 30 ft Long Duration: 1 Round / 2 Levels Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes This spell creates a curtain of fire that deals 4d6 plus 1d4 per 3 caster levels fire damage to any creature that attempts to pass through it. Note: Spell continues to scale Hammer of the Gods ¶ Caster Level(s): Cleric 4 Innate Level: 4 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Will Partial Spell Resistance: Yes The caster smites a group of enemies with divine light for 1d8 points of damage for every two caster levels for the first 10 levels plus an additional 1d8 points of damage per every 5 levels thereafter. Enemies that make a Will save take half damage and avoid being dazed for 1 to 6 rounds. Note: Spell continues to scale Flamestrike ¶ Caster Level(s): Cleric 5, Druid 4 Innate Level: 4 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Holy Symbol which must be worn A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage per caster level up to level 15, plus an additional 1d6 points of damage per 3 caster levels thereafter. Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage. Note: Spell continues to scale Stoneskin ¶ Caster Level(s): Druid 4, Ranger 4, Wizard / Sorcerer 4 Innate Level: 4 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: Dust of Topaz This spell grants the target creature damage reduction as such: Level 9 or below: DR 5/+1 Level 10 to 14: DR 5/+2 Level 15: DR 5/+3 Level 16 to 19: DR 10/+3 Level 20 to 24: DR 10/+4 Level 25+: DR 10/+5 The spell absorbs 10 points of melee damage per caster level, to a maximum of 150, before collapsing. Note: Max damage increased from 100 to 150 Firebrand ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Alchemist's Fire Masses of flame (one per caster level to a maximum of 15) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level up to level 10 plus an additional 1d6 per 3 caster levels thereafter. Note: Spell continues to scale Ball Lightning ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Small Metal Pellet Balls of lightning (one per caster level to a maximum of 15) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of lightning, only the closest targets will be damaged. If there are more balls of lightning than creatures, the excess balls of lightning disappear. Each ball of lightning explodes for 1d6 points of damage per caster level up to level 10 plus an additional 1d6 per 3 levels thereafter. Note: Spell continues to scale Inferno ¶ Caster Level(s): Druid 5 Innate Level: 5 School: Transmutation Descriptor(s): Fire Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: Single Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: Yes Material Component: Bee's Wax The caster causes a target to ignite into flame. Each round the target will suffer 1d6 +1/level. A reflex save is permitted each round to avoid damage, making the save does not put out the flames, only enables damage to be skipped for that round. Note: Spell continues to scale Cloudkill ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: 1 Round / 2 Levels Additional Counter Spells: Save: Fortitude Special Spell Resistance: Yes A billowing cloud of noxious vapors settles over the area. Its effects vary according to the Hit Dice of the affected creatures: 1-3 HD: Instant death 4-6 HD: Fortitude save or death Over 6 HD: 1d10 damage/round per 5 caster levels Note: Spell continues to scale Cone of Cold ¶ Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic, Material Range: Cone, 30ft Area of Effect / Target: Spell Cone Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Rod A cone of frost and snow shoots forth from the caster's hands, doing 1d6 points of cold damage per caster level up to level 15 plus an additional 1d6 per 2 caster levels thereafter to all those within the area of effect. Note: Spell continues to scale Dirge ¶ Caster Level(s): Bard 6 Innate Level: 6 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Large Duration: 1 Turn + 1 Round / level Additional Counter Spells: Save: Will negates Spell Resistance: Yes The caster's song draws the energies of death and destruction. Any enemies in the area of effect suffer 2 points of Strength and Dexterity ability score damage each round. If the enemy leaves the area of effect, their Strength and Dexterity are restored. Note: Duration and change to Will Save Blade Barrier ¶ Caster Level(s): Cleric 6 Innate Level: 6 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Wall 30 ft Long Duration: 1 Round / Level Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Blade Barrier brings into being a 30-ft long and 3-ft wide wall of stabbing blades. All those passing through the wall take 1d6 points of damage per caster level up to level 15 plus an additional 1d6 per 4 levels thereafter. Note: Spell continues to scale Acid Fog ¶ Caster Level(s): Wizard / Sorcerer 6 Innate Level: 6 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: 1 Round / 2 Level Additional Counter Spells: Save: Fortitude Spell Resistance: Yes Acid Fog creates a thick, clinging, greenish cloud. Creatures entering the cloud take 4d6 acid damage. Creatures entering the cloud must make a Fortitude save or have their movement reduced by 50%. Every round a creature spends in the cloud, it suffers 2d6+1 point per caster level acid damage. Note: Spell continues to scale Chain Lightning ¶ Caster Level(s): Wizard / Sorcerer 6 Innate Level: 6 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Colossal, 1 Target / Level Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: A Glass Rod A bolt of electricity arcs through the caster's enemies for 1d6 points of electrical damage per caster level up to level 20 plus 1d6 points per 2 caster levels thereafter to the initial target and half that amount to all secondary targets. Note: Spell continues to scale Banishment ¶ Caster Level(s): Cleric 6, Wizard / Sorcerer 7 Innate Level: 6 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Will negates Spell Resistance: Yes The caster is able to cause all summoned creatures, familiars, animal companions, and Outsiders in the area of effect to be destroyed. A number of creatures equal to four times the caster's level in HD can be banished. Note: Bumped from 2 times to 4 times Crumble ¶ Caster Level(s): Druid 6 Innate Level: 6 School: Transmutation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: One Construct Duration: Instantaneous Additional Counter Spells: Save: No Spell Resistance: No This spell inflicts 1d6 points of damage per caster level up to level 15 plus an additional 1d6 points for each 3 caster levels thereafter to a selected Construct. This spell does not affect living creatures. Note: Spell continues to scale Greater Stoneskin ¶ Caster Level(s): Druid 6, Wizard / Sorcerer 6 Innate Level: 6 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Personal Area of Effect / Target: Caster Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No Material Component: Dust of Diamond Grants the caster a damage reduction of 20/+5. The spell absorbs 10 points of melee damage per caster level, to a maximum of 200, before fading. Note: Max damage upped from 150 to 200 Power Word, Stun ¶ Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Divination Descriptor(s): Component(s): Verbal Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Clarity Save: Will Special Spell Resistance: Yes Those in the area of effect take 1d4 per 2 caster levels Sonic damage and must make a Will save or be stunned for 2d4 rounds. A successful Will save stuns the target for 1 round. The maximum creatures affected in the area are 1d4+1 per 5 caster levels. The spell does not affect those immune to Mind spells. Note: Area of Effect now Delayed Blast Fireball ¶ Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: 1 Round / 3 Levels Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d6 points of fire damage per caster level to all within the area of effect up to level 20, plus an additional 1d6 points per 2 caster levels thereafter. Note: Spell continues to scale Firestorm ¶ Caster Level(s): Cleric 8, Druid 7 Innate Level: 7 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Spell Component: Holy Symbol must be worn Everyone within this spell's area of effect are inundated with a rain of fire and take 1d6 points of damage per caster level up to level 20 plus an additional 1d6 points of damage per 2 caster levels thereafter. Half of the damage is divine and the other half is fire-based. Allies are not subject to divine damage. Note: Spell continues to scale Nature's Flow ¶ Caster Level(s): Druid 8 Innate Level: 8 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Gargantuan Duration: Concentration, 1 Round / Level Spell Resistance: No Spell Component: Holy Symbol must be worn Area Limitation: Natural The druid focuses all his natural will to project an expansive aura around himself. This aura flows from Nature through the druid and out to her or his allies. After the aura blankets the area, and for 1 round per level while the druid maintains her or his meditative focus, all allies regenerate 12 hit points per round. If the druid's concentration is broken, either by his own volition, such as attacking or casting, or by taking damage, the regenerative flow of nature is broken as well. To assist with keeping focus, the caster is also surrounded in a protective layer when the spell is first cast. Note: The protective layer now includes all damage types. Mass Disorientation ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Enchantment Descriptor(s): Mind-Affecting Component(s): Verbal Range: Short Area of Effect / Target: Colossal Duration: 1d8 Rounds Additional Counter Spells: Save: Will Negates Spell Resistance: Yes Non allied creatures of most racial types in the area of effect who fail a Will save are clouded with one of the following afflictions:
Bracar's Fascinating Elemental Storm ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Gargantuan Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes Developed after years of study of the ancient Rhun Zharr Tome, this fascinating spell is one of Brac’ar Fireface Kilring’s finest creations. When cast, a storm of elemental missiles shoots forth towards the target, stopping them in their tracks as they stare in fascination at their impending doom. This spell is a testament to the skill and mastery of woven magic of this dwarven wizard, tailor and scribe. A number of elemental missiles (one per caster level to a maximum of 20) appear and randomly target and hit any hostile creature in the area of effect. The missiles will have an even spread among the target(s) as possible, with a maximum of 8 per target. Random elements pour forth from the casters hands into the missiles, giving an unpredictable result in what type of elemental damage the target(s) will take. The possibilities include 2d8+1 per 2 caster levels of fire, lightning, cold, or acid damage. Additionally, each missile in the colorful spectrum has a dazzling effect on the target(s) and the target struck with the blast of elemental energy must make a will save or be dazed for 1d4 rounds. Note: Spell continues to scale Sunbeam ¶ Caster Level(s): Cleric 8, Druid 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: 3 Rounds Additional Counter Spells: Create Greater Undead Save: Reflex Negates Spell Resistance: Yes Material Component: Holy Symbol The caster summons a globe of divine radiance to blind and burn those within the area of effect. Undead take 1d6 points of divine damage per caster level to a maximum of 25d6. All other monster types take 1d6 points of divine damage per 3 caster levels and are blinded for 3 rounds. A successful Reflex save halves the damage and voids blindness. Any shadows or vampires caught in the area of effect will be instantly slain if they do not make a successful Fortitude save. Note: Spell continues to scale Earthquake ¶ Caster Level(s): Cleric 8, Druid 9 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic, Material Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: No Material Component: A Holy Symbol which must be worn The caster causes a massive earthquake around himself, causing 1d6 points of damage per caster level up to level 20, plus an additional 1d6 points of damage per 2 levels thereafter to all creatures in the area of effect. The caster is not affected by the earthquake. Note: Spell continues to scale Horrid Wilting ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Necromancy Descriptor(s): Death Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Fortitude 1/2 Spell Resistance: Yes Material Component: A Piece of Sponge All creatures within the area of effect take 1d8 points of withering energy damage per caster level up to level 20 plus 1d8 per 2 caster levels thereafter. Note: Spell continues to scale Incendiary Cloud ¶ Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: 1 Round / Level Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster creates a cloud of smoke and embers that causes 4d6+1 per caster level points of fire damage each round to all creatures within the area of effect. Note: Spell continues to scale Bombardment ¶ Caster Level(s): Druid 8 Innate Level: 8 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes Material Component: Quartz Crystal Rocks fall from the sky, causing 10d8+1d8 per 3 caster levels above level 10 points of damage to all enemies in the area. Note: Spell continues to scale Sunburst ¶ Caster Level(s): Druid 8, Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex Spell Resistance: Yes A brilliant explosion occurs where the caster directs causing 1d6 points of damage per caster level (to a maximum of 25d6) to all undead. Non-undead creatures suffer 1d6 damage per 4 caster levels. Vampires are destroyed instantly if they fail a Reflex saving throw. All enemies in the area of effect must also make a successful Reflex saving throw or be blinded permanently (the blindness can only be magically removed). Note: Spell continues to scale Nature's Balance ¶ Caster Level(s): Druid 9 Innate Level: 9 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Fortitude Negates Spell Resistance: No Focusing your link with nature, you are able to channel essential life forces to balance yourself and those around you. Performing this great sacrifice will tax your body tremendously, effectively setting your current hit point value to 50% of your maximum. This act of attunement then grants you the ability to tip the scales to those who surround you. The primal equilibrium reached within will then allow you redistribute life energies to both friend and foe in a similar balance. The spell will set all your allies to 75% of their maximum hit point value and enemy creatures surrounding you to 25% of their maximum hit point value if they fail the fortitude save. Note: Size change Power Word, Kill ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Divination Descriptor(s): Death, Mind Component(s): Verbal Range: Short Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Death Ward Save: Will Spell Resistance: Yes 1d4+1 per 5 caster level creatures in the area of effect must make a Will save or die. A successful Will save will cause 1d6 Sonic damage per 2 caster levels. Note: Area of Effect spell with damage Howling Hurricane ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Conjuration Descriptor(s): Cold, Sonic Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Large Duration: Round / 5 Levels Save: Fortitude Special Spell Resistance: Yes On entrance, targets are stricken with a blast of Cold air dealing 1d6 points of damage per 5 caster levels. Every round in the hurricane will then continue to deal 3d6 Sonic damage and render the target Deaf. In addition if the target fails a Fortitude save, they will take 5d6 points of Cold damage and be blinded for 1 Round. Mass Flesh to Stone ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Special Save: Fortitude Immunity: Freedom Special Spell Resistance: Yes Those in the area of effect are petrified, encased in stone forever. Targets failing a Fortitude save but have Freedom of Movement are encased in rock for 1d4 rounds. The caster can petrify 1d4+1 per 10 levels of creatures. PCs who fail the save and do not have Freedom of Movement are petrified for 3 Rounds. Meteor Swarm ¶ Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Evocation Descriptor(s):Fire Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The spell causes everything within the area of effect to be pummeled by incoming meteors. All those caught in the destruction take 20d6 points of damage plus 1d6 per 2 caster levels thereafter and then are set on fire which deals 1d6 fire damage for 5 rounds or until a reflex save is made. All creatures within 7 feet of the caster are protected from the spell's effect. Note: Spell continues to scale Implosion ¶ Caster Level(s): Cleric 9 Innate Level: 9 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Up to 4 Targets Duration: Special Additional Counter Spells: Save: Fortitude Negates Spell Resistance: Yes The caster creates a vortex of destruction that tears asunder the first creature found within its area of effect, killing them instantly unless they make their saving throw. It then targets another creature for the next round for up to 4 rounds. The caster may not perform any other actions while focusing on Implosion. Note: Redone FIN The following users thanked this post: Gulnyr
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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 The following users thanked this post: Gulnyr
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Layonara Server / LORE Email Functionality« on: January 29, 2009, 06:12:18 am »
LORE will finally send out registration emails and password requests.
Yay that I finally got this stuff working. Sorry for things like this lagging for so long in a non-functional state. The following users thanked this post: Gulnyr
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