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Just for Fun / For Your Saturday Morning Amusement« on: September 26, 2009, 02:25:22 pm »
I present:
What would happen if a Gelatinous Cube, a Mimic, and a Rust Monster teamed up - as adventurers? Guaranteed to raise your sympathy for Rust Monsters at least by a little bit. He's so cute! The following users thanked this post: Acacea
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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: Acacea
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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: Acacea
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General Discussion / Joining the rank and file :)« on: June 25, 2009, 09:28:00 am »
Hi everybody!
This is the post to inform I am stepping down as GM. I'm not disappearing from Layo, in fact I hope, RL and remaining DTs permitting, to step up my involvement with Ark as an active and roleplay-enhancing World Leader. About two years ago I applied for a GM position in order to enhance people's Layo experience, primarily in the AEST timeslot given poor old Dezza was shouldering a lot of that burden on his lonesome. The main goal of my quests has always been to get players to really think long and hard about their characters. To put roleplay flesh on their mechanics bones. To make players really think about what their characters would do in a given situation, a given moral dilemma. To put them in a place, not always comfortable, not always where they want to be and then see what they would do and where they go. Often my quests have a simple enough premise but I tried to have them involve something that had folks exploring the depths of their character's psyche. As I write this, I remember one of my quests, early on, that had people magicked into behaving in a manner the polar opposite to their 'normal' sex, class and alignment. This stands out in my memory as a very 'typical me' quest. Hopefully fun. A touch of madness. A strange situation. Minimal set-up A quest that (hopefully) by getting you to do something the opposite of what was normal, made you think more deeply about what was normal. By playing Lawful Evil for an evening, it made you think about what it really meant to be Chaotic Good the other 364 nights of the year. Anyways, hopefully after two years there are some players who have a better picture of their characters as a result of my quests. As to why I am resigning, no deep and dark discontent or disparaging remarks against any individual or the GM team as a whole to be found here! Of course there are decisions made which, as an individual, one might not 100% agree. Directions taken that might not have been the direction I would have taken were it my sandbox. Little niggles here and there etc yada yada but I can tell you there are no light decisions ever made by the GM team. No personal grudges. No favourites. No bias. Just a bunch of people that really do strive to provide the best server to be found. Anyways, see you in game! The following users thanked this post: Acacea
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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: Acacea
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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. The following users thanked this post: Acacea
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Layonara Server / Layonara 3.21.0 Release notes:« on: April 10, 2009, 09:49:01 pm »
[SIZE=18]Version 3.21.0 is online![/SIZE]
Persistent Storage is once again ENABLED It's back, it's faster and it's better than ever! Check out the new features:
The following users thanked this post: Acacea
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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: Acacea
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Implemented Ideas / Animal Factions« on: April 03, 2009, 04:44:07 pm »
As if you builders aren't already in over your heads with this exponentially growing update, here is yet another request! Please don't hurt me (much).
Please-oh-please can we change the animals, with the exception of a few of the more dangerous ones like bears and lions, to a non-hostile faction so that if you want to attack them you actually have to right-click and radial attack. I know they have the factions they do so rangers and druids get the full effect of their empathy stuff, but really, is it so much to ask that they only need to use that empathy system with the known hostile animals? I'm tired of getting divebombed by owls and chased through AT's by deer. Anyone else with me on this? The following users thanked this post: Acacea
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NWN Ideas, Suggestions, Requests / Ghostly Glow of the Living« on: April 02, 2009, 08:51:12 pm »
Is there any chance of removing the glow effect from recently respawned/raised/resurrected characters for the next update?
The following users thanked this post: Acacea
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Rumour Has It / Journey's End« on: October 25, 2008, 10:11:01 am »
*Two forlorn figures lead a small cart to Folian's Temple in the depths of the Forst of Fog. Wordlessly, the older of the two figures, a lean man of middle years, takes from the cart the linen-wrapped body of his fallen friend and companion. Nearby, at the shoulder of the second figure, she a lithe younger woman who watches the scene through reddened eyes, a white-faced Belinaran monkey chitters and fidgets, distress and confusion written large in all-too-human expressions.
Moving slowly under the weight of his lifeless burden, the man approaches the High Priest of the Temple of the Longstrider. Carefully, gently, he lays the corpse to the sward at his feet.* A fallen son of the Prince of Wolves. *whispered* Rest well nephew. *With a nod towards his lady companion, the man quickly and quietly departs the temple to find the fallen's father and mother and tell them of life's greatest curse .. to outlive one's child.* [size=-3]// The end of Trouble Tempest //[/size] The following users thanked this post: Acacea
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Rumour Has It / Goldwin Blacknight - Life of a Hero« on: October 16, 2008, 01:43:46 pm »
It is with the greatest of sadness that I write this letter to inform all those who knew Goldwin Blacknight, of his passing. He died as he lived protecting the innocent and less fortunate. He died saving the life of a child. There can be no greater sacrifice given, than a life given to save another.
I write to tell you of his courageous spririt, of his giving heart. Of a friend who will be missed and never forgotten. He always offered to help where he could, and protect those he loved with a understanding that his life was lived for more than just the trivial possesions, but to help those who needed him to become better people. I am one of those who became better for knowing him and I will never forget my treasured friend. Goldwin Blacknight will be sorely missed, walk always in the light Goldwin Blacknight. With a deep respect and fond friendship, ~Elohanna Dawnstar The following users thanked this post: Acacea
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General Discussion / Naughty naughty dwarf« on: October 05, 2008, 12:23:14 pm »
dear Sniverous or guild owners of chests at 223 Prantz,
my apologies but whilst innocently waiting to use the portal from Prantz ter wayfare I, Rockhead Howling Wolf, had an overwhelming desire ter sneak a look in a large storage chest. I think it was the result if some mind altering attacks from the mushrooms close ter Prantz! Anyway the bloomin thing wouldnt close so I has moved all the objects into the adjacent chest ( overseen by the gods! (dm)). please accept my apologies fer the fingerprints all over yer goods, all of which are still there! and fer the spittle on the adamantium as I was just checking ter see if it were real by tasting it. please leave a note if'n yer want ter get the judges involved in the matter and I will gladly pay yer some compensation, maybe a few flagons of dwarf ale, fer being rude and nosey whilst in your abode.I promise I did not try any of yer clothes but that purple shirt hanging up in the corner is nice. I never touched it! Alternatively yer may want ter call the militia out in which case please give advance warning by bird and I will be away ter the dessert fer a few months ter perfect me disguise. Yours Humbly, Rockhead Howling Wolf. (ps. thanks ter Atlas, Vincent and Salleron fer the advice. Hope the close circuit tv shows me being honest!) The following users thanked this post: Acacea
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Layonara Server / Donations & The Future of NWN« on: October 01, 2008, 11:36:47 pm »
Hello again,
I've received a couple queries to the status of donations which I wanted to address with the upcoming changes to the servers. Essentially what we've always hoped for in terms of donations was enough to offset the costs to host NWN. That was five servers and their bandwidth. At its peak, Leanthar was paying over $500 a month for these servers. Over the summer it was closer to $300, but the charges were going to be over $1000 a month with the new billing structure. An impossible price. The donations always helped and each of us was always afraid of the potential of Leanthar just really not being able to cut it any more. I lost sleep when he told me of the new pricing and the inevitability of the downtime. In the end Leanthar and I both had many reasons for finding every way possible to keep NWN going. Despite the financial weight which could be better spent, the occasional stress, the time lost better spent on future development, we really want NWN to keep serving our world. There are a lot of people who help right now, the developers, the gamemasters, the character approvers, the lore team, the writers, the mmo team who have all helped us in the direction we seek and to continue to serve Layonara as a magnificent world realized in the form of a video game. To not bridge the time from now until the release of the mmo with a video game entity of Layonara would in our minds have been a disservice to everyone who helps out. Then there's the rest of the community, those who have been here for long times and those of you who have just fallen in love with Layonara. Despite the very limited amount of rotten apples in the orchard, we really enjoy hearing about the great times you've had. Your creative outlets both in game and in the forums. Your community spirit and support. It is also no secret, we are hoping each of you will see NWN to the other side, and give us a chance in our future generation. Having even a fairly small starting community will be a boon to attracting more folks. Especially those very well versed in roleplay and its potential for enjoyment. And I certainly know the benefits in terms of seeking beta testers with technical aptitude. I truly hope we can carry this weight that NWN can sometimes be across the bridge. There are still concerns beyond the financial strain. The most important being time dealing with the inevitable issues that serving the world brings up. Finally on a personal note, where would I be without having some Plenarius time? I'm not ready to just write him off in a story, I want to play it out where it all started. So we have taken quite a downsize, we've lost 7 servers, 5 for NWN which will be combined into 2 in Montreal. 1 for DB and fileshare, and 1 to run West and Central. We'll probably have to do without a Quest server unless we can run a third module on the one server, which Dorganath and I doubt. We also lost 2 of our development servers. All of our hosting, 5 servers, is now in Montreal. 4 of these are paid by OneST8, one of them is piggy backed with some of our (him and I) other personal pages. The 5th one we're getting tomorrow/Friday will be paid by me. The tasks the 2 development servers from San Jose handled are now squeezed into the 3 remaining servers in Montreal. We have assurances from EdTheKet, Dorganath and Thak that they can help the financial strain if necessary. So here's the deal, if you want to keep helping out to say thanks for fronting the cost of the bandwidth and server for NWN, keep donating. With that said, the truth is that we will continue to eat the costs ourselves regardless if you donate or not as the servers will be used for our future whether they host NWN or not. NWN Layonara is in good hands for now, but be willing to accept its inevitable departure, hopefully with fair warning. If you want to say thanks to Leanthar for all he's paid in the past until now then donate. (Expenses incurred are over $20,000, that is minus all past donations.) If you want to help OneST8 and I foot the bill, hey thanks... donate. (Average monthly bill for the two NWN servers will be $200) If you're excited about our future and wish to help us in that regard, donations are welcome. To recap, you owe us nothing but continuing to enjoy the world, or if you have the time, continuing to volunteer as you can and hopefully you will give us a chance with the future generation of Layonara. If for whatever reason you just can't donate. It's cool, don't feel bad, we'll do our best to stay alive. Alas, all good things eventually come to an end, but we're pretty confident we'll have a phoenix rising from the ashes. Hope to see you there to witness it! -James The following users thanked this post: Acacea
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General Discussion / One Last Time« on: September 30, 2008, 06:11:45 pm »[SIZE=16]" As we descended we came upon the last dwarven tunnel, a hallway that led to a large natural cavern. The hall was rough as though the cutters broke through into the cavern and left their duties of perfecting the path for another time, one that never came. Thus began a descent deeper and deeper, tunnels not dug by hands but burrowed or even eaten from the solid core of the mountain high above us lead from cavern to cavern. No more level rooms were to be found as we went down, further and further into Layonara. The simple clans and beasts from above grew scarce as deeper and fouler beasts, some that have never seen the sun, turned common and our group now trekked slowly and carefully."[/SIZE] [SIZE=16][/SIZE] [SIZE=16]---Harolgar, Frostblade of the White Fox Clan---[/SIZE] [SIZE=16][SIZE=16] About a month or so ago I tendered my resignation to Layonara team. I used to be able to crank out hours upon hours of building on top of playing the game for hours on end. These days I can't really find committed time to fulfill my duties as a full time quest GM on top of growing our little garden of NWN Layonara. I thought about clinging onto the GM seat, I really did. But all I'd end up doing is passing judgement or chiming in my steady opinion from afar without an inkling or grasp of our community. So it's time to call it quits.[/SIZE] [/SIZE] [SIZE=16]When I started off with the relic based entry theme/ system, I built a good chunk of new material. It was closed and locked off waiting for completion both in building and the scripting needed to successfully implement it. Also, older material that had been converted was locked off. Since Dorg finalized 1.69 several weeks ago, I picked up the modules for one last swing and wrapped everything up that I was capable of handling on my own, with a little help on puzzle scripting from ScriptWrecked (thanks script).[/SIZE] [SIZE=16]The major new addition to the server is the region of the Great Spikes of the Blinding Lands, implemented as closely to Ed's team's new writings on it as I could muster knowing all the potentials of the toolset... of course with ample spins and twists on it to appropriately get an amused growl from Ed. The adventure of these northern realms is pretty neat. It's an older and perhaps simpler vibe, one that I had a lot of fun working on. And the GM who first picks up on the nature of the region and the number of quests to be had here is lucky. All in all around 70 areas that were either locked off or didn't yet exist are now in game and waiting for you. There are also a couple of new quest areas to get things kicking on quests. Beyond that it's the normal fixes here and there, trying to wrap the monster that was too hard here, and the area that needed a bit of love there.[/SIZE] [SIZE=16]I've had a great time working on this module, and hope you guys liked what came of v3. I'll support fixes for the next couple of weeks to make sure nothing is quirky, and after that I'll still be around playing.[/SIZE] [SIZE=16][/SIZE] [SIZE=16]So, I suppose I'll see you in there, and remember - when you find a book, take the time to read it and talk about it. It may save your life.[/SIZE] The following users thanked this post: Acacea
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General Discussion / Congratulations ...« on: July 25, 2008, 10:58:52 am »
... to Layonara's newest World Leader, Sallaron Tempest!
Yes, you read that right. Administrative error? GM team oversight? Leanthar going soft in his old age? Lowering standards? Plain dumb luck? Probably a combination of all the above. Congrats LordCove! The following users thanked this post: Acacea
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Introduce Yourself / Another belated introduction ~ Lynn1020« on: June 30, 2008, 06:04:54 pm »
[SIZE=16]I finally caved in to do an intro myself. My real name is Tiffany. Lynn1020 comes from my middle name (Lynn), 1020 is from my wedding anniversary, October 20th. I am a southern girl and from what I have found out, I still have a very southern accent. I grew up in Kentucky until I married and moved with my husband. After moving to several different states (including a three year vacation in Hawaii) we now live in the Northwest, near Seattle. It never fails though; anytime I speak I am asked where am I from.
I have been a military wife for almost 18 years now, and also a stay at home mom to three kids (four if you count my husband). Two boys aged sixteen and thirteen, who both play Layo from time to time, and one girl age six. She plays the NWN single player version. I had to finally tell her she could start playing with us when her reading and writing improves. She will lecture me when she watches me play. "Mom do you want to keep playing Emie? Well stop going out alone and wait for your friends!" I have to say I love that I get the chance to stay at home with the kids, even though you will often find me moaning and complaining. Especially now that I have been nursing a broken foot for the last couple of weeks, and the kids are out of school for the summer and I can't even drive! But at least it does give me an excuse to be in Layo even more. My husband played Layo for two years before I started. In that time I have to say I hated Layonara. All I knew about it was that it was a game that kept my husband on the computer for hours!! Many times he tried to get me to watch him and try it out. I refused. I was happy with my scrapbooking and Zelda games. Then it got worse! He got our two sons playing it! It drove me nuts having to listen about it all the time. Well to make a very long story short, he finally got me to try it. Emie was born! That was almost two years ago so needless to say I was hooked and haven't left since. Now the whole family plays together at times. I never thought a game could make me laugh and cry as much as this one has. I have never played any type of D&D game before Layonara. So there was so much I didn't understand and I am still learning. That being the reason Emie started out a lot like me...shy and quiet. Boy has she changed in the last two years!![/SIZE] The following users thanked this post: Acacea
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Rumour Has It / R.I.P. Hilda VonAxeweilder« on: June 30, 2008, 07:28:46 am »
Today at approximately 3am Day 18 Month 12, Hilda fought her last battle. She fought valiantly in the MIsted Village alongside an aquaintance, Leisa, however the bandits surrounded them and they both fell. Hilda never to return again.
A memorial service will be held within the next week. **see player's calandar for details** All those who have fought side by side with Hilda are invited to attend at the Ulgrid's temple to Vorax. The following users thanked this post: Acacea
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Rumour Has It / The Passing of a Bloodwar Legend« on: June 28, 2008, 06:34:29 pm »**Notices are posted in most areas where dwarves and adventurers travel** [SIZE=24]The Crimson Shield[/SIZE][/I][/B] regretfully announces the passing of [SIZE=32]Dorax Windsmith[/SIZE][/B] Bloodwar Hero [/I]Master Weaponsmith and Armorsmith Friend Funeral services to be held at the great temple of Vorax [/I]
Open to all, closed to none Any and all who fought along his side during the last moments of [SIZE=18]Sinthar Bloodstone[/SIZE] during the Bloodwar are specially invited to attend. The following users thanked this post: Acacea
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General Discussion / A little birdy delivers some good news!« on: June 28, 2008, 03:32:52 pm »[SIZE=16]I just got word from a small delivery birdy that we have a new addition to the real life Layonara family today!
[SIZE=24] Congratulations "Alatriel" and "Aerimor". [/SIZE][/SIZE] [SIZE=24] Alexander James, 8 lbs, 20.5 inches. June 28,2008 at 6:34 AM EST [SIZE=16]I was told Mom did wonderful. She and baby Alexander are resting quietly in the hospital. Mom put Dad to work when you get home so you can take care of yourself and that little guy! We will see you when you are up to playing again. [/SIZE][/COLOR] [/COLOR][/COLOR][/SIZE] The following users thanked this post: Acacea
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