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Messages - davidhoff

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801
[SIZE=24]High adventure, low adventure, who cares? As long as it's us adventurers showing some monsters what we're made of (which is mostly fluff).[/SIZE]


/// This is really an extension of Abiorn's old adventure thread, except that I'll be around earlier. I'll be in around 8pm EDT (5pm PDT, 12am GMT).

Starts in Leringard, and from there we could head north to Khalziras or the Deep, or we could head east to the broken halls, or we could sail to Dregar or Belinara. I have been meaning to go back to a certain dungeon on Belinara near a cave full of orcs....
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802
Ask A Gamemaster / RP or quality of RP?
« on: August 04, 2009, 12:22:36 pm »
A conversation with another player got me curious about this.  They said that they can sit and rp for hours and never get bonus RP XP from GM's.  
 

 So that brings me to this...
 

 This is an RP server so we should encourage those that RP right?  I know it may sound silly for wanting a reward for something you should be doing.  But most go bashing these days to get those rewards.  Seems that we may want to go out of our way to encourage RP these days and not only on quest.  
 

 I know I used to get XP several times a week for sitting and RPing. There were a few GM's that would seem to make their rounds and hand out XP for those were RPing.  I think most of those are no long GMing for whatever reason.  So this question is really for the active GM's...
 

 When do you give XP for those RPing and what brings you to do it?
 

 Do you give it to everyone that is RPing?  Only those that are showing good quality of RP?  
 

 If it is only the those showing what you think is good xp... what do you consider 'good' RP?
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803
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.
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804
Ask A Gamemaster / Question...
« on: August 02, 2009, 03:43:55 am »
on dragons... In a certain place, is there still supposed to be a certain dragon there in the module? I can PM details, I just remember seeing pictures of the said creature dead, and I find it odd that it is alive... (plus I am told that it was assumed it was removed from the module...)


I know that may seem very confusing, so I would much rather chat with some one via PM... (to avoided saying what is where in the module..)
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805
Layonara Server / Version 3.21.3 is online
« on: June 10, 2009, 05:46:37 pm »
Version 3.21.3 is online!

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


 Thanks go to orth, Chongo and Script Wrecked for their contributions, as well as Alatriel and Nehetsrev for their remodel submissions.
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806
Implemented Ideas / The Color Of DM Text/Speech
« on: June 09, 2009, 09:22:55 am »
Is it possible to have the color of DM text/speech to be something other than the default white (I'm thinking something along the lines of yellow)?

Too many times it seems I miss information because I have to look down at the keyboard to type, and when I look up again, I may or may not be able to pick all the points that have been said since I looked down. For PC conversations and emotes, its bad enough, but when you miss something critical by the DM, you can be left scratching your head for the rest of the session.

Regards,

Script Wrecked.
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807
LORE Ideas, Suggestions and Requests / Suggestion
« on: June 06, 2009, 06:08:14 pm »
Just a suggestion for consideration. The LORE messenger birds are awesome and present a super cool method for sending IC messages, however, they are rather expensive. Would it be possible to talk about lowering the price from 50 and 100 to something like 5 and 10? It seems like it would promote their use more, add more to the game, and I cannot really think of any balance or economic issues at the moment that would make it a bad idea. I know I would be sending 3 to 4 a day if they were a little cheaper...
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808
General Discussion / Having Fun?
« on: May 16, 2009, 09:51:24 pm »
I hope everyone is having fun exploring and adventuring together with friends this weekend. One of the things I hope to see from this weekend is that players (you) find new friends to adventure with in Layonara, or that some players return to regain the enjoyment of the world. I challenge each of you to go find new players or encourage players to return and enjoy the world. Layonara is built for you, the player/gamer--something we never forget.
 
 We really do have a fantastic GM team that dedicates a whole heck of a lot of time (for 7!! years now folks) to the community.
 
 Not to mention all of the "lowly" programmers and module builders that dedicate their time to grow the world and community *ducks for cover behind the content team....then realizes his mistake...* :)  I really do enjoy dogging on them the very few times I get the chance!!
 
 Hope all are having a good time.
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809
Ask A Gamemaster / multiclassing.
« on: May 11, 2009, 02:04:28 pm »
I's just a little clarification that I am looking for here.
 
 In ther rules set, one must have at least 5 levels in each class that he is aproved for, before level 21.
 
 Now lets say that someone is level 20, he has all the levels in both his classes as required. Could that person take an other class that he gets approved for, starting level 21 or would he have to wait for level 22, and then take the 5 straight levels as required?
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810
Fixed Bugs / Ball lightning
« on: April 25, 2009, 11:19:36 pm »
Where: silkwood forest

description: I was with phobo tried fighting the werewolf that were barely 20 feet away and all I could do is fling one ball lightning to the werewolf I had targeted.

Later on we went to fight the spiders, still in silkwood, again not even thirdy feet away from the group i tried to use ball lightning, only one got shot to the target, but when they swarmed us, now it decided to work. But too late, we were dead about three seconds later.

Could it be that the distance got skewed, to work withing less than 4 meters?
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811
Layonara Server / Layonara 3.2 Release Notes
« on: April 06, 2009, 12:51:59 am »

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

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

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

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

           Thundering Rage

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


            [SIZE=18]Spells[/SIZE]

           Shield of Faith

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

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

           Ice Dagger

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

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

           Negative Energy Ray

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

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

           Horizikaul's Boom

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

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

           Burning Hands

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

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

           Entropic Shield

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

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

           Acid Arrow

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

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

           Gedlee's Electric Loop

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

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

           Soundburst

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

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

           Woodland Sheath

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

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

            Note: Spell continues to scale

           Barkskin

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

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

            Note: Spell continues to scale

           Flame Weapon

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

           Fireball

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

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

           Blade Thirst

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

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

           Glyph of Warding

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

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

           Searing Light

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

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

           Quillfire

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

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

           Wounding Whispers

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

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

           Lightning Bolt

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

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

           Acid Breath

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

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

           Negative Energy Burst

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

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

           Scintillating Sphere

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

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

           Call Lightning

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

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

           Magic Vestment

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

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

           Greater Magic Weapon

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

           Improved Invisibility

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

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

           Wall of Fire

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

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

           Hammer of the Gods

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

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

           Flamestrike

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

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

           Stoneskin

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

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

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

           Firebrand

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

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

           Ball Lightning

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

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

           Inferno

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

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

           Cloudkill

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

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

           Cone of Cold

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

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

           Dirge

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

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

           Blade Barrier

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

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

           Acid Fog

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

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

           Chain Lightning

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

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

           Banishment

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

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

           Crumble

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

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

           Greater Stoneskin

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

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

           Power Word, Stun

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

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

           Delayed Blast Fireball

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

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

           Firestorm

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

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

           Nature's Flow

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

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

           Mass Disorientation

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

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

           Bracar's Fascinating Elemental Storm

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

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

           Sunbeam

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

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

           Earthquake

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

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

           Horrid Wilting

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

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

           Incendiary Cloud

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

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

           Bombardment

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

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

           Sunburst

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

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

           Nature's Balance

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

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

           Power Word, Kill

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


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

           Howling Hurricane

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

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

           Mass Flesh to Stone

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

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

           Meteor Swarm

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

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

           Implosion

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

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

          FIN
          The following users thanked this post: davidhoff

          812
          Trade and Market Hall / ~~Auction for an uncut Emerald~~
          « on: April 03, 2009, 02:42:57 am »
          [SIZE=18][SIZE=32]~~Up for Auction~~

          [/SIZE][SIZE=24][SIZE=32]One Uncut Emerald [/SIZE]


          When a group I was with ventured down into the dept of the
           Rift we were fortunate enough to find an small piece
           of emerald. We have decided to put this emerald up for
           auction.  The true will be divided among the group.  

          I personally will be donating the share I receive  to
           help in the aid of the western coast of Tilmar where
           the tsunami struck.

                ~Amanda [/SIZE][/SIZE]
          [SIZE=24]Doesscha~

          Wren has asked that his portion go to the rebuilding of the Ovdear.
          [/SIZE]
          [/I] [SIZE=18]  

          //Auction will end Thursday 9th at 12 noon PST//
          [/SIZE]
          [/I]
          The following users thanked this post: davidhoff

          813
          General Discussion / Layonara 3.2 Is Coming Soon!
          « on: April 01, 2009, 01:38:13 pm »
          [SIZE=18]No Fooling!
          [/SIZE]

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

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

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

          [SIZE=18]Stay tuned for a few teasers and added details![/SIZE]
          The following users thanked this post: davidhoff

          814
          Roleplaying / IC effecting OOC... and Vice Versa
          « on: September 18, 2008, 03:34:08 am »
          Some people support football ( or Soccer if I have to use it) or baseball.
          Some collect stamps or stick little wodden ships in big glass bottles.
          Others play Online Games.
          With either of the above, you are bound to get some kind of emotional attachment to your chosen preference. I personally recall seeing my brother sob like a little girl when England failed to qualify for the European cup.
          It's really not that much different here.

          Some of us invest a lot of time in the character's we've created here, and as it is a Roleplay world, there's no telling what could happen to your creation when you log in. Some of it could be good, some of it could be bad.
          Some of it will make us laugh... and yet some of it may... just may, make us curse.

          Events ingame may occur against your character, or situations may arise you really did not want to but have no control over. Tensions may rise, and you may find yourself angry, agitated or annoyed.
          That is fine. And it's to be expected considering what we put into some of our characters, or how things can occur ingame.

          Some of the things Im hinting at are things like:

           Deity relations - " I will not travel with this person. Leave now... or we will "make" you leave!"  ... at which point someone finds themselves kicked from a group.
          Sure... it may have been RP'd fairly enough and had RP reasons to be done, but that doesn't stop the player who now finds himself alone from being mildly miffed about the whole situation.

          PvP - This can vary. But often enough I've seen is when two characters dont mesh well and it comes to blows. RP'd is fine... but it usually results in said people no longer travelling with each other, refusing or being unable to join groups because their opponent is traveling in said group.
          Again, fine reasons and good RP. But it still may result in one person being left out of a circle or group they were accustomed to traveling in, or once again, find themselves all alone.

          Broken Relations - A change in the routine. Your IG partner may dump you... or people you used to travel and RP with frequently suddenly no longer seem to be around, or are busy doing other things. One thing with the above to remember is.... simply because you may be dating/married to a certain person Ingame, or have the most fun RPing with a certain person, does not mean you need to go to and be with that same person everytime they log in.


          There are likely more I cant think of, but the above tend to leave Player's with negative feelings. That "can" be understandable and unavoidable, since RP is Roleplaying out the Good and Bad times of your Character's life.
          But the important thing is to ensure that that same negativity doesn't affect you and flow back into the game.
          If your angry because a certain RP situation caused X or Y to happen, caused that evil Corath to kill your character in less than two rounds, or because your InGame love ran off with the Tailor from Hempstead, and you know it's affected you, it's perhaps time to log-off, roll back your chair and remember this is a game.

          We're all here to enjoy a game. If this game no longer becomes fun and annoys us... it's time to sit back and take a break, get some perspective.
          And those spending their few spare hours coming here to enjoy this game, shouldn't need to deal with any form of negativity we push out because an InGame situation didn't go the way we wanted it to.

          Hmm.... I've rambled quite a lot.
          Basically, all I'm saying in my long-winded way is, dont let IC things effect your OOC mood... and thus let your OOC mood effect your IC mood... and so on and so forth.
          The following users thanked this post: davidhoff

          815
          Rumour Has It / The Tale of the Broken Arc
          « on: June 03, 2008, 10:59:48 pm »

           
          [SIZE=16]*A group of bards gather from around Layonara in the town of Dalanthar. A circle forms, a crowd behind, listening in awe as the sky glows red on the crumbling Horizon of the Thunder Peaks. An elf in subdued blue garb opens his mouth slowly as he stokes the fire before the crowds. His voice is melodic, composed, and suddenly as he speaks his plain garb seems to reveal the sparkling of perfectly placed hidden accents of rubies*[/SIZE]

           
          [SIZE=16]Listen well friends, listen well enemies... for the fate of a king of kings hangs on those horizons.. and it is by both your hands that it crumbles. It began with the High Boyer, sensing the storms of the giant known as Essrantor Aldtorskel approaching too near to the cities of his domain. He sent word for adventurers, and adventurers they came. Dozens of the best known warriors of our time heeded the call, though they knew not what stood in their path. And for that path I'll start with the end, for the beginning of things never truly start with any other place then where we've just ended no?[/SIZE]

           
          [SIZE=16]*He takes a deep breath as the skies darken all but his red-lit face over the fire*[/SIZE]

           
          [SIZE=16]Four figures stood, a grey hued giant with a stone crown upon his head, a dwarf of fire and ore, an elf of bone and flame, and the mist of a spirit of an adventurer sacrificed. Ever fading, the ghostly adventurer stood. His name was Fenrir Thornaxe, and as the story tells, he was the blood birthright of Axela and Thorn Losthammer, of the dwarves of olden spirit in these peaks high above us. Fenrir stood, fading and distant, until the king spoke the words of release, and reborn his physical being was. Behind him the mists of the veiled lake swirled about in turmoil. The sounds of crashing echoed so loudly that the hair of the many heroes surrounding waved in the wind of the noise. A tower on the horizon of the lake crumbled, and the stone of the great Thunder Peaks fell around the scene. You see... Fenrir had led the assault on Essrantor Aldtorskel the Ether Giant known for his Arc Clan. And now he stood before his Thane by blood, redeemed of a treacherous past in kin. So how did a spirit thane, a dead lord, and a olden Giant come to redeem this dwarf before his allies amongst the falling skies of Thunder? That is a tale unlike any I have told dear listeners, and not since the days of Bloodstone's fall have will you witness such deeds so heroic.[/SIZE]

           
          [SIZE=16]*The bard slaps his hands together over the fire, causing sparks to erupt in a swirling cloud of air over the fire* Thunder Struck! ...over the armies of three. One army to hold a pass, one army to perform the ritual, and one to storm the tower of storm itself. Their journey had been long, through deep drifts of snow, threats of falling into the wintery abysses around them, and venturing in the realm of spirit's minds of ages long past. It had begun with a battle on the outskirts of Essrantor's realm, at the foothills of the peaks. Clashing with an army of infinite horizon, the armies looked upon each other before they set off into the snows. They each knew their tasks, and they knew that'd they relied on the success of the other. Many would fall in their efforts, some would find the soul mother's grasp upon them. But the war was more important then any one adventurer, and it would be their friends who's lives would one day soon hang on the outcome of their efforts.[/SIZE]

           
          [SIZE=16]The first party of adventurers would seek out wisdom of old. A hammer they sought and a ritual of times past which might break the seals of Storm Tower. The second party would set off for the ruins of Losthammer in the great chasm of bridges. They would need the knowledge of the dwarven spirits from whom Essrantor had stolen his secrets. The last group would split on itself many times. For many battles needed fighting, and many questions needed answers. To uncover enemies of the Arcs they would set themselves toward so that their fight would not be in vain with such an overwhelming army ahead. This last party knew that they would one day hold the key to defending the high passes so that others might succeed, and all would hinge on their success.[/SIZE]

           
          [SIZE=16]The many warriors of many epic tales set off in a large group toward the ruins of the Losthammer Clan. They'd retrieved the knowledge of an ancient blood rite in which they might see the past of a kindred clan. So with the wisdom of the Runic Anvil they found themselves before the great chasm of Losthammer. The rune was drawn, the words spoken, and three dwarves of different clans spilled their blood upon the stone of Losthammer. The tale they tell is one of great wonder, for as the first drop hit, time stood still. The dwarf known as Grohin watched as his blood circled the rune, and time slowed around the group. They found themselves looking upon a scene of old, as the history of the clan reversed around them. The wars waged between the giants and dwarves upon the magnificent bridges, and they watched as the scenes unveiled themselves. A young giant, a young Essrantor, stealing the pages of the runic tome of Losthammer from scribes throughout the years. The war waging, the battles lost, their own magics and materials turned against them. The dwarf known as Fenrir Thornaxe watched as his kin fled in cowardice to save their only child, but only later would he find the truth of the scene being of his own blood. The final blood drop fell from the dwarf known as Kobal Bluntaxe, and in a grand room the group found itself, time still working it's way around their ethereal reality. [/SIZE]

           
          [SIZE=16]*He stamps his foot on the ground in rhythm, stoking the fire with a stick to spray sparks around into the crowd* [/SIZE]

           
          [SIZE=16]A Thane stood before 15 warriors and 3 lords. The walls around them thundered. The war was lost, the Thane of Losthammer now spoke of it. Behind them stood a book, the tome of so many secrets that Essrantor had now stolen. The group of heroes watched helplessly as the Thane spoke the final rites. An oath to the clan, an oath to Vorax, and they ran toward the tome in unison, a roar of dwarves echoing throughout the already deafening halls. One by one they perished, and their souls turned to fire. The oath was made you see... and they would forever defend their clanhome from the Arcs... for they had offered their spirits in a final and lasting defense. The dwarves died willingly so that they might fight forever, and the heroes now watched as their souls transformed into a lasting hatred of Essrantor.[/SIZE]

           
          [SIZE=16]*He claps his hands over the fire and looks to the crowd dramatically* And suddenly they stood before a dwarf of ore and fire. A soul of burning fury, demanding that they explain their use of the blood rites on the Losthammer clanhome. For the king had sensed the blood of a Losthammer, the blood of a dwarf who's soul would honorably be a spirit fighting still for the clan. He grabbed Kobal at first, lifting him by his head off the ground to look in his eyes and touch the blood from his arm, then he grabbed Grohin. Both were cast aside, thrown across the great throne room, sliding with great speed into the stone walls, and left unconcious. Finally, the king grabbed Fenrir and roared with fury and confusion. How could a Losthammer bleed blood still![/SIZE]

           
          [SIZE=16]That of course, is a question that needed answering. But the story was unravelling beyond the chasm with the other parties, and not until we understand their tales will we understand where Fenrir Thornaxe's fate lied.[/SIZE]

           
          [SIZE=16]*The bard turns to an elderly human who steps forward with a book in hand. Without looking up he begins to read, a slow and steady elderly voice which seems to rattle with the vibrations of the winds around you.*[/SIZE]

           
          [SIZE=16]A few notes have I, a few tales to be told. Many of you know me as Nus, and many stories have I heard to find the peices to this tale, this tale that ends with the fires in the peaks. Hear them.[/SIZE]

           
          [SIZE=16]No sooner had a plea gone out for heroes to rally to the cause of Boyer when one by one, each with their own tale to tell on the why and how they were there they arrived; Argali, Jin, Ferrit, Grenna, and Arkolia.[/SIZE]

           
          [SIZE=16]Though none had been there to hear the pleas on behalf of Boyer they came nonetheless having heard the call for aid second or third hand. Indeed it appears they had hoped to meet with others with first hand knowledge but none were there and time was pressing that much they knew. [/SIZE]

           
          [SIZE=16]They petitioned Amoran IIyon, the elder sage of elven lore, for knowledge, certain that much of the lore of the rise of Assrantor could be found at Willows Weep. This information was not so easily obtained, Amoran seemed reluctant to have the group stir trouble, but soon realized the scale of events, he handed them a solitary scroll; a song, Elphonse's reposte. This it appears was the only surviving document, however it's very nature alluded to the existence of further hidden lore. [/SIZE]

           
          [SIZE=16]First though it demanded in verse that three key words be found to gain the support of magic, nature, and healing. The would be heroes rightly assumed this was some test of resolve and character. The secrets were held among the faithful of Aeridin at North Point, the Druids of the Wilds and a shrine to Lucinda. Time prevented them gaining nature's word and this was later to prove a troubling loss.[/SIZE]

           
          [SIZE=16]Solving some remaining verse they decamped to Thunder Bridge and quite out of tune I might add began singing the song...soon birds appeared and eventually a man who declared himself a wizard of the Higher Path, and duty bound to help the bearer of the scroll. He impassively revealed only that of which he was asked and then provided a way to a concealed crypt. Key words were spoken and they entered to find undead and nature's defences still intact. They fought them all without turning, without complaint, aware others needed there absolute effort. Two fell and were nearly lost forever and so when they found a runed hammer mentioned in the song they turned back, not certain they would survive if they remained. What lore lay beyond their grasp we may never find out....[/SIZE]

           
          [SIZE=16]By magical portal they returned to an oak that marked the way and stood in a high mountain valley...[/SIZE]

           
          [SIZE=16]*The elderly human coughs and takes a breath and flips to the next chapter* Counterpoint...[/SIZE]

           
          [SIZE=16]Below an army of Boyer was spread across the valley intent on distracting Essrantor's forces. Serg a wizard with that army quickly joined the heroes on the mountain and explained the armies movements. Torn between helping the army which looked to be in trouble or taking the hammer to the lead groups. I am told it was with no small discussion that they decided thus; the hammer was to be taken to Kobal and the lead group bypassing the army, and another group poised to divert Essrantor at a fort ahead. Bypass they did, turning aside for none they climbed, caved and sneaked there way to the lead group, and made splendid time as to be mentioned in Boyer dispatches. However they did not leave Boyer's army to certain doom for Arkolia, one of there number alone turned back to warn them of hidden dangers.[/SIZE]

           
          [SIZE=16]*He looks up, clearing his throat and catching eyes over the fire to be certain all listen* Boyer's Dispatches...[/SIZE]

           
          [SIZE=16]From the shadows four figures arrive at Kobal's campsite high in the thunderpeaks. Two half-elves, one male and one female, a human in wizard robes, and a dwarf. As they enter the light they are revealed, the Mystic Jin Lun Lee, the Scout Ferrit, the Mage Serg, and the Defender of Vorax Argali. How they reached there through the lines of giants is certainly an epic story.[/SIZE]

           
          [SIZE=16]"Greetings Kobal. The Grace of the Longstrider to you and your companions."[/SIZE]

           
          [SIZE=16]Jin Lun Lee looks over the dwarves in the group. [/SIZE]

           
          [SIZE=16]"Is that Master Grohin?"[/SIZE]

           
          [SIZE=16]"Well here I have an artifact for you. Ragnor's Hammer. As well as this poem, by the bard Elphonse."[/SIZE]

           
          [SIZE=16]"It is likely that this Hammer can be used to destroy the pillars of Essrantor's Veil and restore the use of the weave. The there are four rune on the hammer. The first three we have discovered: Heal-Aeridin, Magic-Lucinda, and Nature-Katia. The fourth rune we do not know and cannot read. Our best guess is that the forth rune is Craft-Dorand."[/SIZE]

           
          [SIZE=16]Jin hands Kobal the hammer and note. He looks across to the tower.[/SIZE]

           
          [SIZE=16]" You have in your hands an artifact of rune magic. May the Longstrider Guide your path that you may use it with wisdom."[/SIZE]

           
          [SIZE=16]*The old man slams the book shut and nods to the crowd*[/SIZE]

           
          [SIZE=16]The rest is a tale to be told, not now, but very soon.[/SIZE]

           
          [SIZE=16]*The ruby-adorned bard leaps forth toward the crowd and begins to speak*[/SIZE]

           
          [SIZE=16]Elsewhere, in the peaks high above the storms suddenly raged down on a band of adventurers set forth toward a different task! Seeking the kin of the Arcs they were, and they would soon indeed find them, for the cards of fate spelled doom for all, and that doom came in the form of falling snowflakes.[/SIZE]

           
          [SIZE=16]*His fingers dramatically wiggle from above his head down and he gazes about the fire*[/SIZE]

           
          [SIZE=16]The storm was relentless they say, burying the adventurers to their knees, then waists, then necks... and then the storm struck and they found themselves tumbling and turning and blowing with the winds and snows and Essrantor's rage in the form of storm itself![/SIZE]

           
          [SIZE=16]*The bard tumbles and rolls about on the ground as he sees a few frightened children listening. He rolls around one of them, winking at each passing and turn of his eyes to the scared child until the young girl begins to giggle. He renews his tale and his eyes flash over the fire*[/SIZE]

           
          [SIZE=16]They found themselves in the whitest of white lands of snow and ice. And buried around them they found giants! But not living were these giants, but rather stone! The adventurers devised a plan, and soon they found the means to revive one. Before long their stood the proud and intelligent Ether Giants, kings amongst all, rulers of the storms and skies... still furious at the betrayal of the Arcs in times past. One stood higher then the rest, a king of kings or lord of lords! [/SIZE]

           
          [SIZE=16]*The bard skips to the side and gestures toward a gnome who steps forth with a parchment in hand, and he begins to read*[/SIZE]

           
          [SIZE=16]The Ether. Here is my record of what the adventurers told.[/SIZE]

           
          [SIZE=16]*The gnome takes a deep breath then begins*[/SIZE]

           
          [SIZE=16]Helmuut looked down. The little people faced him, and his fellow giants surrounded him.[/SIZE]

           
          [SIZE=16]"Sit, and I will grant both wishes." [/SIZE]

           
          [SIZE=16]All complied. Helmuut, standing a head taller than even the tallest Ether, surveyed the crowd. [/SIZE]

           
          [SIZE=16]"For what you have done," [/SIZE]

           
          [SIZE=16]Now he looked directly at the humans and solitary elf staring up at him. [/SIZE]

           
          [SIZE=16]"I will pledge myself to your cause. I have faced no other Arc as merciless and cunning as Essrantor. You will need all the help you can get, though I fear you may have brought us back only to have us march back to a swift demise. Now, as to the state in which you found us. I should begin with a small bit about the history between the Ether and the Arc. Though cousins by divine creation, we are not family. Enemies. Ours is a relationship built on an eternal feud. Of all giant-kind, none can compare to the cunning and wit of the Arc. None except the Ether."[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]Hemuut paused. He spread his arms, each one thick as a tree trunk. [/SIZE]

           
          [SIZE=16]"We are all that remains of the Ether that settled the mountains you call the Thunder Peaks. The Arc's jealous hatred wittled us down into near extinction. And herein lies the distinct difference between the Ether and the Arc: We, the Ether, crave peace and learning. The Arc craves nothing but power. Though we were truly no threat to them, in the mind of the Arc we are an afront to their supremacy, not to be subjucated like all other creatures, but hunted, tortured, and killed. We fought back, of course, but we are admittedly not as skilled in killing. Such has never been the focus of the Ether. [/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]"As I said, we are the last, were the last, and thus at the time I made a decision. Two pillars of thought supported this decision. The first is that we, as a people, were destined to die at the hands of the Arc, and we had no where else to go. The Arc followed the Ether to these peaks, and we had no reason to believe they would not chase us were we to leave. The second is that we believed the destructive nature of the Arc would eventually lead to their demise. Such is the natural way of things. We did not, however, anticipate the rise of Essrantor. [/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]"I decided, and the Ether agreed, that we should go into hiding until such a time that the Arc had moved on or destroyed themselves. Knowing that if we yet lived, the Arc would find us, we chose to die, if but for a time. We turned ourselves into stone. Granite statues to outlive the ages, and buried ourselves in the mountain snow. Only one remained alive."[/SIZE]

           
          [SIZE=16]Again, the great giant paused, this time bowing his head. A stillness settled over the gathered. Even the mountain winds hiss became a whisper. The moment passed, and Helmuut began anew. He spoke a name, loud and reverant and sad. [/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]"Rorch. My son. A talented weaver of the Al'Noth. He would hide himself in magic and lie in wait until such a time that he might release us from our self-inflicted curse. You can imagine my surprise when it was not my son but an elf that restored me to flesh. But then you tell me what Essrantor has done. Severing the Al'Noth doomed Rorch. He had poor health for an Ether, a fact he made up for with his grasp on the Al'Noth. Had he tried, I suspect he would not have survived the trek down from the mountains without the use of the magic. He must have realized this, and chose instead to die near us, as you found him, a statue of ice instead of a statue of stone. My son, my loyal son, who can never be replaced. If we survive the attack on Essrantor, the Ether will take the proper time to mourn him, and I will open for him with my bare hands a proper grave in the mountain cliffs.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]Helmuut squated down, yet even like this, only the tallest humans could look him in the eyes, those great orbs of green that pierced the adventurers Helmuut now faced, sincerity and determination flooding their senses.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]"Rise, small ones, and face me. I have answered both requests. Now you must tell me everything you know of Essrantor and your fight with him, that I may devise something to help in the coming battles......."[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]*The gnome bows and steps into the shadows as the ruby adorned bard takes a long drink of ale and presses on in his tale*[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]Meanwhile in the peaks other battles were being waged, other tasks brought to measure.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]In the thick mists of the valley fellow adventurers were vying in a political struggle for the allegiance of the large bandit village we of Dalanthar have come to despise. It was rumored that a relic of the runes was kept amongst the bandit lords, and that should it take blood, it must be retrieved for those above to succeed.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]*The bard scratches his head a moment and looks around*[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]I did tell the tale of their goal and cause aye?[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]*A man, wobbling drunk in the crowd yells "no!" and the bard jumps up on a boulder by the fire*[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]The pillars you see! They were to fell the pillars of antimagic. For with the pillars gone, so would the magic and domain of Essrantor, and the Boyer Kingdom safe from rogue lords of the peaks.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]So you see.... these rune were the peices of puzzle to break the many curses laid upon the pillars of storm tower, the pillars that once shot into the sky with antimagical energy so great the world has never again witnessed![/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]The adventurers in the mists prevailed you see, and both rune and allies they secured.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]*He jumps down from the boulder and hovers again over the fire, using it to illuminate his face dramatically for the audience*[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]Another group of the armies of adventurers had in these times found their way up Warrior's Ridge to seek council with the great glacier dragon of the peaks. Once a myth, the drake Iliarn was known to sleep on the mountainside, resting and creaking, covered in the ice of old as he slid down toward the lowlands below. This, of course, is partly false. For the Drake known as Iliarn is not the glacier, but he does indeed sleep within it's snows.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]Within the halls of coldest ice and wind these adventurers delved in search of the drake. They had a task, to secure the last of the old allegiances... the great dragon spirit Granarock the Silver. They knew not how to call this spirit, nor if he would hear their request in aid against Essrantor. Nor even did they know if the ancient Iliarn would know the means to call his part-kin dragon of old, or if he would desire to aid them.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]You see... Iliarn has been known for some ages by adventurers.  Reclusive, impatient, unwilling to speak to the mortals of the lands below. Sliding beneath the ice and snow of the land he rests, avoiding all save for what he must eat. But the adventurers delved into his caverns, and called forth for his meeting.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]*The bard jumps forth and rattles a young boy's shoulders in vibration*[/SIZE]

           
          [SIZE=16]The earth trembled! The ice of the cavern's ceiling crumbled... and suddenly! *He points behind the crowd to the distance* ... a sight rarely seen appeared on the horizon... something moving beneath the snows, through the ice... a large beast burrowing below toward them. *The bard claps his hands loudly* And suddenly the ice drake Iliarn shot forth from the snows below to stand before the adventurers.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]Would he know of the means to call the olden Granarock... would he aid the adventurers... or would they be eaten in their insolence of entering his domain....[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]That is a tale you will soon find the end to...[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]But first we turn our eyes to the tombs below the ancient grove, and a runestone in Fenrir's hand.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]The weeping widow kneeled, blue tears of magic everlasting dripping forth toward the puddles forever swirling below her. Wisps of written words swirled in the pools of tears, words that spoke of the sorrow of the Le'tennodins.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]Fenrir stood with his group of adventurers before the two runestones of warding which blocked the entry into the Le'tennodin Catacombs. Their venture they knew was hopeless, for most of them knew of what lay beyond... the foes of undeath that even the bravest and capable of heroes knew to fear. Only three times before had adventurers dared brave the catacombs... and always would they turn in fear or carry the body of a friend away, their souls gone forever.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]He pulled the runestone from his pack, and held it to the stones before him. He knew not what to do, but he recited his willingness to succumb the magic of the Losthammer Rune. At once he doubled up, seizing on the floor in agony they say. He could not breath, he could do naught but writhe on the floor in pain. And soon he lay dead. The adventurers amongst his group were horrified, for the means to their salvation were to have laid in the magic of this rune and Fenrir's blood. Strange and old winds began to pass over his lifeless body, his skin and body began to wither away. And then he lay, but a skeleton on the ground.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]*The bard goes silent and leans back from the flames and into the shadows of the crowd, allowing silence to fall over them. Suddenly he springs forth from the other side of the crowd with a loud clap*[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]It stirred! The bones of Fenrir stirred and rose, and he found his voice still within, his mind still within. He looked down at his hands of bone... even then they seemed to be still withering away, and a light aura incapsulating him. The group of adventurers were in shock, their dwarven friend now in the clutches of apparent undeath. Fenrir now passed beyond into the realm into Essrantor, his allies followed. The Keepers... the most dangerous of undead stood at the entrance beyond, their headless bodies seemingly staring at the adventurers as they approached.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]Fenrir spoke, he spoke that he of the Losthammers had come to call on Le'tennodin's allegiance still. The hall fell silent for an uncomfortable time... then the echoes of voices in unison peirced through the silence.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]"And how is it that a Losthammer defies the curse of the Ether abomination and enters these hallowed halls..."[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]Fenrir held the hammer of Cainforge Mountlus Losthammer and spoke, that he was the last of the Losthammers and he had come to call on the allies of old. The Keepers were distant, their minds almost an echo of reason... but they heard the ring of the hammer of old and told the party of their allowance to pass. But fear they should this group of the living... for the minds of the cursed below would not hear the voice of ally nor friend.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]And so the adventurers passed beyond into the darkness of the catacombs.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]What would happen to them you wonder? Aye, as I heard it from their mouths I wondered it as well. But the night has been long, and the many children of our fine audience show weakening gazes. Tomorrow we bards of the lands will assemble again, and tell the end to this tale of ages.[/SIZE]
          [SIZE=16][/SIZE]

           
          [SIZE=16]*The bards of the circle bow and smile to the applause around them, as the crowd withers into shadows under moonlight, candles lighting in windows of the town in succession as the crickets come out again to dominate the silent landscape of noise under the peaks of broken thunder.*[/SIZE]
          [SIZE=16][/SIZE]
          [SIZE=16]Thank you to Mixafix and Milty for their contributions thus far.  More to come with the rest of the tale.[/SIZE]
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          816
          Hall of Heroes and Heroines / The End of an Era.
          « on: February 24, 2008, 09:11:15 am »
          * Kobal arrives at Leringard by boat. From there he travels south, ever south, until he reaches Brenuth and lastly visits King Ulgrid in his great halls. He travels slowly, visiting each hamlet, village and town along the way - taking his time.

          To onlookers it seems much like a pilgrimmage in honour of somebody or something, for the dwarf is often seen with slumped shoulders, making a sad face.

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

          As he visits, Kobal relates a tale - a tale of epic proportions. At it's centre is another dwarf, the Warlord of Bloody Gate, Varka Cleaveson. The tale starts out when Varka set out to remove the upstart tyrant Gunderforn and reinstated the true King Rory Rockfist. Hereby he, alongside trusted friends, ensured peace and prosperity for the Bloody Gate for any years to come.
          Never truly satisfied with his work and ever striving to live up to the legends of his ancestors, Varka strived to strengthen the Gate, so that it would ever be a safe haven to the people he loved. Therefore he worked hard to organize the defences and train new warriors to replace those who had perished in battle against Gunderforn and the troops of Milara sent to bolster his ranks within the city.

          As this was accomplished, King Rockfist offered a last task to Varka - to seek and secure the 'Triqueta of Gates'. A relic of myths, the Triqueta was the symbol of the strength of the three gates into the city. Said to be made from the fusing together of the three keys originally made for deh three first gates into the Bloody Gate, the myth says that it was suspended over the King's throne as a warning that one of the King's sacred responsibilities was to tend to the gates of the city. This was because the three gates were the prime defence against any enemy that would seek to enter the Bloody Gate. A common saying in the Boody Gate goes: "The only way into the Gate is through the King".

          An aspiring priest blessed with a vision from Vorax had recognized the truth of the myth and knew it's worth to the Bloody Gate. So he spoke to King Rockfist of his vision, who then sent for his most trusted and loyal warrior, Varka Cleaveson. Together with friends he set out to the depths below the mountains, seeking passages not used by dwarfkin for generations.

          Following words of an ancient scroll that described how the King's nephew foolishly had stolen the Triqueta in a fit of rage and jealousy and fled into the lower dungeons, the party set out to reclaim what had been lost so many years ago.

          Far below ground, within a hive of ghastly enemies the treacherous young dwarf was discovered along with the Triqueta. Cursed by Vorax for his deed, the dwarf had been turned to stone and the Triqueta wrapped in a magical field that protected it from the hands of the unworthy.
          The cursed soul, however, had left something behind for those seeking to reclaim his prize. A scroll case held information that showed that he had regretted his deed and defended it until his end. It had been his final act to invoke a prayer to Vorax and ask him to protect what he had foolishly risked. So he was cursed and his soul tied to the Triqueta. It was discovered that to reclaim the Triqueta for the King and the Bloody Gate, another would have to take his burden. The price of past pride would need to be paid anew.

          It was then that the warlord stepped forward and made his intentions known. He made his goodbyes to his friends that had fought at his side for so many years and had aided him in his quests for the Bloody Gate. Then, without blinking, Varka Cleaveson stepped forward and clasped the crystal that encased the Triqueta. He uttered a prayer to Vorax:

          "The boundaries of time are come undone, I stand in the gateway between two worlds, Hear me through the veil that hides you from my sight, Help me through this day, Watch me. Shelter me. I am your child!"


          These words were his last, for as they were uttered, the curse was released and Varka turned to stone. The Triqueta was freed and returned to hower in suspension above the King's throne, while the statue of Varka Cleaveson was carried back up to the Bloody Gate where it now adorns the throne room as a constant reminder of Varka's sacrifice to the people he loved.

          This is his tale. *
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          817
          Rumour Has It / The Mark of True Love (aka: a shovel to the head)
          « on: February 06, 2008, 09:23:51 pm »
          Gods...what has miss Grenna started.

          The whole shovel in the head story is that it is a dwarven tradition! At least of the Rockbasher clans before they fell. Though dwarfs being dwarfs, it very well may have spread amongst other clans from the Rockbashers. Or possibly even have been from a far older tradition amongst the dwarfen nation and just finally written down into Rockbasher clan lore at that particular time in the their history.

          The women would whack their men over the head with a shovel when they were least expecting it, thus claiming the male as their own. Dwarfen territoriality at its finest! :D

          The bigger the lump, the better the bragging rights! It also was an indicator of the females strength of character, or madness...depending on how you look at it. ;)

          When the tradition started is lost in the mists of time, but according to the Rockbasher lore, the official start of the tradition seems to have been shortly after the fall of Gerontonimus Rockbasher (formerly Kliffcarver). At the end of a gloriously brutal war with some dark elfs.

          It seems his son, one Gamling Rockbasher, decided to head to war before marrying his sweetheart Hildagar Rockbasher (his 5th cousin twice removed).

          Well..she was known to be quite vicious, especially after swilling her fair share of the clans ale. And single dwarfs being single dwarfs on campaign, Gamling had quite the reputation. So, to on the night before he was to head to war, there was a grand celebration. Gamling and Hildagar each drank their fair share of ale and somehow comments were spoken, as they oft are after that much ale is drunk. Hildagar took a shovel that was lying around the hall for some reason and gave a mighty whack to Gamlings head! She then stood up on the table, and in a loud booming voice (although some accounts from those brave enough, differ on how slurred it sounded) she claimed Gamling as her own and that no other dwarf female was to touch him!

          Now the rockbasher clan being infamously known kuldarjh, and Hildagar also having been well known for her especially nasty temper as well as for her tasty ale. No dwarfen female who had heard the tale (and seen his lump) would come near him with a 12 foot spear! Poor Gamlings days as a ladies man on campaign came to an end.

          As a caveat to poor Gamling, he finally regained consciousness some 2 days later lying on a rock. His poor comrades having to carry him on the campaign trail to Ulgrids. Woke up to a hearty meal, his beard still full of soup from where he went face down into the bowl he was drinking from.

          From that time onwards, its said that if a rockbasher woman whacked a male with a shovel, no other dwarf women would go near him for fear of being attacked by a mad kuldarjh.

          Now, kuldarjh being kuldarjh, of course there were the poor dwarfs who had been whacked on the head by more than one clan female. the issue was settled after much, fighting, drinking and the occasional death of the dwarf male.

          Another tradition is the passing of the shovel from one generation to the next.  Providing it wasnt broken from either the hit to the head, or over use.

          The modern tradition, as seen recently among the non dwarfen races seems to have started when one Miss Grenna Rockbasher decided to help a friend. Her friend, one Sharhar Cu'laire (she spoke dwarf so Grenna had a soft spot for her). Was tryingot figure out a way to tell her boyfriend how much she loved him. Well..Miss Grenna being Miss Grenna, and also being a bit drunk, related the story of her clans courtship rituals. And after much cajoling and egging, it seems miss sharhar did jsut that. She pulled out a shovel and knocked her male out with a good clean whack to the back of his head in front of her friends and declared him hers! They were married shortly after.

          It has also been said, that Miss Grenna also whacked one Dalan Stoneaxe over the head with her shovel on multiple occasions showing her true devotion to him. In one case, making a young elf woman who witnessed the event to faint! Miss Grenna supposedly declared that hit a a most excellent omen, the blow being strong enough that it took out more than one person. O.o

          Later, Miss Grenna having drank much ale. And again, having a soft spot for her mans neice (one Abigail Firesteed)who also spoke dwarfen, offered her the same advice. After said niece, being obviously a bit nervous about whacking her man with a shovel, sought the advice of a Miss Tegan. Well, it seems miss Grenna and Dalan got to her first, and should the lass decide to do it, miss Grenna gave the shovel to Tegan who then encouraged and gave the shovel to said niece. ;)

          After a successful trip to help a family recover their baby from some goblins, Miss Firesteed pulled out her shovel and promptly gave her boyfriend Bear a solid whack on the back of his head! He still bears the lump to this day! Another sign from the gods that the match was a good one. :D
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          818
          General Discussion / How to PvP - The Mechanics vs. RP
          « on: March 30, 2007, 02:17:28 pm »
          I have a new goblin PC and have been putting him in situations where other PCs can have the freedom of how to deal with him.  So far it's been great fun and I hope the other players are enjoying the encounters as well.

          I have had some questions about how to handle the mechanics of the PvP widget and thought I'd share my learnings here.

          If you are in a party and someone uses the PvP widget on you or anyone else in the party, you will all receive a message:[INDENT]The Party: So-and-so, is requesting to PvP with your party.
          [/INDENT]Only the leader of a party can accept a PvP challenge.  This can be troublesome if everyone doesn't understand this, especially if the leader is in another area and completely unaware of the situation.  The best suggestion is that prior to using the PvP widget you send a tell to the person you are targetting to see if they are in a party or leader of it.  This is so that they can accept or decline themselves.

          Now, once the first PC has used their PvP widget on you, you or your group need to accept the challenge.  When the appropriate person uses their widget to accept, the following message is displayed to the entire party:[INDENT]Your party leader has accepted a PvP challenge from So-and-so. Leave party within 60 seconds if you do not wish to participate.

          Please set So-and-so, to Hostile in your Player List window.
          [/INDENT]Leaving the party is not a requirement in terms of game mechanics.  However, you should declare your intention to join in by setting the opponents to hostile.  It would be very bad form to stand at the edge in friendly mode only to jump in later.  You are either in or out.

          Now, don't fight yet!  There will be a message after 60 seconds signalling when to begin.[INDENT]Your PvP session has now begun. You are allowed to PvP for up to 15 minutes, or until you die.
          [/INDENT]When you see that, that is when you are back in-character.  I say in-character because between the acceptance and the signal to start, there should be absolutely no in-character activities!  You should treat the game as paused for you and your opponents.[INDENT][LIST=1]
          • Do not rest!
          • Do not buff you and your comrades!
          • Do not move to more strategic location!
          • Do not swap in and out armor and gear!
          • Do not summon anything!
          • Do get yourself ready mentally for some fun and excitement!
          [/INDENT]It is important to remember that PvP can be very nerve racking for many.  A lot of us likely don't have much experience with this and we find our hearts racing and palms sweaty on the mouse.  Don't worry!  You'll be fine no matter the outcome.

          What happens if you get killed?  When you die, there is no roll against the Soul Mother if you used the PvP widget!  (Note that there is currently a bug such that if a summon kills you, you will still roll for a loss of a soul strand.  Don't panic if this happens, just make a posting on the forums in the Disputes & Grievances.)  When you respawn, a gravestone is left for you and you are sent back to your bindstone to reflect.

          After time has expired, you will see a message:[INDENT]Your PvP session has ended. Please set everyone back to Neutral or Friend in your Player List window. You will not be able to participate in PvP for 60 minutes.
          [/INDENT]Now comes the tricky part:  You must handle this event ICly.  How would your PC react to being beaten?  Did you know the PC's name ICly?  Would you even recognize them again?

          Let's back up a bit and look at the RP that must necessarily surround all of this.  Of course prior to using the PvP widget you and the other PC are going to be talking back and forth, posturing and such.  

          [INDENT]You, a paladin of always-right, see a drow minding his own business squarely in the middle of the path on a rainy day. (#1)  You, not wishing to muddy your old green boots by walking off the path, tell him to step aside.  The drow simply laughs at you and puts hands on hips. (#2)  You draw your sword and tell him that only does he need to leave the path, but head all the way back to whatever hole he crawled out of.  The drow casts a defensive spell upon himself and pulls out his own blade. (#3)  The paladin then laughs and the two embrace and exchange flowers since everyone knows there are no evil drow outside of the underdark. (At this point, the observers should all use their PvP widgets on the paladin and drow.)
          [/INDENT]In the scenario above, there are three numbered places where the PvP widget would make sense to use.  Perhaps #1 is a bit early.  The second point is a good spot since while the widget is entirely OOC, it does serve the purpose of notifying everyone of how serious the situation can become.  Point #3 will probably be the most common since it is the point just before the actual clash of battle.  My points about no resting, etc. during the 60 second wait period above are most applicable to this point.  

          Remember too, just because the PvP widget has been used, doesn't mean that it has to result in combat.  It's also not bad to mix in some RP during the combat itself.  Some PvP practice in the arena with your comrades will help you get a better feel for what is possible and the flow of PC vs. PC compared to PC vs. monster.

          I hope this helps make your PvP scenarios run a bit smoother.
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