Ruathym: Caraigh, The Northern End - fixed the door locks on Fortress of the Thane
Ruathym: Caraigh - super secret updates to cool things.
Ruathym: Caraigh, Ceyren's Mill - gave some people patrol routes.
General
New Spell updates -
Identify: +5 Lore per Spell focus
Remove blindness/deafness: ESF adds rounds/level Immunity to Blind and Deafness
Feeblemind: Greater Spell Focus also applies the ability damage to Charisma, Epic Spell Focus allows Feeblemind to damage all 3 mental ability scores.
Legend lore: Greater Spell Focus allows the ability to add to Craft Armor and Weapons skills. Epic Skill Focus allows the spell to add to Spellcraft skill.
Bane: Epic Spell Focus makes this save less.
Doom: Epic Spell Focus makes this a small (Mass Heal sized) AoE. Aid: +1d8 temp HP per Spell Focus.
Balagarn's iron horn: fixed to true strength check
Blindness/deafness: Reduce duration to 2 rounds +1 round for Epic Focus. Greater Focus adds small (Mass Heal sized) AoE.
Tasha's hideous laughter: Could remove the DC modifier due to "language barriers".
Mind fog: Each Spell Focus adds -2 Wisdom penalty (so -6 total) to the target on a successful save as long as the target stays in the cloud.
Horizikaul's boom: Spell Focus makes the damage die d6, Greater d8, Epic makes it a small (Mass Heal sized) AoE.
Ice dagger: Each Spell focus adds +1d4 damage to the damage cap (so +3d4 total), Epic makes it a small (Mass Heal sized) AoE.
Magic missile: Each Spell Focus adds +1 damage per missile, Epic Spell focus makes each missile bounce once to a new target.
Combust: Each Spell Focus adds +1d6 damage to the initial damage and the DoT secondary damage.
Flame lash: Each spell Focus is +1d6 damage. Epic Focus Entangles the target on a failed Reflex save.
Gedlee's electric loop: Each Spell focus is +1d6 to the damage of the spell. Epic Focus doubles the AoE and adds +1 round to the stun's duration.
Sound burst: Each Spell focus adds +1d8 to the damage of the spell. Epic Focus adds +1 round to the Stun's duration.
Call lightning: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus allows the spell's dice to be d8 when in outdoors and wilderness areas.
Fireball: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus gives 10% fire vulnerability to targets that fail their save for 5 rounds. Nonstacking.
Lightning bolt: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus adds a secondary Will save to stun for 1 round, similar to Gedlee's Loop.
Scintillating sphere: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus gives 10% Electric vulnerability to targets that fail their save for 5 rounds. Nonstacking.
Searing light: Each Spell Foci adds +2d6 to the dice cap for damage, Epic Focus adds a fort save vs a 3 round Blind
Flame strike: Each Spell Focus adds +2d6 to the dice cap of the spell.
Hammer of the gods: Each Spell Focus adds +2d8 to the dice cap of the spell. Epic Focus Evocation makes the damage dice of the spell d10 against the caster's opposing alignment (Good <-> Evil, Law <-> Chaos. TN gets nothing, sorry.)
Wall of fire: Each Spell Focus adds +1d6 to the damage of the spell. Epic Focus applies a Combust effect, burning the target for 2d6 damage a round for 3 rounds after the target leaves the wall. Does not stack.
Ball lightning: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus applies a -3 penalty to saves vs electricity for 5 rounds.
Cone of cold: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Spell Focus applies slow on a failed save, and -3 saves vs Cold for 5 rounds. For the BoT variations - fire does a 3 round dot like Wall of Fire, acid does a Acid Breath style one round dot and electricity does the one round stun on a secondary will save like gedlees.
Firebrand: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus applies a -3 penalty to
Delayed blast fireball: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus makes the trap version do d8 damage dice instead of d6.
Fire storm: Each Spell Focus adds +2d6 to the dice cap of the spell.
Great thunderclap: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic focus adds +1 round to the various control effects
Prismatic spray: Spell Focus turns the Fire damage portion into 40 (up from 20). Greater Focus turns the Fire and Acid into 60 damage (up from 40 each.) Epic Focus turns all three damage types into 80 damage.
Earthquake: nerfed to 20d8, spell focus makes it 21d8, greater spell focus makes it 23d8 and epic spell focus makes it 25d8.
Incendiary cloud: Each Spell Focus adds +1d6 to the damage of the spell.
Sunbeam: Each Spell Focus adds +2d6 to the dice cap of the spell, and +1d6 to the damage vs living targets.
Meteor swarm: epic spell focus reduces the safe zone around the caster to 0.1 feet.
Rauthym: Caraigh, The North End - updated to fix doors
Rauthym: Caraigh, Fortress of The Thane - updated to fix doors
Rauthym: Fortress Wiltun - Updated with deity statues
Ruathym: Caraigh, multiple areas - secret plot stuff
General
Chain Lightening - This now has 3 arcs of lightening + 1 arc per spell focus, all arc do full damage, save for half. Targets may get hit by more than one arc.
Sun Burst - Reduced blindness on failed save from permanent to 3 rounds
Cure Wounds Spells - Fixed AoE effect so they no longer heal hostile critters, only friends.
*** Spell book will allow you to save spell book configurations so that you can easily swap around configurations. Note when you do change configurations all spells will be wiped from memory and you will need a rest.
Bendir Dale - bug fixes; Quest Addition - We Can Troll If You Want To!
General
New Spell updates -
Color Spray: Spell Focus adds +1d6 fire damage, Greater Spell Focus adds +1d6 Acid damage, Epic Spell Focus ads +1d6 electric damage and +1 round to the CC effects.
Ghostly Visage: Each Spell Focus adds +5% Concealment and 5 DR/+1, ending at 25% concealment and 20/+1 DR at epic.
Frozenfar: Barren Hills, Chapel of Auril - minor fix
Frozenfar: Endir's Point, Frostbite Miness - minor fix
Ruathym: Caraigh, The Windmill - fixed missing components
Underdark: Thran'daariv - Northwest House, Southest House, Temple - minor fix to guards; Ley Node fix
General name updates for the Nec'perya areas to Thran'daariv
General
Quest Update (Minor Fix) - We Can Troll If You Want To!
Spell Changes -
Displacement: Spell Focus makes 3 rounds per level, Greater Focus makes 5 rounds per level and Epic Focus makes turns turns per level
Phantasmal Killer: Each Spell Focus adds +1d6 to the damage on a successful fort save. Even on a successful Fort save, with Epic Spell Focus, the Target is still afflicted with the Doom effect for 5 rounds (-2 attack, damage, saves, skills)
Shadow Mage Armor: Replace old effect entirely with - Applies 5/- cold and negative energy resistance for duration. Epic Focus each add 5/- resist to each of cold and negative.
Shadow Magic Missile: Each missile (max of 5 missiles) does 1d4+1 cold and 1d4+1 negative energy damage, with no save.
Travel Agency Updated - Nec'perya replaced with Nes'ek travel flag
Ethereal Visage: Spell Focus and Greater Spell Focus add 5% concealment and 5/+3 DR, ending at 35% concealment and 30/+3 DR. Epic Focus allows the spell to last Turns/level.
Shadow Melf's Acid Arrow: Deals 3d6 cold + 3d6 negative energy damage, and 1d6 cold, 1d6 negative energy every round after for (CL/3) + 1 rounds. Each spell focus adds 1d6 cold/1d6 negative to the secondary damage.
Note: Melf's Acid Arrow will stack with Greater Shadow Conjuration Melf's Acid Arrow, but they will not stack with themselves.
Note: BoT Poison Arrow will stack with either and itself.
Confusion: This is a fix for the ability drains applied by Confusion. They are now blocked if you are immune to mind effecting spells, this also properly checks for racial and alignment versus properties.
Fireball: Fixes Fireball fire variant applying acid immunity decrease. It now applies fire immunity decrease for the fire variant. Bug on B fixed.
Greater Shadow Conjuration Minor Globe of Invulnerability: As normal - adds temporary +5 saves vs Cold and Negative energy. Greater Illusion focus allows spell to last turns/level.
Greater Shadow Conjuration Web: Targets affected by the web take 2d6 cold and negative damage per round while entangled. Greater and Epic spell focus add +1d6 to each damage type.
Hold Animal, Hold Person, Hold Monster: All Hold spells now properly check for mind immunity before applying secondary effects.
Bendir Dale- Removed walls as per event, adjusted hills and and added more gathering resources for job system as per rp
_________________ Active Characters: Eugene Quickfingers - Feytastic Hin Sorcerer Norick Darkmoore - The Mage with a Kick Ricket Ashgather - The Hin with Attitude
Frozenfar: Fogwood, Fort Summer: Fixed doors to auto close and lock Frozenfar: Fogwood, Fort Summer - Interior: reset transitions and set doors to auto close and lock
General
Incendiary Cloud: Damage increased to 6d6 from 4d6. Reflex saving through applies when entering the AoE, but there is no save for creatures that remain inside the cloud from round to round. Spell focuses still add +1d6 to the damage for each spell focus (on entering and round to round).
Mage Armor: Mage armor and Shadow mage armor bug fixes
Magic Missile: Bug fixes
Minor Globe of Invulnerability: Bug fixes
Wall of Fire: Bug fixes. Also updates the saving throw scheme. There is a reflex saving throw when first entering the wall to avoid damage, as well as one when exiting the wall to avoid the DoT damage. There is no saving throw when remaining in the wall from round to round.
Web: Bug fixes that apply to Greater Shadow Conjuration Web.
NEW SPAWN SYSTEM CHANGE: Spawns now scale and will spawn more critters if the party size is greater than 6 people.
Added Scribe and Bulletin Board to the following areas: Cordor East, Cordor West, Bendir Dale, Wharftown, Winya Ravana, Benwick Hallow: The Silent Bay, Kohlingen: Tritemple District,
Added new Areas: Ruins of Udos Dro'xun: Duergar Hold, Ruins of Udos Dro'xun: Durgar Hold Mines, Ruins of Udos Dro'xun: Temple of The Deep Durra.
Ruins of Udos Dro'xun - replaced with an updated version which mor accurately reflects the fact that it is a decent into the local Amian underdark. Added new lore objects.
Critter - Shrieker with custom perceive and spawn in scripts.
Module B
General
Added new Bulletin Board system parts - this is still a work in progress.
Bulletin Board System Fixed. Boards will save the last 25 messages for display. They will accept a title up to 20 characters and a message of up to 200 characters. I removed the auto name grab and updated the system to allow players to give whatever name they wished to give.
Shrieker On Perceive script updated and will no longer be blocked by the normal trigger cool down timers. Shriekers will 'scream' and attrack additional spawns in the local area.
Ruins of Udos Dro'xun: Duergar Hold, Temple of The Deep Duerra - fixed faction settings on prisoners and reduced the number of them to avoid hitbox collisions.
Ruins of Udos Dro'xun: Duergar Hold - fixed faction settings on prisoners and reduced the number of them to avoid hitbox collisions.
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