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$2065.00
Donated!
as of
May 6th, 2006 |
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There are many changes to the standard Bioware/D&D rules on World of Torr in
order to make it more playable in a Persistent World Setting as well as fit
in with the low magic scale found here. These changes might seem drastic and
may appear to totally nerf a class or spell but you must bear in mind that
the environment and mobs in this gameworld are also low powered.
Without these changes, certain classes and spells will easily dominate
entire sections of the world with 100% guaranteed efficiency. Also bear in
mind that not all the changes are in place, many are added or changed over
time to bring the effectiveness of the different classes in line with each
other on this world.
Spells
-
Buff Durations - Any spell which increases
your attributes or abilities and had a duration of 1 Turn/level or
more has been changed to be 5 rounds + 1 round/level. This means instead
of those spells lasting 10-30 minutes or more, they now last from at
least 1 minute to 3 minutes, at most, unless extended. Buff spells
include things like Bull's Strength, Invisibility, Darkfire, Elemental
shield etc.
-
Time Stop - The normal time stop effect has
been changed to a similar effect of freezing in place all creatures in
the entire area. The duration of Timestop is 1 + 1d3 rounds. For every
casting of Timestop within the same 5 minute period, the duration you
obtain will be at an additional -1 round. This can cause the spell to
actually fail on a 3rd consecutive casting! Also, Timestop has been
given a chance for spell resistance to work on every every creature
affected. This means that not only high powered/magical enemies might
resist its effects but it also means your allies can resist its effects
also, especially if they are prepared.
- True Seeing - This spell does NOT grant the
Truesight ability, instead it grants See Invisibility, immunity to
phantasmal killer and offers a +1 Spot skill per 2 levels of caster. It
will not automatically reveal stealthed targets but there are other ways
to do that, See Stealth
- Mestil's Acid Sheath - Damage reduced,
also does not stack with other damage shields.
- Elemental Shield - Damage reduced,
also does not stack with other damage shields.
- Isaac's Greater Missile Storm - Maximum
5 missiles per target
- Firebrand - Maximum 5 missiles per target
- Stoneskin - Damage Reduction lowered to 10 /
+5
- Ethereal Visage - Damage Reduction lowered to
15 / +3
- Greater Stoneskin - Damage Reduction lowered
to 15 / +5
- Premonition - Damage Reduction lowered to 20
/ +3
- Darkfire - Damage granted is 1d6 + 1 per 4
levels of caster with no level cap
- Flame Weapon - Damage granted is 1d6 + 1 per
4 levels of caster with no level cap
- Bigby's Hand spells - For all versions of
this spell that hold/crush a target, the target receives a Spell
Resistance check as well as a Strength Ability check to break free from
the spell EVERY round.
- Hold Person - Target gets a Strength save every round to
break the effect
- Paralyze - Target gets a willpower save every round to break
the effect
- Bull's Strength - The amount of ability
increase is now determined by the level of the caster... UC
- Fox's Cunning - Same as Bull's Strength
- Owl's Wisdom - Same as Bull's Strength
- Heal - The spell does not fully heal the target, instead it
grants a very large heal of at least 60 hitpoints. The amount healed is
calculated as a percentage of the targets maximum Hitpoints and size.
Heal will heal a percentage of the targets maximum hitpoints equal to
90%, 75%, 50%, 25%, 10% for Tiny, Small, Medium, Large, Huge sized
creatures respectively. There is a penalty for potions and healing
- Harm - Similar to Heal but in reverse. Harm will do damage to
a target determined by a percentage of their maximum hitpoints and their
size. Harm will do a percentage of damage to the targets maximum
hitpoints as follows: 90%, 75%, 50%, 25%, 10% for Tiny, Small, Medium,
Large, Huge sized creatures respectively. Harm will always do at least
60 damage and can kill their target (There is no 1d4 remaining hitpoints
as the original spell)
- Greater Restoration - This spell no longer heals damage but
removes all ill effects.
Healing Potions
Taking healing potions consecutively has a reduced effect. The amount
you have been healed by potions is tracked as a penalty to
further potion heals that happen with 5 minutes. If your potion
heals your for 5, the next one will be reduced by 5 and the next one
after that will be reduced by the combined amount you have been healed
so far by potions etc. Once you get a big heal with a big heal potion,
any more potions within 5 minutes won't be effective. Healing potions will always heal at least 1 hp of
damage so they can be used to remove the Wounding effect. Please note
that casted healing spells do not suffer from these penalties, it only
applies to heals by potions.
Stealth & Invisibility
- Stealth and
Invisibility will be broken within 10 seconds of taking/healing any
damage or having any spell cast upon you. This includes healing potions,
regeneration and buff spells.
- If stealth is broken by the above means, then you will receive a
temporary penalty to Hide and Move Silently equal to half your current
skill for 30 seconds. This makes using Hide in Plain Sight more
difficult to abuse repeatedly and easier for everyone to reveal hidden
targets through area effect spells (i.e. Fireball).
Picking Pockets
When you steal an item from a player or NPC, ever other player and NPC
nearby get a spot and listen check to detect you. The difficulty is
reduced by range and extends to 30 meters for spot and 15 meters for
listen. There is also a bonus for attempting this at night and/or being
Indoors or in an underground area. Please see The
Law for more details on crimes like this.
Class Specific
- Rangers - Rangers make good guides! For every level of
Ranger you have, you will get an additional +10% XP for exploration
(i.e. at level 10 Ranger your XP for exploring is doubled +100%).
Furthermore, for every level of Ranger you have you get 5% of the XP
that any of your party members receive for exploration as long as
you are within 50 meters. A level 10 Ranger would get double his normal
exploration XP plus 50% of the XP all his party members receive for
exploration when triggered
- Bards - A Movement Increase effect has been added to the
standard Bards song. The percentage of movement goes up along with the
other enhancements. In addition, the level cap on Bard Song has been
removed. This means the power of the bard song is set purely by your
Perform skill. There are Multiclassing penalties under
Earning XP to be aware of before attempting
to exploit this.
- Druids - There are a few special portals for Druids that
allow them to "Forestwalk" between the woodlands of the world. This can
be done free of charge and a druids entire group can be teleported with
them. You need to have at least 5 levels in druid to activate these
portals but more destinations become available depending on how many
levels of druid you have.
- Paladin - Detect Evil coming soon
- Blackguard - Detect Good coming soon
Under Construction
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