03-26-2020, 03:28 AM
-More than 75 new spells from update 7.3 have been setup within the creature AI (Artificial Intelligence) and have been given to various hostile creatures and NPCs. Be careful for new spells being thrown at your PCs, and be prepared to adjust your tactics for taking out various spellcasters (or just run away)
-The available spells that can be randomly applied to wands, rods, or staves you may find as treasure have been completely reviewed and revised to include many of the spells from update 7.3 as well
-Thay's realistic weather system has been completely revised and simplified. Some of the more noticeable changes include -
1. It will get very dark in the middle of the night (Thay is an even scarier place in the dark). This darker-night aspect will affect even those with Low Light or Darkvision
2. Cold regions, such as Chur Gathos and its surrounds, will likely require some winter-gear planning before extensively adventuring in them. Review the realistic weather system page linked to above for complete details
3. It will typically be more hazy/foggy in the mornings (especially in coastal and swamp locations), and it is possible there will be fog even during the daytime
4. Due to Red Wizards spells in the 'normal' regions of Thay, there is a very good chance of rain around midnight and the very early morning hours each day
-Vaultkeepers will take 5% of any coin deposit made with them. ICly, this fee is to pay for the convenience of the secure vault system (guards, vaultkeepers, the tie-in to Enchantment Forges, the House of Oversight, etc). OOCly, this is to try and further encourage PCs to freely spend their money rather than horde it
-Enchantment forges will only require gold and will no longer take XP from a PC when placing an enchantment on an item
-Enchantment Forges will no longer allow any non-DM to place spells greater than 4th level on any item (just like how crafting a wand works). In addition, for spell levels 2-4 that can appear as options at a forge, they are now tied to a PC's notoriety rather than total level
-Sorcerers will now start being encountered in your adventures. They may often go by the name of Witch, Warlock, or if adventuring in the northern tharchs: Witch of Rashemen
-The Charm spells last 1 round/level on hostile creatures (they will just stand where they are and not attack the PC, but they may attacks others to whom they are hostile) or 1 hour/level on nonhostile creatures. Mass charm lasts 1 minute/level against hostile creatures
-Red Wizard NPCs can now activate their magic tattoos to self-buff themselves - even if in combat. Think very carefully, and prepare yourself well, before you risk upsetting a random Red Wizard and his entourage...
-DMs, when casting plague of undead, will have all undead arise as creatures hostile to PCs
-DMs have new commands to change the fog setting in an area and another to start/stop a sandstorm in sandstorm-prone areas
-The following bugs have been fixed:
1. Charm Spells cast on non-hostile NPCs will no longer cause the target to go hostile to the PC and attack
2. Legionnaire PCs may only summon NPC legionnaires to their aid if they are within their tharch
3. When DMs spawn hostile NPCs in exterior town/city areas they will no longer be named to a Thug doing subdual-only damage
-The available spells that can be randomly applied to wands, rods, or staves you may find as treasure have been completely reviewed and revised to include many of the spells from update 7.3 as well
-Thay's realistic weather system has been completely revised and simplified. Some of the more noticeable changes include -
1. It will get very dark in the middle of the night (Thay is an even scarier place in the dark). This darker-night aspect will affect even those with Low Light or Darkvision
2. Cold regions, such as Chur Gathos and its surrounds, will likely require some winter-gear planning before extensively adventuring in them. Review the realistic weather system page linked to above for complete details
3. It will typically be more hazy/foggy in the mornings (especially in coastal and swamp locations), and it is possible there will be fog even during the daytime
4. Due to Red Wizards spells in the 'normal' regions of Thay, there is a very good chance of rain around midnight and the very early morning hours each day
-Vaultkeepers will take 5% of any coin deposit made with them. ICly, this fee is to pay for the convenience of the secure vault system (guards, vaultkeepers, the tie-in to Enchantment Forges, the House of Oversight, etc). OOCly, this is to try and further encourage PCs to freely spend their money rather than horde it
-Enchantment forges will only require gold and will no longer take XP from a PC when placing an enchantment on an item
-Enchantment Forges will no longer allow any non-DM to place spells greater than 4th level on any item (just like how crafting a wand works). In addition, for spell levels 2-4 that can appear as options at a forge, they are now tied to a PC's notoriety rather than total level
-Sorcerers will now start being encountered in your adventures. They may often go by the name of Witch, Warlock, or if adventuring in the northern tharchs: Witch of Rashemen
-The Charm spells last 1 round/level on hostile creatures (they will just stand where they are and not attack the PC, but they may attacks others to whom they are hostile) or 1 hour/level on nonhostile creatures. Mass charm lasts 1 minute/level against hostile creatures
-Red Wizard NPCs can now activate their magic tattoos to self-buff themselves - even if in combat. Think very carefully, and prepare yourself well, before you risk upsetting a random Red Wizard and his entourage...
-DMs, when casting plague of undead, will have all undead arise as creatures hostile to PCs
-DMs have new commands to change the fog setting in an area and another to start/stop a sandstorm in sandstorm-prone areas
-The following bugs have been fixed:
1. Charm Spells cast on non-hostile NPCs will no longer cause the target to go hostile to the PC and attack
2. Legionnaire PCs may only summon NPC legionnaires to their aid if they are within their tharch
3. When DMs spawn hostile NPCs in exterior town/city areas they will no longer be named to a Thug doing subdual-only damage