forked from Jaysyn/PRC8
68 lines
2.3 KiB
Plaintext
68 lines
2.3 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Flesh to Stone
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//:: Spell FileName phs_s_fleshstone
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Flesh to Stone
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Transmutation
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Level: Sor/Wiz 6
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Components: V, S, M
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Casting Time: 1 standard action
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Range: Medium (20M)
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Target: One creature
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Duration: Instantaneous
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Saving Throw: Fortitude negates
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Spell Resistance: Yes
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The subject, along with all its carried gear, turns into a mindless, inert
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statue (with all the bonuses of a statue, such as immunity to mind-affecting
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spells). If the statue resulting from this spell is damaged, the subject
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(if ever returned to its original state) has similar damage. The creature
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is not dead, but it does not seem to be alive either when viewed with
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spells such as deathwatch.
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Only creatures made of flesh are affected by this spell.
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Material Component: Lime, water, and earth.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Petrify, using the NwN petrify effect
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Wappered, similar to the one in SoU, but this has the resist spell outside it
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The petrify effect also gives bonus immunities of a construct and damage
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resistance of 5/- to phisical damage.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_FLESH_TO_STONE)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nCasterLevel = PHS_GetCasterLevel();
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int nSpellSaveDC = PHS_GetSpellSaveDC();
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_FLESH_TO_STONE);
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// PvP check
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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// Spell resistance and immunity check
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if(!PHS_SpellResistanceCheck(oCaster, oTarget))
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{
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// Save and petrify, and immune to petrify, wrapper.
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PHS_SpellFortitudePetrify(oTarget, nCasterLevel, nSpellSaveDC);
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}
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}
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}
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