forked from Jaysyn/PRC8
60 lines
2.2 KiB
Plaintext
60 lines
2.2 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Cloudkill
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//:: Spell FileName SMP_S_Cloudkill
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Creation)
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Level: Sor/Wiz 5
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Components: V, S
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Casting Time: 1 standard action
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Range: Medium (20M)
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Effect: Cloud spreads in 6.7-M. radius
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Duration: 1 min./level
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Saving Throw: Fortitude partial; see text
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Spell Resistance: No
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This spell generates a bank of fog, similar to a fog cloud, except that its
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vapors are yellowish green and poisonous. These vapors automatically kill any
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living creature with 3 or fewer HD (no save). A living creature with 4 to
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6 HD is slain unless it succeeds on a Fortitude save (in which case it takes
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1d4 points of Constitution damage on your turn each round while in the cloud).
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A living creature with 6 or more HD takes 1d4 points of Constitution damage
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on your turn each round while in the cloud (a successful Fortitude save
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halves this damage). Holding one<6E>s breath doesn<73>t help, but creatures immune
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to poison are unaffected by the spell.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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As changed spell description. Only requires a heartbeat check.
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There is NO moving.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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// Spell hook check.
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if(!SMP_SpellHookCheck()) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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location lTarget = GetSpellTargetLocation();
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int nSpellSaveDC = SMP_GetSpellSaveDC();
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int nCasterLevel = SMP_GetCasterLevel();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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// Duration in rounds
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float fDuration = SMP_GetDuration(SMP_ROUNDS, nCasterLevel, nMetaMagic);
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// Impact VFX (Same as 258)
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effect eImpact = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_EVIL);
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effect eAOE = EffectAreaOfEffect(SMP_AOE_PER_CLOUDKILL);
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// Apply effects
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SMP_ApplyLocationDurationAndVFX(lTarget, eImpact, eAOE, fDuration);
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}
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