forked from Jaysyn/PRC8
94 lines
3.1 KiB
Plaintext
94 lines
3.1 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Chill of the Void
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//:: Spell FileName XXX_S_ChillOfVoi
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Necromany [Cold]
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Level: Sor/Wiz 4
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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: Ray
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Duration: Instantaneous
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Saving Throw: Instantaneous
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Spell Resistance: Yes
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Source: Various (Law)
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A purple ray springs from your hand. You draw power from the void giving you
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the power to chill more then just one part of the flesh but all the flesh of
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the target. You must succeed at a ranged touch attack to strike the target.
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The target takes 1d4 points of cold damage per caster level (maximum 10d4)
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there is no save for this part of the spell. The target creature also takes
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2 points of Constitution damage unless it makes a successful Fortitude
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saving throw.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Simple, and effective.
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The consitution damage is made supernatural, it has no duration and cannot
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be dispelled because of it, and so may last forever.
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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(SMP_SPELL_CHILL_OF_THE_VOID)) 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 nMetaMagic = SMP_GetMetaMagicFeat();
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int nCasterLevel = SMP_GetCasterLevel();
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int nSpellSaveDC = SMP_GetSpellSaveDC();
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// Ranged touch attack
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int nTouch = SMP_SpellTouchAttack(SMP_TOUCH_RAY, oTarget, TRUE);
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// Dice
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int nDice = SMP_LimitInteger(nCasterLevel, 10);
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// Damage is 1d4/level - cold damage
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int nDam = SMP_MaximizeOrEmpower(4, nDice, nMetaMagic, FALSE, nTouch);
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_FROST_S);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eCon = EffectAbilityDecrease(ABILITY_CONSTITUTION, 2);
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effect eLink = EffectLinkEffects(eDur, eCon);
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// Supernatural
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eLink = SupernaturalEffect(eLink);
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// Signal event
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_CHILL_OF_THE_VOID);
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// Do hit/miss ray - Purple Odd beam.
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SMP_ApplyTouchBeam(oTarget, VFX_BEAM_ODD, nTouch);
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// Touch attack
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if(nTouch)
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{
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// PvP check
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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// Resistance
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if(!SMP_SpellResistanceCheck(oCaster, oTarget))
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{
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// Apply effects
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SMP_ApplyDamageVFXToObject(oTarget, eVis, nDam, DAMAGE_TYPE_COLD);
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// Fortitude save for no con damage
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if(!SMP_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_COLD))
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{
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SMP_ApplyPermanent(oTarget, eLink);
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}
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}
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}
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}
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}
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