forked from Jaysyn/PRC8
64 lines
2.3 KiB
Plaintext
64 lines
2.3 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Energy Field
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//:: Spell FileName XXX_S_EnergyFld
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Necromancy
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Also known as: Draconis<69>s Energy Field
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Level: Sor/Wiz 7
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: Medium (20M)
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Area: Fog Spreads to 6.67M radius (20 ft.)
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Duration: 1 round/level
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Saving Throw: None
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Spell Resistance: Yes
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Source: Various (Kevmann)
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This spell creates a caustic fog made of pure negative energy. All living
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creatures within the fog take 2d6 points of negative energy damage for as
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long as they are within the cloud with no save. Undead are healed by negative
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energy, and thusly are healed 2d6 points of damage as long as they stay
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within the cloud.
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The cloud is similar to the solid fog spell when it comes to sight and
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movement, The fog obscures sight, and therefore provides consealment of 20%
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against melee attacks, and 50% against ranged attacks, movement is slowed
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by 80%, and anyone inside the fog has a -2 penalty to all melee attack rolls.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Similar to Acid Fog.
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Higher level:
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- It does negative damage (harder, much harder, to prevent)
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- It heals undead
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Only one level higher. The solid fog effects of course are present as normal.
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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_ACID_FOG)) return;
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// Declare major variables
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location lTarget = GetSpellTargetLocation();
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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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// Declare effects
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effect eAOE = EffectAreaOfEffect(SMP_AOE_PER_ENERGY_FIELD);
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effect eImpact = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_EVIL);
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// Apply effects
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SMP_ApplyLocationDurationAndVFX(lTarget, eImpact, eAOE, fDuration);
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}
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