forked from Jaysyn/PRC8
56 lines
2.4 KiB
Plaintext
56 lines
2.4 KiB
Plaintext
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/*
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sp_det_undead
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Divination
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Level: Clr 1, Pal 1, Sor/Wiz 1
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Components: V, S, M/DF
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Casting Time: 1 standard action
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Range: 60 ft.
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Area: Cone-shaped emanation
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Duration: Concentration, up to 1 minute/ level (D)
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Saving Throw: None
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Spell Resistance: No
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You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
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1st Round: Presence or absence of undead auras.
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2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura<72>s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
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3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
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Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:
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HD Strength
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1 or lower Faint
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2<>4 Moderate
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5<>10 Strong
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11 or higher Overwhelming
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Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
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Original Strength Duration of Lingering Aura
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Faint 1d6 rounds
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Moderate 1d6 minutes
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Strong 1d6x10 minutes
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Overwhelming 1d6 days
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Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
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Arcane Material Component: A bit of earth from a grave.
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By: Flaming_Sword
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Created: Oct 1, 2006
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Modified: Oct 5, 2006
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*/
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#include "prc_inc_s_det"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_DIVINATION);
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object oCaster = OBJECT_SELF;
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int nLevel = PRCGetCasterLevel(oCaster);
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float fDuration = TurnsToSeconds(nLevel);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_DETECT), oCaster, fDuration);
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DetectRaceAura(0, RACIAL_TYPE_UNDEAD, GetLocation(oCaster), VFX_BEAM_ODD, FeetToMeters(60.0));
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PRCSetSchool();
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}
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