forked from Jaysyn/PRC8
75 lines
2.5 KiB
Plaintext
75 lines
2.5 KiB
Plaintext
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/*
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Detect Evil
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Divination
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Level: Clr 1, Rgr 2
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Components: V, S, DF
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Casting Time: 1 action
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Range: 60 ft.
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Area: Quarter circle emanating from you
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to the extreme of the range
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Duration: Concentration, up to 10
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minutes/level (D)
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Saving Throw: None
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Spell Resistance: No
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You can sense the presence of evil. The amount of information revealed depends
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on how long you study a particular area or subject:
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1st Round: Presence or absence of evil.
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2nd Round: Number of evil auras (creatures, objects, or spells) in the area and
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the strength of the strongest evil aura present. If you are of good alignment, the strongest evil aura<72>s strength is
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"overwhelming" (see below), and the strength is at least twice your character
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level, you are stunned for 1 round and the spell ends. While you are stunned, you
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can<EFBFBD>t act, you lose any Dexterity bonus to AC, and attackers gain +2 bonuses to attack
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you.
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3rd Round: The strength and location of each aura. If an aura is outside your line of
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sight, then you discern its direction but not its exact location.
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Aura Strength: An aura<72>s evil power and strength depend on the type of evil
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creature or object that you<6F>re detecting and its HD, caster level, or (in the case of a
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cleric) class level.
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Creature/Object Evil Power
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Evil creature HD / 5
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Undead creature HD / 2
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Evil elemental HD / 2
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Evil outsider HD
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Cleric of an evil deity Caster Level
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Evil Power Aura Strength
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Lingering Dim
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1 or less Faint
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2<EFBFBD>4 Moderate
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5<EFBFBD>10 Strong
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11+ Overwhelming
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If an aura falls into more than one strength category, the spell indicates the stronger of
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the two.
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Remember that animals, traps, poisons, and other potential perils are not evil; this
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spell does not detect them.
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Note: Each round, you can turn to detect things in a new area but if you move
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more than 2 meters the spell ends. The spell can penetrate barriers, but 1 foot
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of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt
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blocks it.
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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) * 10;
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_DETECT), oCaster, fDuration);
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DetectAlignmentRound(0, GetLocation(oCaster), -1, ALIGNMENT_CHAOTIC, GetStringByStrRef(4956)/*"chaotic"*/, VFX_BEAM_ODD);
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PRCSetSchool();
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}
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