PRC8_fork/trunk/spells/sp_sleet_storm.nss

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//::///////////////////////////////////////////////
//:: Name Sleet Storm
//:: FileName sp_sleet_storm.nss
//:://////////////////////////////////////////////
/**@file Sleet Storm
Conjuration (Creation) [Cold]
Level: Drd 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (40-ft. radius, 20 ft. high)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Driving sleet blocks all sight (even darkvision)
within it and causes the ground in the area to be
icy. A creature can walk within or through the
area of sleet at half normal speed with a DC 10
Balance check. Failure means it can<61>t move in that
round, while failure by 5 or more means it falls
(see the Balance skill for details).
The sleet extinguishes torches and small fires.
Arcane Material Component: A pinch of dust and a
few drops of water.
Author: Tenjac
Created: 7/6/07
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_inc_spells"
void main()
{
if(!X2PreSpellCastCode()) return;
PRCSetSchool(SPELL_SCHOOL_CONJURATION);
object oPC = OBJECT_SELF;
location lLoc = PRCGetSpellTargetLocation();
int nCasterLevel = PRCGetCasterLevel(oPC);
float fDur = RoundsToSeconds(nCasterLevel);
effect eAoE = EffectAreaOfEffect(VFX_PER_SLEET_STORM);
if(PRCGetMetaMagicFeat() & METAMAGIC_EXTEND) fDur += fDur;
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAoE, lLoc, fDur);
object oAoE = GetAreaOfEffectObject(lLoc, "VFX_PER_SLEET_STORM");
SetAllAoEInts(SPELL_SLEET_STORM, oAoE, 20, 0, nCasterLevel);
PRCSetSchool();
}