/*::////////////////////////////////////////////// //:: Spell Name Stinking Cloud //:: Spell FileName PHS_S_StinkClou //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Conjuration (Creation) Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Medium (20M) Effect: Cloud spreads in 6.67M (20-ft.) radius Duration: 1 round/level Saving Throw: Fortitude negates; see text Spell Resistance: No Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become dazed. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. Material Component: A rotten egg or several skunk cabbage leaves. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// Can use the default sized AOE. It dazes until they leave the AOE - fair enough. This is one spell Bioware got mainly correct - except no SR checks now :-) //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell hook check. if(!PHS_SpellHookCheck(PHS_SPELL_STINKING_CLOUD)) return; // Declare major variables location lTarget = GetSpellTargetLocation(); int nCasterLevel = PHS_GetCasterLevel(); int nMetaMagic = PHS_GetMetaMagicFeat(); // Duration - 1 round/level float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic); // Declare effects effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_STINKING_CLOUD); effect eImpact = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE); // Apply effects PHS_ApplyLocationDurationAndVFX(lTarget, eImpact, eAOE, fDuration); }