#include "NW_I0_SPELLS" void main() { //Declare major variables object oCaster = GetAreaOfEffectCreator(); effect eVis = EffectVisualEffect(VFX_IMP_FROST_S); effect eVis3 = EffectVisualEffect(VFX_IMP_HEALING_S); effect eHeal = EffectHeal(10); object oTarget = GetEnteringObject(); if(GetIsEnemy(oTarget, oCaster)) { int nDam; if ( MySavingThrow(SAVING_THROW_FORT, oTarget, 16, SAVING_THROW_TYPE_COLD, oCaster) ) nDam = d6(); else nDam = d6(2); if ( nDam > 0 ) { effect eDam = EffectDamage(nDam,DAMAGE_TYPE_COLD); ApplyEffectToObject(DURATION_TYPE_INSTANT,eDam,oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis,oTarget); int nFlag = GetLocalInt(oCaster,"AURA_STATE"); if ( nFlag == 0 ) { SetLocalInt(oCaster,"AURA_STATE",1); ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis3,oCaster); ApplyEffectToObject(DURATION_TYPE_INSTANT,eHeal,oCaster); } } } }