Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/users/Tenjac/spells/sp_aurasun.nss
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trunk/users/Tenjac/spells/sp_aurasun.nss
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//:://////////////////////////////////////////////
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//:: Name Aura of the Sun
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//:: FileName sp_aurasun.nss
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//:://////////////////////////////////////////////
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/** @file Aura of the Sun
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Abjuration [Light]
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Level: Cleric 4, Paladin 4,
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Components: V, S, DF,
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Casting Time: 1 standard action
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Range: 10 ft.
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Area: 10-ft.-radius emanation centered on you
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Duration: 1 round/level (D)
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Saving Throw: No
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Spell Resistance: None
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By casting aura of the sun, you fill the area around you with warm, glowing light that eliminates natural
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shadows and hampers magical darkness.Any creature attempting to cast a spell from the shadow subschool or
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a spell with the darkness descriptor within an aura of the sun must succeed on a caster level check (DC 11 +
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your caster level), or the spell fails. Areas of magical darkness originating from 3rd-level or lower spells
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and effects are temporarily suppressed when overlapping with an aura of the sun. Creatures that take penalties
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in bright light also take them while within an aura of the sun, and an undead creature takes 1d6 points of positive
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energy damage at the end of its turn every round that it spends within the spell's area.Furthermore, any creature
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attempting to hide within the aura takes a -4 penalty on Hide checks.
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This effect is centered on you and moves with you.
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Anyone who enters the aura immediately becomes subject to its effect, but creatures that leave are no longer affected.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Tenjac
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//:: Created On: 1/28/21
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//:://////////////////////////////////////////////
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#include "prc_sp_func"
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#include "prc_add_spell_dc"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_ABJURATION);
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object oPC = OBJECT_SELF;
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int nCasterLvl = PRCGetCasterLevel(oPC);
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float fDur = RoundsToSeconds(nCasterLvl);
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int nMetaMagic = PRCGetMetaMagicFeat();
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if(nMetaMagic & METAMAGIC_EXTEND) fDur += fDur;
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectAreaOfEffect(AOE_MOB_AURASUN), fDur, oPC);
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PRCSetSchool();
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}
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