Clear out experimental .35 files

Clear out experimental .35 files
This commit is contained in:
Jaysyn904
2024-02-11 13:04:14 -05:00
parent 2112b92e24
commit 618cd42b82
22356 changed files with 0 additions and 1248956 deletions

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@@ -1,50 +0,0 @@
/*:://////////////////////////////////////////////
//:: Spell Name Levitate
//:: Spell FileName PHS_S_Levitate
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Transmutation
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or close (8M)
Target: You or one willing creature or one
object (total weight up to 100 lb./level)
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Levitate allows you to move yourself, another creature, or an object up and
down as you wish. A creature must be willing to be levitated, and an object
must be unattended or possessed by a willing creature. You can mentally
direct the recipient to move up or down as much as 20 feet each round; doing
so is a move action. You cannot move the recipient horizontally, but the
recipient could clamber along the face of a cliff, for example, or push
against a ceiling to move laterally (generally at half its base land speed).
A levitating creature that attacks with a melee or ranged weapon finds
itself increasingly unstable; the first attack has a -1 penalty on attack
rolls, the second -2, and so on, to a maximum penalty of -5. A full round
spent stabilizing allows the creature to begin again at -1.
Focus: Either a small leather loop or a piece of golden wire bent into a cup
shape with a long shank on one end.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Placeholder script.
Duh, no Z axis...
DM spell or limited flying up cliffs for sure.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
}