Clear out experimental .35 files
Clear out experimental .35 files
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//::///////////////////////////////////////////////
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//:: Name
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//:: FileName sp_.nss
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//:://////////////////////////////////////////////
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/**@file Prismatic Wall
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Abjuration
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Level: Sor/Wiz 8
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Components: V, S
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Casting Time: 1 standard action
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Range: Close (25 ft. + 5 ft./2 levels)
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Effect: Wall 4 ft./level wide, 2 ft./level high
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Duration: 10 min./level (D)
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Saving Throw: See text
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Spell Resistance: See text
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Prismatic wall creates a vertical, opaque wall; a
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shimmering, multicolored plane of light that
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protects you from all forms of attack. The wall
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flashes with seven colors, each of which has a
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distinct power and purpose. The wall is immobile,
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and you can pass through and remain near the wall
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without harm. However, any other creature with
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less than 8 HD that is within 20 feet of the wall
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is blinded for 2d4 rounds by the colors if it
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looks at the wall.
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The wall<6C>s maximum proportions are 4 feet wide per
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caster level and 2 feet high per caster level. A
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prismatic wall spell cast to materialize in a
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space occupied by a creature is disrupted, and
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the spell is wasted.
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Each color in the wall has a special effect. The
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accompanying table shows the seven colors of the
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wall, the order in which they appear, their
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effects on creatures trying to attack you or pass
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through the wall, and the magic needed to negate
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each color.
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The wall can be destroyed, color by color, in
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consecutive order, by various magical effects;
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however, the first color must be brought down
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before the second can be affected, and so on.
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A rod of cancellation or a mage<67>s disjunction
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spell destroys a prismatic wall, but an
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antimagic field fails to penetrate it. Dispel
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magic and greater dispel magic cannot dispel
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the wall or anything beyond it. Spell resistance
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is effective against a prismatic wall, but the
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caster level check must be repeated for each
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color present.
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Color Order Effect of Color
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Red 1st Deals 20 points of fire damage (Reflex half).
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Orange 2nd Deals 40 points of acid damage (Reflex half).
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Yellow 3rd Deals 80 points of electricity damage (Reflex half).
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Green 4th Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).
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Blue 5th Turned to stone (Fortitude negates).
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Indigo 6th Will save or become insane (as insanity spell).
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Violet 7th Creatures sent to another plane (Will negates).
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Author: Tenjac
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Created: 7/6/07
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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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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location lLoc = PRCGetSpellTargetLocation();
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int nCasterLvl = PRCGetCasterLevel(oPC);
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effect eAoE = EffectAreaOfEffect(VFX_PER_PRISMATIC_WALL);
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDur = (600.0 * nCasterLvl);
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if(nMetaMagic & METAMAGIC_EXTEND) fDur += fDur;
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAoE, lLoc, fDur);
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object oAoE = GetAreaOfEffectObject(lLoc, "VFX_PER_PRISMATIC_WALL");
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SetAllAoEInts(SPELL_PRISMATIC_WALL, oAoE, PRCGetSpellSaveDC(SPELL_PRISMATIC_WALL, SPELL_SCHOOL_ABJURATION), 0, nCasterLvl);
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PRCSetSchool();
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}
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