Further file organization
Further file organization
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nwn/nwnprc/trunk/smp/phs_s_planbindle.nss
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nwn/nwnprc/trunk/smp/phs_s_planbindle.nss
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/*:://////////////////////////////////////////////
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//:: Spell Name Planar Binding, Lesser
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//:: Spell FileName PHS_S_PlanBindLe
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Calling) [see text]
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Level: Sor/Wiz 5
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Components: V, S
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Casting Time: 10 minutes
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Range: Close (8M); see text
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Target: One elemental or outsider with 6 HD or less
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Duration: Instantaneous
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Saving Throw: Will negates
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Spell Resistance: No and Yes; see text
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Casting this spell attempts a dangerous act: to lure a creature from another
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plane to a specifically prepared trap, which must lie within the spell<6C>s
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range. The called creature is held in the trap until it agrees to perform
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one service in return for its freedom.
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To create the trap, you must use a magic circle spell, focused inward. The
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kind of creature to be bound must be known and stated. If you wish to call
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a specific individual, you must use that individual<61>s proper name in casting
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the spell.
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The target creature is allowed a Will saving throw. If the saving throw
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succeeds, the creature resists the spell. If the saving throw fails, the
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creature is immediately drawn to the trap (spell resistance does not keep it
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from being called). The creature can escape from the trap with by
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successfully pitting its spell resistance against your caster level check,
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by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your
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caster level + your Cha modifier). It can try each method once per day. If
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it breaks loose, it can flee or attack you. A dimensional anchor cast on the
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creature prevents its escape via dimensional travel. You can also employ a
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calling diagram (see magic circle against evil) to make the trap more secure.
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If the creature does not break free of the trap, you can keep it bound for
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as long as you dare. You can attempt to compel the creature to perform a
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service by describing the service and perhaps offering some sort of reward.
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You make a Charisma check opposed by the creature<72>s Charisma check. The
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check is assigned a bonus of +0 to +6 based on the nature of the service
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and the reward. If the creature wins the opposed check, it refuses service.
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New offers, bribes, and the like can be made or the old ones reoffered every
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24 hours. This process can be repeated until the creature promises to serve,
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until it breaks free, or until you decide to get rid of it by means of some
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other spell. Impossible demands or unreasonable commands are never agreed to.
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If you roll a 1 on the Charisma check, the creature breaks free of the
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binding and can escape or attack you.
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Once the requested service is completed, the creature need only so inform
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you to be instantly sent back whence it came. The creature might later seek
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revenge. If you assign some open-ended task that the creature cannot complete
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though its own actions the spell remains in effect for a maximum of one day
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per caster level, and the creature gains an immediate chance to break free.
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Note that a clever recipient can subvert some instructions.
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When you use a calling spell to call an air, chaotic, earth, evil, fire,
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good, lawful, or water creature, it is a spell of that type.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Placeholder script.
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Ok, this is alright, kinda. Well, you summon it (and it auto-decreases
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"magic circle" of the right alignment) and command it or something. I'll
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add DM support too.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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}
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