Added the Repair Damage line of spells. Stigmata is an activatable general feat. Cleaned up old prepared caster lines in feat.2da & spells.2da. Master Wand is an epic feat. Updated Favoured Soul spell list. Updated Sorcerer spell list. Updated Dread Necromancer Advanced Learning list. Updated fileends to support above changes.
99 lines
3.2 KiB
Plaintext
99 lines
3.2 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: Name Axiomatic Water Impact Script
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//:: FileName prc_axiowater.nss
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//:://////////////////////////////////////////////
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/** @file Transmutation [Lawful]
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Level: Cleric 1, Paladin 1,
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Components: V, S, M,
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Casting Time: 1 minute
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Range: Touch
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Target: Flask of water touched
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Duration: Instantaneous
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Saving Throw: Will negates (object)
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Spell Resistance: Yes (object)
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You speak the ancient, slippery words as you pour the iron and silver into the flask. Despite the fact that there
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is more powder than will fit in the container, all of it dissolves, leaving a flask of water dotted with motes of gunmetal gray.
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This transmutation imbues a flask (1 pint) of water with the order of law, turning it into axiomatic water. Axiomatic
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water damages chaotic outsiders the way holy water damages undead and evil outsiders. A flask of axiomatic water can
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be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask
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breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, the bearer
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must open the flask and pout the axiomatic water out onto the target. Thus, a character can douse an incorporeal
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creature with axiomatic water only if he is adjacent to it. Doing so is a ranged touch attack that does not provoke
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attacks of opportunity.
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A direct hit by a flask of axiomatic water deals 2d4 points of damage to a chaotic outsider. Each such creature
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within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
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Material Component: 5 pounds of powdered iron and silver (worth 25 gp).
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Tenjac
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//:: Created On: 6/10/2022
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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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#include "prc_inc_sp_tch"
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void main()
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{
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location lTarget = GetSpellTargetLocation();
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float fRadius = FeetToMeters(5);
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int nTouch;
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY);
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object oTarget = PRCGetSpellTargetObject();
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//Targeted a creature
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if (GetIsObjectValid(oTarget) == TRUE)
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{
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nTouch = PRCDoRangedTouchAttack(oTarget);
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}
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//Hit
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if(nTouch >= 1)
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{
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int nDirectDam = d4(2);
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}
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//Critical
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if(nTouch == 2)
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{
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nDam += nDam;
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}
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effect eDam = EffectDamage(nDam, DAMAGE_TYPE_DIVINE);
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object oDoNotDam = oTarget;
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//Outsider
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if(MyPRCGetRacialType(oTarget) == RACIAL_TYPE_OUTSIDER)
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{
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//Chaotic
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if(GetAlignmentLawChaos(oTarget) == ALIGNMENT_CHAOTIC)
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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oTarget = MyGetFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != oDoNotDam)
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{
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//Outsider
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if(MyPRCGetRacialType(oTarget) == RACIAL_TYPE_OUTSIDER)
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{
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//Chaotic
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if(GetAlignmentLawChaos(oTarget) == ALIGNMENT_CHAOTIC)
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(1, DAMAGE_TYPE_DIVINE), oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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}
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MyGetNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget);
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}
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}
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