Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
92 lines
3.0 KiB
Plaintext
92 lines
3.0 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Holy Aura
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//:: FileName sp_holy_aura.nss
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//:://////////////////////////////////////////////8
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/** @file Holy Aura
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Abjuration [Good]
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Level: Clr 8, Good 8, Hlr 8
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Components: V, S, F
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Casting Time: 1 standard action
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Range: 20 ft.
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Targets: One creature/level in a 20-ft.-radius burst centered on you
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Duration: 1 round/level (D)
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Saving Throw: See text
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Spell Resistance: Yes (harmless)
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A brilliant divine radiance surrounds the subjects,
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protecting them from attacks, granting them resistance
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to spells cast by evil creatures, and causing evil
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creatures to become blinded when they strike the
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subjects. This abjuration has four effects.
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First, each warded creature gains a +4 deflection bonus
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to AC and a +4 resistance bonus on saves. Unlike
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protection from evil, this benefit applies against all
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attacks, not just against attacks by evil creatures.
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Second, each warded creature gains spell resistance 25
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against evil spells and spells cast by evil creatures.
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Third, the abjuration blocks possession and mental
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influence, just as protection from evil does.
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Finally, if an evil creature succeeds on a melee
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attack against a warded creature, the offending
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attacker is blinded (Fortitude save negates, as
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blindness/deafness, but against holy aura’s save DC).
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Focus: A tiny reliquary containing some sacred relic.
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The reliquary costs at least 500 gp.
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**/
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////////////////////////////////////////////////////
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// Author: Tenjac
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// Date : 7.10.06
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////////////////////////////////////////////////////
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#include "prc_alterations"
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#include "prc_inc_spells"
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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 = GetLocation(oPC);
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(20.0f), lLoc, FALSE, OBJECT_TYPE_CREATURE);
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int nCasterLvl = PRCGetCasterLevel(oPC);
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int nCounter = nCasterLvl;
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int nMetaMagic = PRCGetMetaMagicFeat();
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float fDur = RoundsToSeconds(nCasterLvl);
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effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_EVIL_MINOR);
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eDur = EffectLinkEffects(EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE), eDur);
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if(nMetaMagic & METAMAGIC_EXTEND)
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{
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fDur += fDur;
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}
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effect eLink = EffectLinkEffects(VersusAlignmentEffect(EffectImmunity(IMMUNITY_TYPE_MIND_SPELLS), ALIGNMENT_ALL, ALIGNMENT_EVIL), EffectACIncrease(4, AC_DEFLECTION_BONUS, AC_VS_DAMAGE_TYPE_ALL));
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eLink = EffectLinkEffects(eLink, EffectSavingThrowIncrease(SAVING_THROW_ALL, 4, SAVING_THROW_TYPE_ALL));
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eLink = EffectLinkEffects(eLink, VersusAlignmentEffect(EffectSpellResistanceIncrease(25), ALIGNMENT_ALL, ALIGNMENT_EVIL));
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eLink = EffectLinkEffects(eLink, eDur);
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while(GetIsObjectValid(oTarget) && nCounter > 0)
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{
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if(GetIsFriend(oTarget, oPC))
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{
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nCounter--;
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDur);
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}
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(20.0f), lLoc, FALSE, OBJECT_TYPE_CREATURE);
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}
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PRCSetSchool();
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}
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