/*::////////////////////////////////////////////// //:: Spell Name Stone Tell //:: Spell FileName PHS_S_StoneTell //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Divination Level: Drd 6 Components: V, S, DF Casting Time: 10 minutes Range: Personal Target: You Duration: 1 min./level You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone. Note that not all stone, and maybe even none, may respond. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// See Speak with Animals. Similar concept, but of course, placables (usable ones) might be affected instead. Also see: Speak with Plants. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell Hook Check. if(!PHS_SpellHookCheck(PHS_SPELL_STONE_TELL)) return; // Declare Major Variables object oCaster = OBJECT_SELF; object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF int nMetaMagic = PHS_GetMetaMagicFeat(); int nCasterLevel = PHS_GetCasterLevel(); // 1 Min/level float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic); // Delcare effects effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE); effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); // Remove previous castings PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_STONE_TELL, oTarget); // Signal spell cast at PHS_SignalSpellCastAt(oTarget, PHS_SPELL_STONE_TELL, FALSE); // Apply effects PHS_ApplyDurationAndVFX(oTarget, eVis, eCessate, fDuration); }