/*::////////////////////////////////////////////// //:: Spell Name Cloudkill //:: Spell FileName SMP_S_Cloudkill //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Conjuration (Creation) Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Medium (20M) Effect: Cloud spreads in 6.7-M. radius Duration: 1 min./level Saving Throw: Fortitude partial; see text Spell Resistance: No This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud). A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// As changed spell description. Only requires a heartbeat check. There is NO moving. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "SMP_INC_SPELLS" void main() { // Spell hook check. if(!SMP_SpellHookCheck()) return; // Declare major variables object oCaster = OBJECT_SELF; location lTarget = GetSpellTargetLocation(); int nSpellSaveDC = SMP_GetSpellSaveDC(); int nCasterLevel = SMP_GetCasterLevel(); int nMetaMagic = SMP_GetMetaMagicFeat(); // Duration in rounds float fDuration = SMP_GetDuration(SMP_ROUNDS, nCasterLevel, nMetaMagic); // Impact VFX (Same as 258) effect eImpact = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_EVIL); effect eAOE = EffectAreaOfEffect(SMP_AOE_PER_CLOUDKILL); // Apply effects SMP_ApplyLocationDurationAndVFX(lTarget, eImpact, eAOE, fDuration); }