/*::////////////////////////////////////////////// //:: Spell Name Ray of Clumsiness //:: Spell FileName XXX_S_RayofClums //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Necromancy [Mind-Affecting] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Close (8M) Effect: Ray Duration: 1 min./level Saving Throw: None Spell Resistance: Yes Source: Various (schulerta) A ray of black energy springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Reflex Saves equal to 1d4+1. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// As the spell says. Apart from, originally, it was a Gray (or even Grey) ray. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "SMP_INC_SPELLS" void main() { // Spell Hook Check. if(!SMP_SpellHookCheck(SMP_SPELL_RAY_OF_CLUMSINESS)) return; // Declare major variables object oCaster = OBJECT_SELF; object oTarget = GetSpellTargetObject(); int nCasterLevel = SMP_GetCasterLevel(); int nMetaMagic = SMP_GetMetaMagicFeat(); // Touch attack int nTouch = SMP_SpellTouchAttack(SMP_TOUCH_RAY, oTarget, TRUE); // Duration in minutes float fDuration = SMP_GetDuration(SMP_MINUTES, nCasterLevel, nMetaMagic); // Amount of save damage. 1d4 +1 int nDamage = SMP_MaximizeOrEmpower(4, 1, nMetaMagic, 1); // Declare effects effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE); effect eSave = EffectSavingThrowDecrease(SAVING_THROW_REFLEX, nDamage, SAVING_THROW_TYPE_ALL); effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); effect eLink = EffectLinkEffects(eSave, eCessate); // Do ray visuals SMP_ApplyTouchBeam(oTarget, VFX_BEAM_BLACK, nTouch); // Signal event SMP_SignalSpellCastAt(oTarget, SMP_SPELL_RAY_OF_CLUMSINESS); // Touch attack if(nTouch) { // PvP check if(!GetIsReactionTypeFriendly(oTarget) && !SMP_ImmunityCheck(oTarget, IMMUNITY_TYPE_MIND_SPELLS) && !SMP_ImmunityCheck(oTarget, IMMUNITY_TYPE_SAVING_THROW_DECREASE)) { // Resistance if(!SMP_SpellResistanceCheck(oCaster, oTarget)) { // Remove previous spell effects (they don't stack anyway) SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_RAY_OF_CLUMSINESS, oTarget); // Apply effects SMP_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration); } } } }