//:://///////////////////////////////////////////// //:: Name Eye of the Beholder //:: FileName sp_eye_behold.nss //::////////////////////////////////////////////// /**@file Eye of the Beholder Transmutation [Evil] Level: Sor/Wiz 7 Components: V S Casting Time: 1 action Range: Personal Target: Caster Duration: 1 round/level One of the caster's eyes grows out of her head on an eyestalk, becoming like that of a beholder. Due to the mobility of the eye, the caster gains a +2 circumstance bonus on Spot checks. More important, the eye has one of the beholder's eye powers, determined randomly. The caster can use this power as a standard action during the spell's duration. Each type of eye produces an effect identical to that of a spell cast by a 13th level caster, but it follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player's Handbook). All of these effects have a range of 150 feet and a save DC of 18. Roll 1d10 to see which eye the caster gains. 1d10 Eye Effect 1 Charm Person: Target must make a Will save or be affected as though by the spell. 2 Charm Monster: Target must make a Will save or be affected as though by the spell. 3 Sleep: As the spell, except that it affects one creature with any number of Hit Dice. Target must make a Will save to resist. 4 Flesh to Stone: Target must make a Fortitude save or be affected as though by the spell. 5 Disintegrate: Target must make a Fortitude save or be affected as though by the spell. 6 Fear: As the spell, except that it targets one creature. Target must make a Will save or be affected as though by the spell. 7 Slow: As the spell, except that it affects one creature. Target must make a Will save to resist. 8 Inflict Moderate Wounds: As the spell, dealing 2d8+10 points of damage (Will half). 9 Finger of Death: Target must make a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if his save succeeds. 10 Telekinesis: The eye can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save. Author: Tenjac Created: 6/12/06 */ //::////////////////////////////////////////////// //::////////////////////////////////////////////// #include "prc_inc_spells" void main() { if(!X2PreSpellCastCode()) return; PRCSetSchool(SPELL_SCHOOL_TRANSMUTATION); object oPC = OBJECT_SELF; object oSkin = GetPCSkin(oPC); int nMetaMagic = PRCGetMetaMagicFeat(); int nCasterLevel = PRCGetCasterLevel(oPC); float fDur = RoundsToSeconds(nCasterLevel); itemproperty iEye; if(nMetaMagic & METAMAGIC_EXTEND) fDur += fDur; switch(Random(9)) { case 0: iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_CHARM_PERSON); break; case 1: iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_CHARM_MONSTER); break; case 2: iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_SLEEP); break; case 3: iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_FLESH_TO_STONE); break; case 4: iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_DISINTEGRATE); break; case 5: iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_FEAR); break; case 6: iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_SLOW); break; case 7: iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_INFLICT_MODERATE_WOUNDS); break; case 8: iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_FINGER_OF_DEATH); break; } AddItemProperty(DURATION_TYPE_TEMPORARY, iEye, oSkin, fDur); effect eSkill = EffectSkillIncrease(SKILL_SPOT, 2); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSkill, oPC, fDur); PRCSetSchool(); }