forked from Jaysyn/PRC8
Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
89 lines
3.9 KiB
Plaintext
89 lines
3.9 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Spectral Hand
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//:: Spell FileName PHS_S_SpectralHa
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Necromancy
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Level: Sor/Wiz 2
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Components: V, S
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Casting Time: 1 standard action
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Range: Medium (20M)
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Effect: One spectral hand
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Duration: 1 min./level (D)
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Saving Throw: None
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Spell Resistance: No
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A ghostly, glowing hand shaped from your life force materializes and moves
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as you desire, allowing you to deliver low-level, touch range spells at a
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distance. On casting the spell, you lose 1d4 hit points that return when the
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spell ends (even if it is dispelled), but not if the hand is destroyed.
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(The hit points can be healed as normal.)
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For as long as the spell lasts, any hostile touch range spell of 4th level or lower
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that you cast can be delivered by the spectral hand. To do this, cast the
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spell at yourself (which will normally fail) and it will activate on the
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hand's target. The spell gives you a +2 bonus on your melee touch attack
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roll. After it delivers a spell, or if the hand goes beyond the spell range,
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goes out of your sight, the hand returns to you and hovers.
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The hand is incorporeal and thus has damage reduction 50/+1. It has improved
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evasion (half damage on a failed Reflex save and no damage on a successful
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save), your save bonuses (minimum 0), and an AC of at least 22. Your
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Intelligence modifier applies to the hand’s AC as if it were the hand’s
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Dexterity modifier. The hand has 1 to 4 hit points, the same number that you
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lost in creating it.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Ok, this is how it works:
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- Creates a "hand" creatures. For easy sakes, we make it so we have 4
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versions for the 4 different amounts of HP, plus 2 more for if we
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are able to empower it (thus it can go up to 6HP).
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- Damages the caster. Also applies, to the new hand object, the ghost,
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save bonuses and dexterity bonuses as noted above as normal, linked
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effects. Visual might be appopriately applied too.
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How it works:
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- Level 4 and below "touch" ranged spells can be passed though it.
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These spells currently are (with + being wizard ones):
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+- Bestow Curse (Clr 3, Sor/Wiz 4)
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- Blight, if druid cast it (Drd 4, Sor/Wiz 5)
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+- Chill Touch (Sor/Wiz 1)
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+- Contagion (Clr 3, Destruction 3, Drd 3, Sor/Wiz 4)
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- Death Knell (Clr 2, Death 2)
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+- Ghoul Touch (Sor/Wiz 2)
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- Poison (Clr 4, Drd 3)
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- Rusting Grasp (Drd 4)
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+- Shocking Grasp (Sor/Wiz 1)
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+- Touch of Fatigue (Sor/Wiz 0)
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+- Touch of Idiocy (Sor/Wiz 2)
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+- Vampiric touch (Sor/Wiz 3)
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(Note: Only allowing hostile ones, its easier, because they wouldn't
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be cast on self, unlike Mage Armor, and Virtue etc.)
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- Once cast on the caster, it checks if a hand is present and directed
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at something. If it is, then it will change the target to the person
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targeted by the hand.
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(Note: No target/No hand means spell fails, it won't target the caster,
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it might come under abuse like Vampiric Touch)
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(Note 2: It should add 2 to the melee attack, for 1 second or so, as
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the spell states)
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(Note 3: It should mvoe the hand back, until redirected, after a spell
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like this is cast)
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(Note 4: Hand must be near enough the target to actually be a valid target.
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No good just targeting and saying "go there hand" and it not being
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able to reach, eg: too far away from the spells range)
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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}
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