forked from Jaysyn/PRC8
Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
75 lines
2.5 KiB
Plaintext
75 lines
2.5 KiB
Plaintext
/*
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Detect Evil
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Divination
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Level: Clr 1, Rgr 2
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Components: V, S, DF
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Casting Time: 1 action
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Range: 60 ft.
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Area: Quarter circle emanating from you
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to the extreme of the range
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Duration: Concentration, up to 10
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minutes/level (D)
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Saving Throw: None
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Spell Resistance: No
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You can sense the presence of evil. The amount of information revealed depends
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on how long you study a particular area or subject:
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1st Round: Presence or absence of evil.
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2nd Round: Number of evil auras (creatures, objects, or spells) in the area and
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the strength of the strongest evil aura present. If you are of good alignment, the strongest evil aura’s strength is
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"overwhelming" (see below), and the strength is at least twice your character
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level, you are stunned for 1 round and the spell ends. While you are stunned, you
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can’t act, you lose any Dexterity bonus to AC, and attackers gain +2 bonuses to attack
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you.
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3rd Round: The strength and location of each aura. If an aura is outside your line of
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sight, then you discern its direction but not its exact location.
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Aura Strength: An aura’s evil power and strength depend on the type of evil
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creature or object that you’re detecting and its HD, caster level, or (in the case of a
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cleric) class level.
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Creature/Object Evil Power
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Evil creature HD / 5
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Undead creature HD / 2
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Evil elemental HD / 2
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Evil outsider HD
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Cleric of an evil deity Caster Level
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Evil Power Aura Strength
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Lingering Dim
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1 or less Faint
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2–4 Moderate
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5–10 Strong
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11+ Overwhelming
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If an aura falls into more than one strength category, the spell indicates the stronger of
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the two.
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Remember that animals, traps, poisons, and other potential perils are not evil; this
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spell does not detect them.
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Note: Each round, you can turn to detect things in a new area but if you move
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more than 2 meters the spell ends. The spell can penetrate barriers, but 1 foot
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of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt
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blocks it.
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*/
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#include "prc_inc_s_det"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_DIVINATION);
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object oCaster = OBJECT_SELF;
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int nLevel = PRCGetCasterLevel(oCaster);
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float fDuration = TurnsToSeconds(nLevel) * 10;
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_DETECT), oCaster, fDuration);
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DetectAlignmentRound(0, GetLocation(oCaster), -1, ALIGNMENT_CHAOTIC, GetStringByStrRef(4956)/*"chaotic"*/, VFX_BEAM_ODD);
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PRCSetSchool();
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} |