#include "prc_inc_spells" void main() { int nAttack = 1; int nDC = 22; int nTargetVisual = VFX_IMP_BLIND_DEAF_M; int nImpactVisual = VFX_FNF_BLINDDEAF; float fBlindDuration = RoundsToSeconds(1); float fAttackDuration = RoundsToSeconds(5); location lTargetLocation = GetItemActivatedTargetLocation(); object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTargetLocation, TRUE); while(oTarget != OBJECT_INVALID) { int nRace = MyPRCGetRacialType(oTarget); if(nRace != RACIAL_TYPE_UNDEAD && nRace != RACIAL_TYPE_CONSTRUCT) { nAttack = 2; } int nSave = ReflexSave(oTarget, nDC); if(nSave == 0) { effect eBlind = EffectBlindness(); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBlind, oTarget, fBlindDuration); effect eVisual = EffectVisualEffect(nTargetVisual); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oTarget); } effect eAttack = EffectAttackDecrease(nAttack); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAttack, oTarget, fAttackDuration); oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, lTargetLocation, TRUE); } effect eVisual = EffectVisualEffect(nImpactVisual); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVisual, lTargetLocation); }