void main() { object oPC = GetEnteringObject(); DelayCommand(0.3, SetLocalInt(oPC, "nullified", 0)); if (GetItemPossessedBy(oPC, "BadgeOfFallen") != OBJECT_INVALID) return; effect eEffect = GetFirstEffect(oPC); while(GetIsEffectValid(eEffect)) { if (GetEffectType(eEffect) == EFFECT_TYPE_SPELL_FAILURE) DelayCommand(0.1, RemoveEffect(oPC, eEffect)); eEffect = GetNextEffect(oPC); } }