//:://///////////////////////////////////////////// //:: Name //:: FileName sp_.nss //::////////////////////////////////////////////// /**@file Prismatic Sphere Abjuration Level: Protection 9, Sor/Wiz 9, Sun 9 Components: V Range: 10 ft. Effect: 10-ft.-radius sphere centered on you This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum. The sphere’s blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes. You can pass into and out of the prismatic sphere and remain near it without harm. However, when you’re inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time. Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on. The colors of the sphere have the same effects as the colors of a prismatic wall: Red 1st Deals 20 points of fire damage (Reflex half). Orange 2nd Deals 40 points of acid damage (Reflex half). Yellow 3rd Deals 80 points of electricity damage (Reflex half). Green 4th Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). Blue 5th Turned to stone (Fortitude negates). Indigo 6th Will save or become insane (as insanity spell). Violet 7th Creatures sent to another plane (Will negates). Author: Tenjac Created: 7/6/07 */ //::////////////////////////////////////////////// //::////////////////////////////////////////////// #include "prc_inc_spells" #include "prc_add_spell_dc" void main() { if(!X2PreSpellCastCode()) return; PRCSetSchool(SPELL_SCHOOL_ABJURATION); object oPC = OBJECT_SELF; location lTarget = GetLocation(oPC); object oTarget; int nMetaMagic = PRCGetMetaMagicFeat(); int nCasterLvl = PRCGetCasterLevel(oPC); float fDelay, fDuration; float fDurAoE = TurnsToSeconds(nCasterLvl * 10); if (nMetaMagic & METAMAGIC_EXTEND) fDurAoE += fDurAoE; effect eAoE = EffectAreaOfEffect(VFX_PER_PRISMATIC_SPHERE); ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_PRISMATIC_SPHERE), lTarget, fDurAoE); ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAoE, lTarget, fDurAoE); object oAoE = GetAreaOfEffectObject(lTarget, "VFX_PER_PRISMATIC_SPHERE"); SetAllAoEInts(SPELL_PRISMATIC_SPHERE, oAoE, PRCGetSpellSaveDC(SPELL_PRISMATIC_SPHERE, SPELL_SCHOOL_ABJURATION), 0, nCasterLvl); // Declare blindness effect eBlind = EffectBlindness(); // Start cycling through the AOE Object for viable targets oTarget = MyFirstObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE); while(GetIsObjectValid(oTarget)) { // PvP check if(!GetIsReactionTypeFriendly(oTarget, oPC) && // Make sure they are not immune to spells !PRCGetHasEffect(EFFECT_TYPE_SPELL_IMMUNITY, oTarget)) { // Check HD if(GetHitDice(oTarget) <= 8) { // Fire cast spell at event for the affected target PRCSignalSpellEvent(oTarget, TRUE, SPELL_PRISMATIC_SPHERE, oPC); // Check if they can see if(!PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, oTarget)) { // Check spell resistance if(!PRCDoResistSpell(oPC, oTarget, nCasterLvl)) { // Get duration fDuration = IntToFloat(d4(2) * 10); if(nMetaMagic & METAMAGIC_EXTEND) fDuration += fDuration; // Get a small delay fDelay = GetDistanceToObject(oTarget)/20; // Apply blindness DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBlind, oTarget, fDuration, TRUE, SPELL_PRISMATIC_SPHERE, nCasterLvl)); } } } } //Get next target. oTarget = MyNextObjectInShape(SHAPE_SPHERE, 10.0, lTarget, TRUE, OBJECT_TYPE_CREATURE); } }