/*::////////////////////////////////////////////// //:: Spell Name Bear’s Endurance //:: Spell FileName PHS_S_BearsEnd //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Transmutation Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// +4 to stat, doesn't stack with mass version. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell hook check. if(!PHS_SpellHookCheck()) return; // Declare major variables object oCaster = OBJECT_SELF; object oTarget = GetSpellTargetObject(); int nCasterLevel = PHS_GetCasterLevel(); int nMetaMagic = PHS_GetMetaMagicFeat(); // Ability to use int nAbility = ABILITY_CONSTITUTION; // Duration - 1 minute/level float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic); // Make sure they are not immune to spells if(PHS_TotalSpellImmunity(oTarget)) return; // Check if oTarget has better effects already if(PHS_GetHasAbilityBonusOfPower(oTarget, nAbility, 4) == 2) return; // Delcare Effects effect eAbility = EffectAbilityIncrease(nAbility, 4); effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE); effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); effect eLink = EffectLinkEffects(eAbility, eCessate); // Signal the spell cast at event PHS_SignalSpellCastAt(oTarget, PHS_SPELL_BEARS_ENDURANCE, FALSE); // Remove these abilities effects PHS_RemoveAnyAbilityBonuses(oTarget, nAbility); // Apply effects and VFX to target PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration); }