/*::////////////////////////////////////////////// //:: Spell Name Sleet Storm //:: Spell FileName PHS_S_SleetStor //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Conjuration (Creation) [Cold] Level: Drd 3, Sor/Wiz 3 Components: V, S, M/DF Casting Time: 1 standard action Range: Long (40M) Area: Cylinder 13.33M radius (40-ft.) Duration: 1 round/level Saving Throw: Reflex negates; see text Spell Resistance: No Driving sleet blocks all sight (even darkvision) within it, causing blindness to those in the area, and causes the ground in the area to be icy. A creature must make a DC 10 reflex save or fall over each round. Even if they pass, they can only walk within the sleet at half normal speed. Arcane Material Component: A pinch of dust and a few drops of water. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// I'll use Darkness style Invisibility + Darkness effect. No EffectUltravision() will be used in spells. The save is static, it was a DC10 Balance check, a DC10 reflex save is plenty large - still has a 1 in 20 chance of falling. 13.33M is large! huge even! and it needs to be a good effect, it must really snow hard! //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell hook check. if(!PHS_SpellHookCheck(PHS_SPELL_SLEET_STORM)) return; // Declare major variables location lTarget = GetSpellTargetLocation(); int nCasterLevel = PHS_GetCasterLevel(); int nMetaMagic = PHS_GetMetaMagicFeat(); // Duration - 1 round/level float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic); // Declare effects effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_SLEET_STORM); // Apply effects PHS_ApplyLocationDuration(lTarget, eAOE, fDuration); }