/*::////////////////////////////////////////////// //:: Spell Name Speak with Plants //:: Spell FileName PHS_S_SpeakPlant //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Divination Level: Brd 4, Drd 3, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you. Note that not all plants, and maybe even none, may respond. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// See Speak with Animals. Similar concept, but of course, placables (usable ones) might be affected instead. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell Hook Check. if(!PHS_SpellHookCheck(PHS_SPELL_SPEAK_WITH_PLANTS)) return; // Declare Major Variables object oCaster = OBJECT_SELF; object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF int nMetaMagic = PHS_GetMetaMagicFeat(); int nCasterLevel = PHS_GetCasterLevel(); // 1 Min/level float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic); // Delcare effects effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE); effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); // Remove previous castings PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_SPEAK_WITH_PLANTS, oTarget); // Signal spell cast at PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SPEAK_WITH_PLANTS, FALSE); // Apply effects PHS_ApplyDurationAndVFX(oTarget, eVis, eCessate, fDuration); }