/* 12/12/19 by Stratovarius Grasping Shadows, OnEnter Master, Shadowscape Level/School: 7th/Conjuration (Creation) Range: Medium (100 ft. + 10 ft./level) Area/Target: 20-ft.-radius spread Duration: 1 round/level Saving Throw: Will partial Spell Resistance: See text Stalks of shadows burst from the ground, as though desperate to escape the bonds of the earth, and immediately flail at everyone nearby. This mystery creates an area of grasping tendrils that function as the spell Evard's black tentacles (PH 228), with one additional hazard: Anyone successfully grappled by a tentacle must attempt a Will save or go blind. A successful save means the individual is safe from blinding during that particular grapple, but if she escapes and is then regrappled, she must make another saving throw. The blindness is permanent until magically cured. */ void DecrementTentacleCount(object oTarget, string sVar) { SetLocalInt(oTarget, sVar, GetLocalInt(oTarget, sVar) - 1); } #include "shd_inc_shdfunc" #include "prc_inc_combmove" void main() { object oShadow = GetAreaOfEffectCreator(); object oTarget = GetEnteringObject(); object oAoE = OBJECT_SELF; effect eDark = EffectDarkness(); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); effect eLink = EffectLinkEffects(eDark, eDur); struct mystery myst = GetLocalMystery(oShadow, MYST_HOLD_MYST); if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oShadow) && GetCreatureFlag(oTarget, CREATURE_VAR_IS_INCORPOREAL) != TRUE) { //Fire cast spell at event for the target SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELL_EVARDS_BLACK_TENTACLES)); //Apply reduced movement effect and VFX_Impact //firstly, make them half-speed SPApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectMovementSpeedDecrease(50), oTarget); //now do grappling and stuff //cant already be grappled so no need to check that int nGrappleSucessful = FALSE; //this spell doesnt need to make a touch attack int nAttackerGrappleMod = myst.nShadowcasterLevel + 8; nGrappleSucessful = _DoGrappleCheck(OBJECT_INVALID, oTarget, nAttackerGrappleMod); if(nGrappleSucessful) { //now being grappled AssignCommand(oTarget, ClearAllActions()); effect eHold = EffectCutsceneImmobilize(); effect eEntangle = EffectVisualEffect(VFX_DUR_SPELLTURNING_R); effect eLink = EffectLinkEffects(eHold, eEntangle); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0); SetLocalInt(oTarget, "GrappledBy_"+ObjectToString(oAoE), GetLocalInt(oTarget, "GrappledBy_"+ObjectToString(oAoE))+1); DelayCommand(6.1, DecrementTentacleCount(oTarget, "GrappledBy_"+ObjectToString(oAoE))); // Apply the Blindness effect permanently if they fail if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, GetShadowcasterDC(oShadow), SAVING_THROW_TYPE_SPELL)) { myst.eLink = EffectBlindness(); if (myst.bIgnoreSR) myst.eLink = SupernaturalEffect(myst.eLink); SPApplyEffectToObject(DURATION_TYPE_PERMANENT, myst.eLink, oTarget, 0.0, TRUE, myst.nMystId, myst.nShadowcasterLevel); } } }// end if - Difficulty check }