/*::////////////////////////////////////////////// //:: Spell Name Blasphemy //:: Spell FileName PHS_S_Blasphemy //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Evocation [Evil, Sonic] Level: Clr 7, Evil 7 Components: V Casting Time: 1 standard action Range: 13.33M. Area: Nonevil creatures in a 13.33-M.-radius spread centered on you Duration: Instantaneous Saving Throw: None or Will negates; see text Spell Resistance: Yes Any nonevil creature within the area of a blasphemy spell suffers the following ill effects. HD Effect Equal to caster level Dazed Up to caster level -1 Weakened, dazed Up to caster level -5 Paralyzed, weakened, dazed Up to caster level -10 Killed, paralyzed, weakened, dazed The effects are cumulative and concurrent. No saving throw is allowed against these effects. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed. Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a -4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// No saving throw - nice! Anyway, HD limits, all effects can be applied as above. SR applies, and they need to hear the word for it to work - apart from the home plane part. Blasphemy (Evil), Dictum (Lawful), Holy Word (Good), Word of Chaos (Chaos) sets of spells. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell hook check. if(PHS_SpellHookCheck()) return; // Define major variables object oCaster = OBJECT_SELF; location lSelf = GetLocation(oCaster); object oTarget; int nCasterLevel = PHS_GetCasterLevel(oCaster); int nCasterLevelM1 = nCasterLevel - 1; int nCasterLevelM5 = nCasterLevel - 5; int nCasterLevelM10 = nCasterLevel - 10; int nMetaMagic = PHS_GetMetaMagicFeat(); int nHitDice, nRace, nStrength; int nSpellSaveDC = PHS_GetSpellSaveDC(); // We add 4 to the DC, as it says "effect allows a Will save (at a -4 penalty)" nSpellSaveDC += 4; // Delay = distance / 20 float fDelay; // Duration is different for all parts. float fDuration;// = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic); // 1 round for daze. float f1Round = PHS_GetDuration(PHS_ROUNDS, 1, nMetaMagic); // Declare effects. effect eBanishment = EffectVisualEffect(VFX_IMP_UNSUMMON); effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); // Paralysis (1d10 minutes) effect eParalysis = EffectParalyze(); effect eParaDur1 = EffectVisualEffect(VFX_DUR_PARALYZED); effect eParaDur2 = EffectVisualEffect(VFX_DUR_PARALYZE_HOLD); // Daze (1 round of daze) effect eDaze = EffectDazed(); effect eDazeVis = EffectVisualEffect(VFX_IMP_DAZED_S); effect eDazeDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE); // Strength (2d4 decrease for 2d4 rounds) effect eStrength; //= EffectAbilityDecrease(ABILITY_STRENGTH, ); // Death effect eDeathVis = EffectVisualEffect(VFX_IMP_DEATH_L); // Link effects // Paralysis effect eParaLink = EffectLinkEffects(eParalysis, eParaDur1); eParaLink = EffectLinkEffects(eParaLink, eParaDur1); eParaLink = EffectLinkEffects(eParaLink, eCessate); // Daze effect eDazeLink = EffectLinkEffects(eDaze, eDazeDur); eDazeLink = EffectLinkEffects(eDazeLink, eCessate); // Strength effect eStrLink; // AOE visual applied. effect eImpact = EffectVisualEffect(PHS_VFX_FNF_BLASPHEMY); PHS_ApplyLocationVFX(lSelf, eImpact); // Loop enemies - and apply the effects. oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 13.33, lSelf); while(GetIsObjectValid(oTarget)) { // PvP Check - affects hostiles more often then not. if(GetIsReactionTypeHostile(oTarget) && // Make sure they are not immune to spells !PHS_TotalSpellImmunity(oTarget)) { //Fire cast spell at event for the specified target PHS_SignalSpellCastAt(oTarget, PHS_SPELL_BLASPHEMY); // Delay for visuals and effects. fDelay = GetDistanceBetween(oCaster, oTarget)/20; // Hit dice and alignment check nHitDice = GetHitDice(oTarget); if(nHitDice <= nCasterLevel && GetAlignmentGoodEvil(oTarget) != ALIGNMENT_EVIL) { // Spell resistance check if(PHS_SpellResistanceCheck(oCaster, oTarget, fDelay)) { // They must be able to hear the words of the spell to // be affected (As noted in the Banishment part, and the top). if(PHS_GetCanHear(oTarget)) { // What do we apply? // Everyone is dazed... PHS_ApplyDurationAndVFX(oTarget, eDazeVis, eDazeLink, f1Round); // Need to be anywhere under nCasterLevel, or equal or under // nCasterLevel - 1 to be weakened. if(nHitDice <= nCasterLevelM1) { // Weakened - 2d4 eStrength down nStrength = PHS_MaximizeOrEmpower(4, 2, nMetaMagic); eStrength = EffectAbilityDecrease(ABILITY_STRENGTH, nStrength); eStrLink = EffectLinkEffects(eStrength, eCessate); // Duration is 2d4 rounds fDuration = PHS_GetRandomDuration(PHS_ROUNDS, 4, 2, nMetaMagic); // Apply it PHS_ApplyDuration(oTarget, eStrLink, fDuration); // Need to be equal or under nCasterLevel - 5 for Paralysis if(nHitDice <= nCasterLevelM5) { // Paralysis is for 1d10 rounds fDuration = PHS_GetRandomDuration(PHS_ROUNDS, 10, 1, nMetaMagic); // Apply it PHS_ApplyDuration(oTarget, eParaLink, fDuration); // Need to be equal or under nCasterLevel - 10 for death if(nHitDice <= nCasterLevelM10) { // Death is instant PHS_ApplyDeathByDamageAndVFX(oTarget, eDeathVis); } } } } // Now, are they going home? /* Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a -4 penalty) to negate. */ // If they are outsiders (we've done the alignment check) // we push them back to thier planes. // VERY BASIC AT THE MOMENT, IT DOESN'T EVEN CHECK TO SEE IF // THIS IS THEIR PLANE! if(GetRacialType(oTarget) == RACIAL_TYPE_OUTSIDER) { // Will-based saving throw if(!PHS_SavingThrow(SAVING_THROW_WILL, oTarget, nSpellSaveDC, SAVING_THROW_TYPE_EVIL, oCaster, fDelay)) { if(PHS_CanCreatureBeDestroyed(oTarget)) { // Destroy them with VFX DestroyObject(oTarget); PHS_ApplyLocationVFX(GetLocation(oTarget), eBanishment); } } } } } } oTarget = GetNextObjectInShape(SHAPE_SPHERE, 13.33, lSelf); } }