/*::////////////////////////////////////////////// //:: Spell Name Eagle’s Splendor //:: Spell FileName PHS_S_EaglesSpl //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Transmutation Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase. Arcane Material Component: A few feathers or a pinch of droppings from an eagle. //::////////////////////////////////////////////// //:: 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(PHS_SPELL_EAGLES_SPLENDOR)) 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_CHARISMA; // 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_EAGLES_SPLENDOR, FALSE); // Remove these abilities effects PHS_RemoveAnyAbilityBonuses(oTarget, nAbility); // Apply effects and VFX to target PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration); }