/*::////////////////////////////////////////////// //:: Spell Name Mage Armor //:: Spell FileName PHS_S_MageArmor //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Conjuration (Creation) [Force] Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: No An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty or arcane spell failure chance. Focus: A piece of cured leather. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// As description (removed incorporal bit though). //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell Hook Check. if(!PHS_SpellHookCheck(PHS_SPELL_MAGE_ARMOR)) return; // Declare Major Variables object oCaster = OBJECT_SELF; object oTarget = GetSpellTargetObject(); int nMetaMagic = PHS_GetMetaMagicFeat(); int nCasterLevel = PHS_GetCasterLevel(); // 1 Hour/level float fDuration = PHS_GetDuration(PHS_HOURS, nCasterLevel, nMetaMagic); // Delcare effects effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS); effect eAC = EffectACIncrease(4, AC_ARMOUR_ENCHANTMENT_BONUS); effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); // Link effects effect eLink = EffectLinkEffects(eAC, eCessate); // Remove previous castings PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_MAGE_ARMOR, oTarget); // Signal spell cast at PHS_SignalSpellCastAt(oTarget, PHS_SPELL_MAGE_ARMOR, FALSE); // Apply effects PHS_ApplyDurationAndVFX(oTarget, eVis, eLink, fDuration); }