/* Detect Magic */ #include "prc_inc_s_det" void main() { if(!X2PreSpellCastCode()) return; PRCSetSchool(SPELL_SCHOOL_DIVINATION); object oCaster = OBJECT_SELF; int nLevel = PRCGetCasterLevel(oCaster); float fDuration = TurnsToSeconds(nLevel) * 10; ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_DETECT), oCaster, fDuration); DetectMagicAura(0, GetLocation(oCaster), VFX_BEAM_MIND, FeetToMeters(60.0)); PRCSetSchool(); }