PRC8/nwn/nwnprc/trunk/newspellbook/shd_myst_blckfrc.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

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/*
13/02/19 by Stratovarius
Black Fire. OnHB
Apprentice, Dark Terrain
Level/School: 2nd/Evocation [Cold]
Range: Close (25 ft. + 5 ft./2 levels)
Area: Wall of Black Flame
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
You open a conduit to the Plane of Shadow, drawing its elements into the world and igniting a black fire on the ground.
You create a shadowy curtain of black flame that covers the affected squares. The fire deals 1d6 points of cold damage per two caster levels, Reflex negates.
*/
#include "shd_inc_shdfunc"
void main()
{
if (!GetIsObjectValid(GetAreaOfEffectCreator()))
{
DestroyObject(OBJECT_SELF);
return;
}
//Declare major variables
object oShadow = GetAreaOfEffectCreator();
struct mystery myst = GetLocalMystery(oShadow, MYST_HOLD_MYST+"1");
int nDice = myst.nShadowcasterLevel/2;
//Capture the first target object in the shape.
object oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
while(GetIsObjectValid(oTarget))
{
if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oShadow))
{
//Make SR check, and appropriate saving throw(s).
if(!PRCDoResistSpell(oShadow, oTarget, myst.nPen) || myst.bIgnoreSR)
{
int nDamage = MetashadowsDamage(myst, 6, nDice);
// Yes, it's reflex negates, not half
if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, myst.nSaveDC, SAVING_THROW_TYPE_COLD))
{
// Apply effects to the currently selected target.
SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nDamage, DAMAGE_TYPE_COLD), oTarget);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_FLAME_M_PURPLE), oTarget);
}
}
}
//Select the next target within the spell shape.
oTarget = GetNextInPersistentObject(OBJECT_SELF,OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}
}