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.
54 lines
2.1 KiB
Plaintext
54 lines
2.1 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Create Water
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//:: Spell FileName PHS_S_CreateWatr
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Range: Close (8M) Effect: Up to 2 gallons of water/level
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This spell generates wholesome, drinkable water, just like clean rain water.
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Water can be created in an area as small as will actually contain the liquid,
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or in an area three times as large-possibly creating a downpour or filling
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many small receptacles.
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Note: Conjuration spells can’t create substances or objects within a
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creature. Water weighs about 8 pounds per gallon. One cubic foot of water
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contains roughly 8 gallons and weighs about 60 pounds.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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This can be a clever spell.
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2 gallons/level is quite a lot at higher levels.
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We can say:
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- At levels 1+, we can cast it so it fills a bottle/level (need empty
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bottles, automatically filled)
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- At levels 12+, it is enough to create a visual effect, and also stop
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the burning effect of some spells for a short duration (25% fire immunity
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for X seconds)
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- At levels 19+, it can rain for a short duration, which may extinguish
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fires and fire-based spells. It is a % chance per level over 15, against
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the DC of the AOE's caster level. VERY small chance, mind you.
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- Spells are: Wall of fire, ....
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_CREATE_WATER)) return;
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// Declare major variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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location lTarget = GetSpellTargetLocation();
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// Caster Levels, MetaMagic, Save DC, Spell ID
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int nCasterLevel = PHS_GetCasterLevel();
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}
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