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.
47 lines
1.8 KiB
Plaintext
47 lines
1.8 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Detect Magic
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//:: Spell FileName PHS_S_DetectMagi
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Range 60ft, (20M). A cone-shaped burst.
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for 3 rounds, you can check what stength of aura's the magic has there:
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1st Round: Presence or absence of magical auras.
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2nd Round: Number of different magical auras and the power of the most potent aura.
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3rd Round: The strength and location of each aura. If the items or creatures
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bearing the auras are in line of sight, you can make Spellcraft
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skill checks to determine the school of magic involved in each.
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(Make one check per aura; DC 15 + spell level, or 15 + half caster
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level for a nonspell effect.)
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For NwN, it detects spell effects on creatures, and magical items they hold.
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It also will check for AOE's.
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2nd round oviously tells you the power registering as the most potent, and no. of aura's.
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- Weaker aura's can be excluded randomly if near a large one!
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3rd round Then can check the strength and locaton, and spellcraft checks
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for checking which school of magic it was that cast it.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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This will be simple if kept simple. Can only concentrate one one area, must
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stand still basically.
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The cone is done in all rounds, so things moving away may, next time, not
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appear and locations will not be revealed.
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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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}
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