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.
49 lines
1.7 KiB
Plaintext
49 lines
1.7 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Detect Secret Doors
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//:: Spell FileName PHS_S_DetectSecr
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Divination
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Level: Brd 1, Knowledge 1, Sor/Wiz 1
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Components: V, S
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Casting Time: 1 standard action
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Range: 20M
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Area: Cone-shaped emanation
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Duration: Concentration, up to 1 min./level (D)
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Saving Throw: None
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Spell Resistance: No
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You can detect secret doors, compartments, caches, and so forth. Only
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passages, doors, or openings that have been specifically constructed to
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escape detection are detected by this spell. The amount of information
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revealed depends on how long you study a particular area or subject.
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1st Round: Presence or absence of secret doors.
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2nd Round: Number of secret doors and the location of each. If an aura is
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outside your line of sight, then you discern its direction but not its exact
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location.
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Each Additional Round: The mechanism or trigger for one particular secret
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portal closely examined by you. Each round, you can turn to detect secret
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doors in a new area. The spell can penetrate barriers, but 1 foot of stone,
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1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt
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blocks it.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Placeholder script.
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Need to investigate Bioware's own secret doors to work at all.
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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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