PRC8/nwn/nwnprc/trunk/smp/phs_s_fleshstone.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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/*:://////////////////////////////////////////////
//:: Spell Name Flesh to Stone
//:: Spell FileName phs_s_fleshstone
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Flesh to Stone
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (20M)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject, along with all its carried gear, turns into a mindless, inert
statue (with all the bonuses of a statue, such as immunity to mind-affecting
spells). If the statue resulting from this spell is damaged, the subject
(if ever returned to its original state) has similar damage. The creature
is not dead, but it does not seem to be alive either when viewed with
spells such as deathwatch.
Only creatures made of flesh are affected by this spell.
Material Component: Lime, water, and earth.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Petrify, using the NwN petrify effect
Wappered, similar to the one in SoU, but this has the resist spell outside it
The petrify effect also gives bonus immunities of a construct and damage
resistance of 5/- to phisical damage.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell Hook Check.
if(!PHS_SpellHookCheck(PHS_SPELL_FLESH_TO_STONE)) return;
// Declare Major Variables
object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
int nCasterLevel = PHS_GetCasterLevel();
int nSpellSaveDC = PHS_GetSpellSaveDC();
// Signal spell cast at
PHS_SignalSpellCastAt(oTarget, PHS_SPELL_FLESH_TO_STONE);
// PvP check
if(!GetIsReactionTypeFriendly(oTarget))
{
// Spell resistance and immunity check
if(!PHS_SpellResistanceCheck(oCaster, oTarget))
{
// Save and petrify, and immune to petrify, wrapper.
PHS_SpellFortitudePetrify(oTarget, nCasterLevel, nSpellSaveDC);
}
}
}