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.
60 lines
2.0 KiB
Plaintext
60 lines
2.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Sleet Storm
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//:: Spell FileName PHS_S_SleetStor
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Creation) [Cold]
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Level: Drd 3, Sor/Wiz 3
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Components: V, S, M/DF
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Casting Time: 1 standard action
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Range: Long (40M)
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Area: Cylinder 13.33M radius (40-ft.)
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Duration: 1 round/level
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Saving Throw: Reflex negates; see text
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Spell Resistance: No
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Driving sleet blocks all sight (even darkvision) within it, causing
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blindness to those in the area, and causes the ground in the area to be icy.
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A creature must make a DC 10 reflex save or fall over each round. Even if they
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pass, they can only walk within the sleet at half normal speed.
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Arcane Material Component: A pinch of dust and a few drops of water.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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I'll use Darkness style Invisibility + Darkness effect.
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No EffectUltravision() will be used in spells.
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The save is static, it was a DC10 Balance check, a DC10 reflex save is
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plenty large - still has a 1 in 20 chance of falling.
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13.33M is large! huge even! and it needs to be a good effect, it must
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really snow hard!
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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_SLEET_STORM)) return;
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// Declare major variables
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location lTarget = GetSpellTargetLocation();
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Duration - 1 round/level
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_SLEET_STORM);
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// Apply effects
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PHS_ApplyLocationDuration(lTarget, eAOE, fDuration);
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}
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