PRC8/nwn/nwnprc/trunk/smp/phs_s_solidfog.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 Solid Fog
//:: Spell FileName PHS_S_SolidFog
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Effect: Fog spreads in 6.67-M. radius
Duration: 1 min./level
Spell Resistance: No
This spell functions like fog cloud, but in addition to obscuring sight
(providing 20% consealment against melee attacks) the solid fog is so thick
that any creature attempting to move through it progresses at a 80%
reduction in speed, and it takes a -2 penalty on all melee attack and melee
damage rolls. The vapors prevent effective ranged weapon attacks (except for
magic rays and the like).
However, unlike normal fog, only a severe wind (31+ mph) disperses these
vapors, and it does so in 1 round.
Material Component: A pinch of dried, powdered peas combined with powdered
animal hoof.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Acid Fog uses this as a template. It applies, on enter (and removes on exit)
these effects:
80% slow down in movement.
20% melee consealment.
100% ranged consealment.
100% ranged miss chance
-2 To Hit (Melee)
-2 To Damage (Melee)
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
// Spell hook check.
if(!PHS_SpellHookCheck(PHS_SPELL_SOLID_FOG)) return;
// Declare major variables
location lTarget = GetSpellTargetLocation();
int nCasterLevel = PHS_GetCasterLevel();
int nMetaMagic = PHS_GetMetaMagicFeat();
// Duration - 1 round/level
float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
// Declare effects
effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_SOLID_FOG);
// Apply effects
PHS_ApplyLocationDuration(lTarget, eAOE, fDuration);
}