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.
91 lines
3.2 KiB
Plaintext
91 lines
3.2 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Transmute Blood to Water
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//:: Spell FileName XXX_S_TransBlood
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Sor/Wiz 7
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Components: V, S
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Casting Time: 1 standard action
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Range: Touch
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Target: 1 living creature
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Duration: Instantaneous
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Saving Throw: Fortitude partial
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Spell Resistance: Yes
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Source: Various (Andvaranaut)
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An adaptation of Finger of Death, this diabolical spell actually transforms
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the very life-blood of a victim into ordinary water, causing them to
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collapse in a lifeless heap. If you succeed at a melee touch attack, the
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intended victim is slain. However, if they make a successful Fortitude
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saving throw, they somehow managed to survive the transformation, and
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instead suffer 5d6 points of damage and are dazed for one round.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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This is an adaptation:
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Its Transmutation (not necromancy) and doesn't have the [Death] Descriptor.
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Means many spells which protect against Instant Death will not help here!
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Note: The death will be made in damage (HP * 2 + 20)
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BUT: It adds a touch attack, at touch range (the most dangerous for a caster)
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and still has the fortitude save and SR applied.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!SMP_SpellHookCheck(SMP_SPELL_TRANSMUTE_BLOOD_TO_WATER)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nCasterLevel = SMP_GetCasterLevel();
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int nSpellSaveDC = SMP_GetSpellSaveDC();
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int nMetaMagic = SMP_GetMetaMagicFeat();
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// Touch attack
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int nTouch = SMP_SpellTouchAttack(SMP_TOUCH_MELEE, oTarget);
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// Damage is 5d6.
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int nDamage = SMP_MaximizeOrEmpower(6, 5, nMetaMagic);
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// Delcare effects
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effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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// Dazed for one round
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effect eDaze = EffectDazed();
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float fDuration = 6.0;
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// Signal Spell cast at
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SMP_SignalSpellCastAt(oTarget, SMP_SPELL_TRANSMUTE_BLOOD_TO_WATER);
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// PvP Check and touch check. Must also be living!
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if(!GetIsReactionTypeFriendly(oTarget) && nTouch &&
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SMP_GetIsAliveCreature(oTarget, "*Non-alive creatures have no blood*"))
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{
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// Spell Resistance + Immunity check
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if(!SMP_SpellResistanceCheck(oCaster, oTarget))
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{
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// Fortitude Saving throw
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if(!SMP_SavingThrow(SAVING_THROW_FORT, oTarget, nSpellSaveDC))
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{
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// Fail and we apply death
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SMP_ApplyDeathByDamageAndVFX(oTarget, eVis);
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}
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else
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{
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// Even if they pass, we do damage.
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SMP_ApplyDamageVFXToObject(oTarget, eVis, nDamage);
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// And daze for one round
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SMP_ApplyDuration(oTarget, eDaze, fDuration);
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}
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}
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}
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}
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