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.
		
			
				
	
	
		
			47 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			47 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*:://////////////////////////////////////////////
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| //:: Spell Name Detect Magic
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| //:: Spell FileName PHS_S_DetectMagi
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| //:://////////////////////////////////////////////
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| //:: In Game Spell desctiption
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| //:://////////////////////////////////////////////
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|     Range 60ft, (20M). A cone-shaped burst.
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| 
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|     for 3 rounds, you can check what stength of aura's the magic has there:
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| 
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|     1st Round: Presence or absence of magical auras.
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|     2nd Round: Number of different magical auras and the power of the most potent aura.
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|     3rd Round: The strength and location of each aura. If the items or creatures
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|                bearing the auras are in line of sight, you can make Spellcraft
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|                skill checks to determine the school of magic involved in each.
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|                (Make one check per aura; DC 15 + spell level, or 15 + half caster
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|                level for a nonspell effect.)
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| 
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|     For NwN, it detects spell effects on creatures, and magical items they hold.
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|     It also will check for AOE's.
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| 
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|     2nd round oviously tells you the power registering as the most potent, and no. of aura's.
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|         - Weaker aura's can be excluded randomly if near a large one!
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|     3rd round Then can check the strength and locaton, and spellcraft checks
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|               for checking which school of magic it was that cast it.
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| 
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| 
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| //:://////////////////////////////////////////////
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| //:: Spell Effects Applied / Notes
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| //:://////////////////////////////////////////////
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|     This will be simple if kept simple. Can only concentrate one one area, must
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|     stand still basically.
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| 
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|     The cone is done in all rounds, so things moving away may, next time, not
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|     appear and locations will not be revealed.
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| //:://////////////////////////////////////////////
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| //:: Created By: Jasperre
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| //::////////////////////////////////////////////*/
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| 
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| #include "PHS_INC_SPELLS"
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| 
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| void main()
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| {
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| 
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| }
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| 
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