Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
49 lines
1.7 KiB
Plaintext
49 lines
1.7 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Detect Secret Doors
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//:: Spell FileName PHS_S_DetectSecr
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Divination
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Level: Brd 1, Knowledge 1, Sor/Wiz 1
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Components: V, S
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Casting Time: 1 standard action
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Range: 20M
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Area: Cone-shaped emanation
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Duration: Concentration, up to 1 min./level (D)
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Saving Throw: None
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Spell Resistance: No
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You can detect secret doors, compartments, caches, and so forth. Only
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passages, doors, or openings that have been specifically constructed to
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escape detection are detected by this spell. The amount of information
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revealed depends on how long you study a particular area or subject.
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1st Round: Presence or absence of secret doors.
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2nd Round: Number of secret doors and the location of each. If an aura is
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outside your line of sight, then you discern its direction but not its exact
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location.
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Each Additional Round: The mechanism or trigger for one particular secret
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portal closely examined by you. Each round, you can turn to detect secret
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doors in a new area. The spell can penetrate barriers, but 1 foot of stone,
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1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt
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blocks it.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Placeholder script.
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Need to investigate Bioware's own secret doors to work at all.
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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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}
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