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.
140 lines
4.1 KiB
Plaintext
140 lines
4.1 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Eye of the Beholder
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//:: FileName sp_eye_behold.nss
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//:://////////////////////////////////////////////
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/**@file Eye of the Beholder
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Transmutation [Evil]
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Level: Sor/Wiz 7
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Components: V S
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Casting Time: 1 action
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Range: Personal
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Target: Caster
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Duration: 1 round/level
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One of the caster's eyes grows out of her head on
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an eyestalk, becoming like that of a beholder. Due
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to the mobility of the eye, the caster gains a +2
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circumstance bonus on Spot checks. More important,
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the eye has one of the beholder's eye powers,
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determined randomly. The caster can use this power
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as a standard action during the spell's duration.
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Each type of eye produces an effect identical to
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that of a spell cast by a 13th level caster, but
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it follows the rules for a ray (see Aiming a Spell
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in Chapter 10 of the Player's Handbook). All of
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these effects have a range of 150 feet and a save
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DC of 18.
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Roll 1d10 to see which eye the caster gains.
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1d10 Eye Effect
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1 Charm Person: Target must make a Will save
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or be affected as though by the spell.
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2 Charm Monster: Target must make a Will save
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or be affected as though by the spell.
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3 Sleep: As the spell, except that it affects
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one creature with any number of Hit Dice.
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Target must make a Will save to resist.
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4 Flesh to Stone: Target must make a Fortitude
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save or be affected as though by the spell.
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5 Disintegrate: Target must make a Fortitude
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save or be affected as though by the spell.
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6 Fear: As the spell, except that it targets
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one creature. Target must make a Will save
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or be affected as though by the spell.
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7 Slow: As the spell, except that it affects
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one creature. Target must make a Will save
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to resist.
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8 Inflict Moderate Wounds: As the spell, dealing
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2d8+10 points of damage (Will half).
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9 Finger of Death: Target must make a Fortitude
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save or be slain as though by the spell. The
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target takes 3d6+13 points of damage if his
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save succeeds.
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10 Telekinesis: The eye can move objects or
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creatures that weigh up to 325 pounds, as
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though with a telekinesis spell. Creatures can
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resist the effect with a successful Will save.
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Author: Tenjac
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Created: 6/12/06
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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if(!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_TRANSMUTATION);
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nCasterLevel = PRCGetCasterLevel(oPC);
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float fDur = RoundsToSeconds(nCasterLevel);
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itemproperty iEye;
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if(nMetaMagic & METAMAGIC_EXTEND)
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fDur += fDur;
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switch(Random(9))
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{
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case 0:
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iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_CHARM_PERSON);
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break;
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case 1:
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iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_CHARM_MONSTER);
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break;
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case 2:
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iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_SLEEP);
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break;
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case 3:
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iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_FLESH_TO_STONE);
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break;
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case 4:
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iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_DISINTEGRATE);
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break;
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case 5:
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iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_FEAR);
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break;
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case 6:
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iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_SLOW);
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break;
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case 7:
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iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_INFLICT_MODERATE_WOUNDS);
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break;
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case 8:
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iEye = PRCItemPropertyBonusFeat(IP_FEAT_RAY_FINGER_OF_DEATH);
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break;
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}
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AddItemProperty(DURATION_TYPE_TEMPORARY, iEye, oSkin, fDur);
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effect eSkill = EffectSkillIncrease(SKILL_SPOT, 2);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSkill, oPC, fDur);
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PRCSetSchool();
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} |