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.
		
			
				
	
	
		
			93 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//::///////////////////////////////////////////////
 | 
						||
//:: Name      
 | 
						||
//:: FileName  sp_.nss
 | 
						||
//:://////////////////////////////////////////////
 | 
						||
/**@file Prismatic Wall
 | 
						||
Abjuration
 | 
						||
Level: Sor/Wiz 8 
 | 
						||
Components: V, S 
 | 
						||
Casting Time: 1 standard action 
 | 
						||
Range: Close (25 ft. + 5 ft./2 levels) 
 | 
						||
Effect: Wall 4 ft./level wide, 2 ft./level high 
 | 
						||
Duration: 10 min./level (D) 
 | 
						||
Saving Throw: See text 
 | 
						||
Spell Resistance: See text
 | 
						||
 | 
						||
Prismatic wall creates a vertical, opaque wall; a 
 | 
						||
shimmering, multicolored plane of light that 
 | 
						||
protects you from all forms of attack. The wall 
 | 
						||
flashes with seven colors, each of which has a 
 | 
						||
distinct power and purpose. The wall is immobile, 
 | 
						||
and you can pass through and remain near the wall
 | 
						||
without harm. However, any other creature with 
 | 
						||
less than 8 HD that is within 20 feet of the wall
 | 
						||
is blinded for 2d4 rounds by the colors if it 
 | 
						||
looks at the wall.
 | 
						||
 | 
						||
The wall’s maximum proportions are 4 feet wide per
 | 
						||
caster level and 2 feet high per caster level. A 
 | 
						||
prismatic wall spell cast to materialize in a 
 | 
						||
space occupied by a creature is disrupted, and 
 | 
						||
the spell is wasted.
 | 
						||
 | 
						||
Each color in the wall has a special effect. The
 | 
						||
accompanying table shows the seven colors of the
 | 
						||
wall, the order in which they appear, their 
 | 
						||
effects on creatures trying to attack you or pass
 | 
						||
through the wall, and the magic needed to negate
 | 
						||
each color.
 | 
						||
 | 
						||
The wall can be destroyed, color by color, in 
 | 
						||
consecutive order, by various magical effects;
 | 
						||
however, the first color must be brought down 
 | 
						||
before the second can be affected, and so on. 
 | 
						||
A rod of cancellation or a mage’s disjunction 
 | 
						||
spell destroys a prismatic wall, but an 
 | 
						||
antimagic field fails to penetrate it. Dispel
 | 
						||
magic and greater dispel magic cannot dispel 
 | 
						||
the wall or anything beyond it. Spell resistance
 | 
						||
is effective against a prismatic wall, but the 
 | 
						||
caster level check must be repeated for each 
 | 
						||
color present.
 | 
						||
 | 
						||
Color   Order   Effect of Color         
 | 
						||
 | 
						||
Red     1st     Deals 20 points of fire damage (Reflex half).  
 | 
						||
Orange  2nd     Deals 40 points of acid damage (Reflex half).
 | 
						||
Yellow  3rd     Deals 80 points of electricity damage (Reflex half).
 | 
						||
Green   4th     Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).
 | 
						||
Blue    5th     Turned to stone (Fortitude negates). 
 | 
						||
Indigo  6th     Will save or become insane (as insanity spell). 
 | 
						||
Violet  7th     Creatures sent to another plane (Will negates). 
 | 
						||
 | 
						||
Author:    Tenjac
 | 
						||
Created:   7/6/07
 | 
						||
*/
 | 
						||
//:://////////////////////////////////////////////
 | 
						||
//:://////////////////////////////////////////////
 | 
						||
 | 
						||
#include "prc_inc_spells"
 | 
						||
#include "prc_add_spell_dc"
 | 
						||
 | 
						||
void main()
 | 
						||
{
 | 
						||
    if(!X2PreSpellCastCode()) return;
 | 
						||
    
 | 
						||
    PRCSetSchool(SPELL_SCHOOL_ABJURATION);
 | 
						||
    
 | 
						||
    object oPC = OBJECT_SELF;
 | 
						||
    location lLoc = PRCGetSpellTargetLocation();
 | 
						||
    int nCasterLvl = PRCGetCasterLevel(oPC);
 | 
						||
    effect eAoE = EffectAreaOfEffect(VFX_PER_PRISMATIC_WALL);
 | 
						||
    int nMetaMagic = PRCGetMetaMagicFeat();
 | 
						||
    float fDur = (600.0 * nCasterLvl);
 | 
						||
    
 | 
						||
    if(nMetaMagic & METAMAGIC_EXTEND) fDur += fDur;
 | 
						||
    
 | 
						||
    ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAoE, lLoc, fDur);
 | 
						||
 | 
						||
    object oAoE = GetAreaOfEffectObject(lLoc, "VFX_PER_PRISMATIC_WALL");
 | 
						||
    SetAllAoEInts(SPELL_PRISMATIC_WALL, oAoE, PRCGetSpellSaveDC(SPELL_PRISMATIC_WALL, SPELL_SCHOOL_ABJURATION), 0, nCasterLvl);
 | 
						||
 | 
						||
    PRCSetSchool();
 | 
						||
} |