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.
60 lines
2.0 KiB
Plaintext
60 lines
2.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Sleet Storm
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//:: Spell FileName PHS_S_SleetStor
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Conjuration (Creation) [Cold]
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Level: Drd 3, Sor/Wiz 3
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Components: V, S, M/DF
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Casting Time: 1 standard action
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Range: Long (40M)
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Area: Cylinder 13.33M radius (40-ft.)
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Duration: 1 round/level
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Saving Throw: Reflex negates; see text
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Spell Resistance: No
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Driving sleet blocks all sight (even darkvision) within it, causing
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blindness to those in the area, and causes the ground in the area to be icy.
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A creature must make a DC 10 reflex save or fall over each round. Even if they
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pass, they can only walk within the sleet at half normal speed.
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Arcane Material Component: A pinch of dust and a few drops of water.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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I'll use Darkness style Invisibility + Darkness effect.
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No EffectUltravision() will be used in spells.
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The save is static, it was a DC10 Balance check, a DC10 reflex save is
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plenty large - still has a 1 in 20 chance of falling.
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13.33M is large! huge even! and it needs to be a good effect, it must
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really snow hard!
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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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// Spell hook check.
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if(!PHS_SpellHookCheck(PHS_SPELL_SLEET_STORM)) return;
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// Declare major variables
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location lTarget = GetSpellTargetLocation();
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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// Duration - 1 round/level
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// Declare effects
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effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_SLEET_STORM);
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// Apply effects
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PHS_ApplyLocationDuration(lTarget, eAOE, fDuration);
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}
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