//::///////////////////////////////////////////////
//:: Bolt: Slow
//:: NW_S1_BltSlow
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    Creature must make a ranged touch attack to hit
    the intended target.  Reflex save is
    needed to or avoid effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: June 18 , 2001
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
//#include "wm_include"

void main()
{
    //if (WildMagicOverride()) { return; }
	
//:: Declare major variables
	object oNPC		= OBJECT_SELF;
	object oTarget 	= PRCGetSpellTargetObject();
	
    int nHD 		= GetHitDice(oNPC);
	int nCHAMod		= GetAbilityModifier(ABILITY_CHARISMA, oNPC);
    int nDC			= 10 +nCHAMod+ (nHD/2);
	int nCount 		= (nHD + 1) / 2;
    if (nCount == 0) { nCount = 1; }
	
    effect eVis = EffectVisualEffect(VFX_IMP_SLOW);
    effect eBolt = EffectSlow();
    effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
    effect eLink = EffectLinkEffects(eBolt, eDur);

    //Fire cast spell at event for the specified target
    SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_SLOW));
    //Make a saving throw check
    if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget))
    {
       //Apply the VFX impact and effects
       ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
       ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
    }
}