void ExplodeAtLocation(location lTarget, int nDamage, int nSaveDC = 15, float fRadius = 5.) { ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_FIREBALL), lTarget); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD), lTarget); object oObject = GetFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget); do { int nDamageAfterSave = GetReflexAdjustedDamage(nDamage, oObject, nSaveDC); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamageAfterSave, DAMAGE_TYPE_FIRE), oObject); } while ((oObject = GetNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget)) != OBJECT_INVALID); } void main() { location lSource = GetLocation(GetObjectByTag("HolyAltar")); DelayCommand(0.5, ExplodeAtLocation(lSource, d12(12))); }