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AionZ wrote: »
This is this problem with copying off my primitive code.
Raduziel wrote: »
A more elegant and safe way to check for SoD is using GAME_INCLUDES ~sod~
DeitiesofFaerun.tp2 has an example at row #767
- +20 bonus to lore.
- x2 Spell Slots for every spell level.
- May use SONATA in place of the regular Bard Song.
SONATA: This song provides varying levels of intelligence, save bonuses, and mind protection depending on the level of the bard:
Level 1: +1 Intelligence, +1 to All Saves, Immunity to Charm and Domination
Level 15: +2 Intelligence, +2 to All Saves, Immunity to Charm, Domination and Sleep.
Level 20: +3 Intelligence, +3 to All Saves, Immunity to Charm, domination, Sleep, Rigid/Feeblemind and Maze.
- No Pickpocketing Skill.
- Can only be proficient in club, dagger, crossbow, and quarterstaff.
-May Cast Hurl Stone Once Per Day. Gains one use at level one and an additional use every five levels thereafter.
HURL STONE: The priest creates a magical stone the size of their palm, which flies out of their hand and into the intended target. The stone does 2d6 direct magic damage with no save, although it does not bypass magic resistance.
-May Cast Flamebolt Once Per Day. Gains one use at level one and an additional use every ten levels thereafter.
FLAME BOLT: The priest calls forth a holy two-handed blade of flame named after Haela Brightaxe's favored weapon. The caster is treated as if a fighter with mastery level of proficiency in the weapon. The blade does 1d10+1 damage, +1 fire damage, with a THACO bonus of 1. These are all improved by one every ten levels. The blade acts at a speed factor of nine and lasts for five rounds, plus five more every ten levels.
-May only be CN, CG, and NG.
Hurl Rock (Pr 2; Alteration) Reversible
Range: 10 yards/level
Duration: 1 round
Casting Time: 1
Area of Effect: One rock (see below)
Saving Throw: None
Description: (Too long so put under spoiler tag)
This spell allows a dwarf to suddenly and violently use telekinesis on a loose rock, hurling it as a missile. Only stone can be used, either natural stone or petrified objects. The stone must be loose; it cannot be part of a wall, rock face, or ceiling. The projectile strikes with the caster's THAC0. The range of this spell refers to the distance between the priest and the stone missile. The projectile can leap up to 30 feet vertically and up to 30 feet horizontally. Misses use "Table 45: Grenade-Like Missile Effects" in the DUNGEON MASTER Guide.
The caster can move up to 2 cubic feet/level. Rocks that are too large are detected as such; the priest can choose another rock in the same round, but if it is also too large, the spell is wasted. At times, it may be important to know what damage the missile itself sustains after being hurled; for instance, if it is a fragile, valuable object or ,say, a petrified companion. The missile suffers 2d4 points of damage from its use in this spell and double that damage if it falls more than 50 feet in the process. This shatters the missile if it is brought to 0 hit points. Assume rocky missiles to have an average hit point total of 6 per 2 cubic feet, so that a rock of the maximum size that a 3rd-level priest can move (6 cubic feet) has 18 hit points.
Rocky missiles that shatter spray shrapnel; all creatures within 10 feet of the landing site of a shattering missile must succeed at a saving throw vs. spell or suffer 1d4+1 points of damage. Any item struck by the missile or its shrapnel (see above) must succeed at an item saving throw vs. crushing blow.
A being struck by the missile is hurt as follows:
(in Cubic Feet) Damage
More than 10 4d12: