Acid Fog
From NWN2Wiki
| Acid Fog | |
| | |
| Spell Information | |
| Spell level : | Innate level: 6, Sorcerer/Wizard: 6, Other: Cleric with Destruction domain 6 |
|---|---|
| School : | Conjuration |
| Descriptor(s) : | Acid |
| Components : | Verbal and Somatic |
| Range : | Long |
| Target/Area : | Large |
| Duration : | 1 round per 2 cLevels |
| Save : | Fortitude partial |
| Spell resistance : | Yes |
[edit] Description
Acid Fog creates a thick, clinging, greenish cloud. Creatures entering the cloud take 4d6 points of acid damage. Creatures entering the cloud must make a Acid-based Fortitude save or have their movement reduced by 50%. Every round a creature spends in the cloud, it suffers 2d6 points of acid damage.
[edit] Bug Notes
In both the enter and heartbeat script, SignalEvent() (on lines 32 and 65 respectively) should be fired by OBJECT_SELF (so it would be SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_ACID_FOG)); ) otherwise the AI doesn't deal too well with dispelling AOE spells.
This doesn't make use of the much better ApplyMetamagicVariableMods() function for doing metamagic effects in the heartbeat or enter scripts.
Main script - NW_S0_AcidFog.nss
Line 51 - Metamagic checks should really use the ApplyMetamagicDurationMods() and ApplyMetamagicDurationTypeMods() encase the spell is added to any additional duration metamagic feats.
On Enter - nw_s0_acidfoga.nss
This is missing the code to check for a valid area-effect creator, or destroy self (the code is, however, in nw_s0_acidfogc.nss).
[edit] Gameplay Notes
Spell resistance acts as normal but, of course, due to its high level it eats up spell mantles (You are tested for its effects when you enter it and every round too).
The main reason for the Slow effect is to hamper movement out of the area, thus meaning the enemy takes more damage. This is a good spell to make an area inaccessible and control the battlefield with, or simply to force your enemy to fight inside it.
As most area of effect spells, if the caster is killed this spell should stop.
[edit] Original Rules comparison
- Spell resistance doesn't apply (like with most Conjuration spells)
- No saving throw whatsoever.
- Additional to hampered movement, the spell also causes hampered sight.
- No initial 4d6 damage.
- Lasts twice as long (1 round / level).
[edit] Images
