Flensing spell not properly working

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Zorinar
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Flensing spell not properly working

Post by Zorinar » Mon Nov 07, 2011 4:31 am

The flensing spell (after many tests on myself) appears to not be doing the damage it is supposed to. The spell is not doing ability score damage as it is supposed to.

It is supposed to do the following:

Each round for Four Rounds:
2d6 physical damage
1d6 con damage
1d6 cha damage

So if save is not made, then in total 8d6 damage, 4d6 con damage, 4d6 cha damage (with related effects to stat damage, like loss of HP, decreased saves, and death upon zero con.)

Fort save reduces damage by 1/2 and negates ability damage.
Please note that each of the four rounds is separate and each round gets its own save.
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Re: Flensing spell not properly working

Post by Selveem » Mon Nov 07, 2011 5:13 am

I think part of the issue is that all damage has to be done upfront (if I remember that was the response on acid fog). So, what Flensing ends up as the nerfed version. I'm sure we could upload all damage up front, but that might be significantly stronger than WOTC intended, but having something so weak definitely does it no justice as it ranks fairly high in the "Spells That ****ing Kill People" list.

In all reality, this is a truly boss spell and shouldn't be even worse off than harm as it has the very high probability to outright kill people.
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Re: Flensing spell not properly working

Post by Zorinar » Tue Nov 08, 2011 12:50 am

Thinking about this some more I realized the following in a flash of insight:
It is a level 8 spell that currently (if it is only doing straight damage) does about the same as a GM magic missile spell.
That is utterly sad:)
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Re: Flensing spell not properly working

Post by Raona » Sat Nov 19, 2011 12:25 pm

There are definitely some spells currently in game that do delayed damage. Acid arrow is an example.

Flensing IS coded to do the damage you indicate, and over the correct period of time - however, only to non-living creatures. Perhaps that should only be to living creatures? If so...can you give me the d20 link on the relevant spell? I recently got the power to try fixing this type of code thing myself, so I might give this a try. No promises, though! It's a stretch for me.
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Re: Flensing spell not properly working

Post by Selveem » Sat Nov 19, 2011 4:15 pm

Re: Raona:

There is no D20 listing for this spell. This spell is listed in "Spells Compedium" on page 95. Here is the full text (it's lengthy):

Flensing
Transmutation (Evil)
Level: Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One corporeal creature
Duration: 4 rounds
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

With a cruel utterance, you complete the spell and unleash its terrible energy. A sickeningly wet ripping sound accompanies the sight of strips of flesh being torn away, as if some invisible hand was attempting to peel your target like an onion.

When you cast this spell, you literally strip the flesh from a corporeal creature's body (*note: corporeal includes undead like Zombies, just not undead like Ghosts), inflicting pain and psychological trauma. Each round, the subject takes 2d6 points of damage, 1d6 points of Charisma damage, and 1d6 points of Constitution damage. **A successful Fortitude save negates the ability damage and reduces the hit point damage by half for that round, but does not end the spell.

Flensing has no affect on creatures in gaseous form.

Material Component: An onion.

*This is my addition to explain in greater detail in case it's needed.
**Note that even if you do save for that round, you only negate the ability damage of that single round, not the remaining.
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Re: Flensing spell not properly working

Post by Selveem » Sat Nov 19, 2011 4:20 pm

As this spell does not do ability damage currently, it doesn't do the amount of HP damage Zorinar suggests. The primary reason this spell is so deadly are the rounds of constitution and charisma damage. If either of these drop below zero on a target (except undead), that target is neutralized.

2d6 hp damage is nothing. What IS a lot of damage is when you consider even a single 1d6 roll can cost you up to 3 hp/per level you currently are. ;) Level 50 hit by even just one roll of six on this would lose 150 hp (it would be 60 hp in D&D [save epic levels or level-adjusted races], but we get 2.5x the health due to having 50 levels as opposed to 20).
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Re: Flensing spell not properly working

Post by Keltorn » Sat Nov 19, 2011 8:02 pm

Selveem wrote:There is no D20 listing for this spell. This spell is listed in "Spells Compedium" on page 95.
Spell Compendium is d20. :P I'm not sure where the spell originated, but it was in Forgotten Realms Campaign Setting before Spell Compendium. Here's a copy of it to give a slightly different read of the spell:
Forgotten Realms Campaign Setting wrote:FLENSING
Evocation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One corporeal creature
Duration: Up to 4 rounds (see text)
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
You literally strip the flesh from a corporeal creature's body.
Each round, the target suffers pain and psychological trauma that
literally undermines the spirit. The assault deals 2d6 points of damage
and 1d6 points of temporary Charisma and Constitution damage. A
Fortitude save negates the temporary Charisma and Constitution
damage and reduces the normal damage by half. The target can make
a saving throw each round to reduce the damage in that round.
Flensing has no effect on creatures in gaseous form or on incorporeal
creatures.
Material Component: An onion.
I might just be weird, but I found that version a bit easier to read. Anyway, the information is the same, so I'm not sure where FK's version got the "non-living" stipulation.
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Re: Flensing spell not properly working

Post by Gwain » Sun Nov 20, 2011 1:28 am

I would think its because of the peelability of a zombie.
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Re: Flensing spell not properly working

Post by Raona » Sun Nov 20, 2011 11:34 am

Alright, then, it sounds like the problem lies in the spell code, at least at this point. However, as best I can tell we don't have an IF check on corporeal. (There's a race by that name, that looks like it should be called ghoul?!? Anyway...) The race files for the few beasties that seem they should be immune to this do have CORPSEMATERIAL set to MATERIAL_ENERGY, but I don't know how to check against that - may require new code. Any coders know for sure?
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Re: Flensing spell not properly working

Post by Selveem » Sun Nov 20, 2011 12:22 pm

Yeah.. that's why I was suggesting we institute templates a while back. That would allow for a very wide range of possibilities like 'Vampiric Feral Garguns' and the like.

It'd be nice of we could somehow do that. It'd make a lot of this a bit easier.
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