Death Knell | |
Spell Information | |
Spell level : | Innate level: 2, Cleric: 2 |
---|---|
School : | Necromancy |
Descriptor(s) : | Death, Evil |
Components : | Verbal and Somatic |
Range : | Touch |
Target/Area : | Living creature touched |
Duration : | Instantaneous / 10 minutes / level |
Save : | Will negates |
Spell resistance : | Yes |
Description[]
The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.
Gameplay Notes[]
This spell requires successful touch attack.
In game description wrongly shows it being available through Death domain.
Bug Notes[]
NW_S0_DeathKnel.nss
Line 88: The saving throw type is negative, yet this is not in the Descriptor (which is Death and Evil) or the description at all.
Line 93: This suggests that the module is only using "die at 0 hit points" for PC's. For NPC's this line works fine, but if a PC, they may die at only -10 hit points. This is likely intentional however, since death is essentially 0 hit points.
In fact, if the target is immune to negative damage (for instance: a spell like Shadow Shield (although in that case, it stops necromancy spells - thus this one)) then the spell may do 0 damage but the caster still gains the bonuses.
To remedy this, it might be a case of having a slightly delayed new function, at 0.01 delay, to check if the target is dead (via. GetIsDead() probably). A delay is not really necessary, as damage is applied instantly (no delay), so checking for the target's HP right after the damage is applied returns the proper current hp amount. A call to GetIsDead should return a proper value as well. It might be necessary to add a further check to check if the object is valid, in case the game despawns the dead object too quickly.