Vampiric, ghoul, and Chill Touch

Started by xXCrystal_Rose, January 29, 2013, 08:40:41 AM

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xXCrystal_Rose

Login: xXCrystal_Rose
Character: Amy Lesivien

Vampiric Touch:

I use Vampiric Touch about 10 or so times a day and pay attention to the rolls. It's always seemed off, so I just ran a trial of 36 castings. The damage is supposed to be 4-28 with GSF: Necromancy.

Of the 36 castings the highest it has ever been was 17, and that happened three times. I pay a lot of attention to the rolls during normal uses too and I've never seen it higher than 17, and this spell is used very regularly every day. I'm suspicious. Either I simply have some of the worst luck in the world in rolling damage on this spell or maybe the damage dice aren't being modified correctly. The normal damage range is 10-15 on average. My test victims have been Deer, Fireflies, and the rats in the Nebezzdos sewers.

Chill Touch:

The spell does not function like the spell description. It does a slight bit more damage than it is listed as. It feels like a negative energy ray, except being a touch attack (invoking aoo and capable of missing a targets AC). It also has an undocumented will save for half damage. You can cast this spell on yourself so I've been screwing around with it while waiting on rest timer whilst testing Vampiric Touch.

Suggestion- Not so much a bug report really as much as saying that the spell description is not accurate. It's a cool spell, but would be cooler if the level 8 lifestealer perk worked with it also, since it does negative energy damage and the spell description says 'disrupts the life force of...' ^^ Basically a melee negative energy ray which saps strength with a failed fort save at the cost of invoking an aoo and being touch attack.


Ghoul Touch:

This spell... sorta sucks! Same thing as chill touch in that it invokes an aoo and can simply miss if a target has good AC or concealment, before even getting to roll the fort save for a very short (and random) duration paralysis. The buggy part is the aura though when it does apply. When the fog roll is failed it does not apply a reduction to the attack rolls at all, though the other effects are present. The touch itself is a saving throw vs negative energy but the saving throw vs the cloud is not. I'm not sure if this saving throw discrepancy is also a bug or working as intended. Either way, the cloud is not applying the intended debuffs upon a failed save, and the spell itself is really lackluster and dangerous to the caster compared to other alternatives! Maybe could use a look at.




I think that's it! Recap: Vampiric Touch is being -very- strange with the ammount of damage it is doing and might not be applying the correct damage dice. Chill Touch has an incorrect spell description. Ghoul Touch has a broken cloud effect, and is generally lame. Melee touch attacks are pretty dangerous stuff for the caster even when they work correctly!

One_With_Nature

I can confirm that chill touch does not work as described. It does not channel the spell and it seems to do slighty more negative damage then what is documented.

Diz-e

Vamp Touch cannot do more damage than the receiving creature has HP.

The bugs to the effects of Ghoul Touch are outlined here: http://nwn.wikia.com/wiki/Ghoul_touch