Black Ray of Fleshparting question


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Grand Lodge

The description for this spell does not say what happens if you make your fortitude save, it just says fortitude partial. Unless there's some generic fortitude partial rule I've missed, nothing happens if you make your save. If so, this seems incredibly powerful. Thoughts?

Here's the spell


That is a spell made by a 3rd party(Bastion Press). You would have to contact them to get them to fix it. James Jacobs of Pathfinder did write the spell during the 3.5 era. He has a thread here. You can ask him if he remembers the spell. I would post a link to the spell.

Link to Bastion Press
Link to the James Jacobs thread


Moved thread.

Liberty's Edge

James Jacobs worked for Bastion Press?

Learn something new every day. . .


The Black Ray of Fleshparting spell has been updated as per James's recommendations in the "Ask James Jacobs a Question" thread.


Kovok wrote:

The description for this spell does not say what happens if you make your fortitude save, it just says fortitude partial. Unless there's some generic fortitude partial rule I've missed, nothing happens if you make your save. If so, this seems incredibly powerful. Thoughts?

Here's the spell

As far as spell power goes, even with the changes suggested by James Jacobs, this spell doesn't seem all that powerful. Compare it to other Wizard/Sorcerer 3 spells.

Explosive Runes (6d6 to all creatures within 10 feet of the reader)
Spiked Pit (2d6 damage + falling damage + 1d6 damage/round)
Call the Void (2d6 to all nearby creatures per round, plus they can't speak or use spells with verbal components)
Fireball (1d6 damage/level, 20 ft radius)
Lightning Bolt (1d6 damage/level in a 120 ft line)
Force Punch (1d4 damage/level plus push the target 5 ft/level away from the caster)

And at level 2, you've got Scorching Ray (4d6 damage/ray, 1 ray per 4 levels).

Also note that the Black Ray of Fleshparting counts as a +1 weapon for overcoming DR.. that's going to obsolete before too long for most campaigns.

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