fix(spells): make the bleed spell bleed

PF1e (SRD spells/bleed.md): "Saving Throw Will negates" and the target takes 1 point of damage per round. Two divergences: the JSON declared a Fortitude save, and the bleeding condition never set the engine's bleed_damage field, so the spell was a no-op. Bleed now saves Will; _apply_condition_effect sets bleed_damage = 1 when a spell applies bleeding, and _decrement_durations lands the final tick as the last bleeding condition expires before clearing the field (heal-path clearing already existed in _stop_bleeding). README updated.

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-09-12 12:46:53 +02:00
parent 8c7e7075ad
commit 910ed1dc7d
5 changed files with 61 additions and 6 deletions
+1 -1
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@@ -42,7 +42,7 @@ _BATCH1: dict[str, tuple[str, int, str, str, str]] = {
"Bane": ("bane", 1, "enchantment", "medium", "will"),
"Bear's Endurance": ("bears_endurance", 2, "transmutation", "touch", "fort"),
"Bladed Dash": ("bladed_dash", 1, "transmutation", "close", "none"),
"Bleed": ("bleed", 0, "necromancy", "close", "fort"),
"Bleed": ("bleed", 0, "necromancy", "close", "will"),
"Bless": ("bless", 1, "enchantment", "medium", "none"),
"Blindness/Deafness": ("blindness_deafness", 2, "necromancy", "medium", "will"),
"Charm Person": ("charm_person", 1, "enchantment", "medium", "will"),