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This spell gives the caster's hand a chilling, grave-like touch.

AD&D 2eEdit

Chill Touch
Spell Level: 1 Rarity: Common
Schools: Necromancy, Shadow
Components: V, S
Range: Personal Casting Time: 1
Duration: 3 rds + 1 rd/level Saving Throw: Negates
Target: The caster
Chill touch

Bestows a blue glow upon your hand that can be used as a touch attack while the spell persists. A creature touched by your hand (requiring an attack roll) must save vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. Creatures not rated for Strength take a -1 penalty to their attack rolls for every two successful touches. Strength lost by this spell returns at the rate of 1 point per hour.

Undead creatures hit by the spell who fail their save are not damaged and do not lose Strength, but they do flee from the caster for 1d4 rounds, + 1 round/level of the caster.

UsesEdit

This spell serves mostly as a weapon for the caster while the duration persists, allowing them to make simple melee attacks that weaken their targets. The spell is fairly unreliable, as it requires both a successful melee attack (something most spellcasters are not great at), and for the enemy to fail their saving throw. Additionally, it may take multiple hits for a monster to feel the Strength-draining effects. Still, as one of the few directly damaging, low-level Necromancy spells, it occasionally serves as a weapon of last resort for specialists and fans of negative energy. It's also fairly effective against undead, though the time it buys a party in that instance is limited.

SourcesEdit

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