Chill Touch (AD&D 2E): Difference between revisions
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This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds + 1 round per level of the caster. | This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds + 1 round per level of the caster. | ||
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[[Category:AD&D 2E Spells]] | |||
[[Category:Spells]] |
Latest revision as of 01:57, 14 July 2024
Chill Touch | |
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1st Level Spell, Necromancy | |
Range: 0 Duration: 3 rds. + 1 rd./level Area of Effect: The Caster |
Components: V,S Casting Time: 1 Saving Throw: Neg. |
Description: When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally.
This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds + 1 round per level of the caster. | |
Source: Player's Handbook (TSR2159), Page 172 |