Chill Touch (AD&D 2E): Difference between revisions
(Created page with "{{Infobox Spell2E | Name = Chill Touch | DnDClass = Wizard | Level = 1 | LevelName = 1st Level Spell | School = Necromancy | Range = 0 | Save = Neg. | Duration = 3 rds. + 1 rd./level | Components = V,S | AoE = The Caster | CastingTime = 1 | SubField = | SourceShort = TSR2159 | SourceLong = TSR2159 - Player's Handbook, Page 172 | Vault = Yes | Spell2E = Yes | First Letter =...") |
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| Vault = Yes | | Vault = Yes | ||
| Spell2E = Yes | | Spell2E = Yes |
Revision as of 08:17, 30 June 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 |