Chill Touch

Effect

2nd Edition
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.
 
3.5th Edition
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.   An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
 
4th Edition

 
5th Edition
You create a glowing blue skeletal hand that coats your own hand and disrupts the life force of living creatures. Make a melee spell attack against a creature. On a hit, the target takes 1d8 negative energy damage and it can't regain hit points until the start of your next turn.   If you hit an undead target, it does not take this damage but instead had disadvantage on weapon attack rolls until the beginning of your next turn.   This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
 
Pathfinder 2e

 
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Table of Contents

 
Type
Arcane, Divine
2nd Edition
Spell Level
1
Class
Priest, Wizard
School
Necromancy, Shadow
Range
0
Duration
3 rounds + 1 round/level
Casting Time
1
Save
Neg.
Components
V, S

 
3.5th Edition
Level
Cleric 0, Sorcerer 0, Wizard 0
Components
V, S
Casting Time
1 Standard Action
Range
Touch
Targets
Creature or creatures touched (up to one/level)
Duration
Instantaneous
Saving Throw
Fortitude partial or Will negates; see text
Spell Resistance
Yes

 
4th Edition

 
5th Edition
Level
Bard 0, Cleric 0, Sorcerer 0, Warlock 0, Wizard 0
Casting Time
1 Action
Range
Self
Components
V,S
Duration
1 Round

 
Pathfinder 2e

 
Related School
Necromancy

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