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Chill Touch

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Name: Chill Touch
School: Necromancy (Negative Energy)
Spell Level: Blc 1, Sor/Wiz 1
Components: VerbalIcon tooltip.pngVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components., SomaticIcon tooltip.pngSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations.
Spell Point Cost: 4
Metamagic: Empower, Enlarge, Heighten, Maximize, Quicken
Target: Foe
Range: Touch
Duration: Instantaneous, 6d4 seconds for the fear portion
Saving Throw: Fortitude partial or Will negates; see text
Spell Resistance: No
Cooldown: 2 seconds (Wiz), 1 seconds (Sor)


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+2 negative energy damage per caster level. Maximum damage 5d6+10 at caster level 5. No save on this portion. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or will be feared as if panicked for 6d4 seconds (6 to 24 seconds). Red and purple named undead are immune to this fear. (Players in Undead forms such as Pale Master shrouds or the Wraith form from Cursed Blade of Jack Jibbers are also affected by this, but get a saving throw every 2 seconds.)

Wizard Spell inscription : Requires Level I Inscription Materials.


  • The Strength damage does not scale with spell power conventionally but does increase with metamagics that increase spell power (this rounds down to the nearest whole number). This means that with Maximize, Empower, and Intensify applied (for a total of +300 spell power), the spell/SLA does 4 points of Strength damage on a failed save.