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Chill Touch

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ChillTouch.png
Name: Chill Touch
School: Necromancy (Negative Energy)
Spell Level: Blc 1, Sor/Wiz 1, Wild 1
Special:
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.
SLA: Archmage: Necromancy I (Wizard)
Spell Point Cost: 4 or 2 (SLA)
Metamagic: Embolden, Empower, Heighten, Intensify, Maximize, Quicken
Target: Foe
Range: Touch
Duration: Instantaneous, 6d4 seconds for the fear portion
Saving Throw: Fortitude negates Strength damage, Will negates fear.
DC:
Spell Resistance: No
Cooldown: 2.5 seconds (Wiz), 1.5 seconds (Sor), 6 seconds (SLA)

Description

Makes a touch echo with the chill of death causing 1d6+2 negative energy damage per caster level (Max 5d6+10 at caster level 5) and 1 point of Strength damage. A successful Fortitude save negates the Strength damage. Chill Touch causes fear in the undead instead of damage. Undead who make a successful Will save negate this fear effect. Undead who fail their Will save will be feared as if panicked for 6d4 seconds.

Notes

  • Red and purple named undead, and liches are immune to the fear effect. (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.)
  • Non-living Constructs are immune to Strength damage.
  • 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.

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