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Usage[edit source]

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, which means Golems and Undead are immune to the secondary effects of Chill Touch. The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a saving throw vs. spell or suffer 1d8 cold damage and receive a -2 penalty to its thac0. Chill Touch counts as a +6 weapon.

Type must be classic, ee, sod, or vanilla1. Version is optional.