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Chill Grasp

School necromancy; Level: alchemist 2, knight of entropy 2, magus 2, sorcerer/wizard 2, witch 2

Components: V,S

Casting Time: 1 standard action

Range: Touch

Target(s): Creature or creatures touched (up to one/two levels)

Duration: Instantaneous

Saving Throw: Fortitude partial or Will negates; see text; Spell Resistance: Yes

This spell functions like chill touch, inflicting 1d6 points of damage from negative energy and 1d2 points of Strength damage. In addition, for every 2 points of Strength damage inflicted, the caster gains a +1 enhancement bonus to a random physical ability score (Str, Dex, or Con). This bonus lasts for 1 round per two levels (10 rounds maximum). A touched undead creature 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.

Section 15: Copyright Notice

Grimoire Viperian: A Tome of Exotic Lore Copyright 2021 Magic Skull Games Author: Steven F. Johnson