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Chill touch, formerly known as Veridon's chiller, was a necromancy spell that disrupted the life force of the living.[3][1] The spell was intended to allow the caster to harm a foe with the same deathly cold hands as a lich.[9]

Users[]

Chill touch could be cast by sorcerers, wizards, and clerics who commanded the cold domain[3][10] In the time of Netheril, it could be cast by arcanists of the Inventive and Variation specializations.[4]

Effects[]

The caster's hand glowed blue and a touch from it channeled negative energy into a victim, disrupting their life force. It could also possibly weaken the target's muscles, draining their strength, though this effect could be resisted.

The spell had a special effect on undead creatures. Undead touched suffered no damage or strength loss, but they could flee in terror for a short time if the spell overcame their will.[3]

The sundering version of the spell created a ghostly skeleton hand around a creature. The hand could by will of the caster attack the creature with necrotic energy and shortly hindering its ability to regain health as it clung on to it. A undead creature struck by the hand would have disadvantage on its attacks against the caster.[11]

Components[]

Some versions of the spell called for the powdered bone of a lich.[9]

History[]

The Netherese arcanist Veridon, ruler of Lathery, was given the credit for the creation of this spell. He introduced it in 3396 NY (−463 DR) under the name Veridon's chiller. It later became known simply as chill touch.[1][12][13]

Chill touch was a rare spell in Faerûn in the 1360s DR.[14]

Appendix[]

Gallery[]

Further Reading[]

Appearances[]

Video Games
Baldur's Gate III
Board Games
Temple of Elemental Evil Board Game
Card Games
Spellfire: Master the Magic

References[]

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 25. ISBN 0-7869-0437-2.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211, 221. ISBN 978-0-7869-6560-1.
  3. 3.0 3.1 3.2 3.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 209. ISBN 0-7869-2886-7.
  4. 4.0 4.1 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121, 122. ISBN 0-7869-0437-2.
  5. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.). ISBN 0-88038-716-5.
  6. David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 172. ISBN 0-7869-0329-5.
  7. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 184. ISBN 0-7869-0394-5.
  8. Sam Witt (March 1994). The Complete Sha'ir's Handbook. Edited by Dezra D. Phillips, C. Terry Phillips. (TSR, Inc.), p. 124. ISBN 1-56076-828-2.
  9. 9.0 9.1 Ed Greenwood et al. (December 1988). Lords of Darkness. Edited by Scott Martin Bowles. (TSR, Inc.), pp. 94–95. ISBN 0-88038-622-3.
  10. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 85. ISBN 0-7869-3134-5.
  11. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 221. ISBN 978-0-7869-6560-1.
  12. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 28. ISBN 0-7869-0437-2.
  13. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 79. ISBN 0-7869-0437-2.
  14. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 152. ISBN 0-8803-8828-5.
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