Chill
- SchoolAlteration, Evocation
- SphereCombat
- ComponentsV, S, M
- Range50 yards +10 yards/level
- AreaSpecial
- Casting time6
- Duration1 round/level
- Save2
(See also: Chill)
Powers & Pantheons Version
This spell creates a 30-foot-radius sphere of cold air. The caster can focus the coldness on one creature in that area, causing 1 point of damage per caster level (to a maximum of 10 points). If the victim on whom the cold is focused succeeds at a saving throw vs. spell, the damage is halved. Each succeeding round, the caster can focus on the same or another being in the area of effect, inflicting 1 point / level of damage (to a maximum of 10 points) to any one creature that is still within the area of effect. Creatures with in the area of effect other than the target feel an unpleasant chill, but are not damaged by it.
The spell does not cause any damage during a round that the caster is struck before his or her initiative, since the caster must concentrate to target the spell. However, striking the caster does not end the spell; it merely prevents its energies from being focused that round. The caster may take actions other than targeting the spell, such as a physical attack, and resume targeting the spell in a later round, but casting any subsequent spell terminates the chill spell. In addition, if all creatures leave the area of effect, the spell ends.
The material component for this spell is a feather.
Priest's Spell Compendium Version
This spell creates a 30-foot-radius sphere of cold air. The caster can focus the cold on one creature in that area, inflicting 1 point of damage per caster level (to a maximum of 10 points). If the creature makes a successful saving throw vs. spell, the damage is halved. Each succeeding round, the caster can focus on the same or another creature in the area of effect, inflicting 1 point of damage per level (to a maximum of 10 points) to any one creature in the area of effect. Creatures in the area of effect other than the target feel an unpleasant chill, but are not damaged by it.
The spell does not cause any damage during a round that the caster is struck before his or her initiative, since the caster must concentrate to target the spell. However, striking the caster does not end the spell; it merely prevents its energies from being focused that round. The caster can take actions other than focusing the spell, such as a physical attack, and resume focusing in a later round, but casting any subsequent spell terminates the chill spell. In addition, if all creatures leave the area of effect, the spell ends. The material component for this spell is a feather.
Notes: Granted by the Mulhorandi god Osiris of the Forgotten Realms setting.
Sources: Powers & Pantheons · Priest's Spell Compendium