Chill Touch is a level 1 Arcane spell from the Necromancy school, that causes the caster's melee attacks to either deal Cold damage and apply a THAC0 penalty, or to cause panic in Undead.
Descriptions[]
“ | When the caster completes this spell, a blue glow encompasses his/her hand. This energy attacks the life force of any creature upon which the wizard makes a successful melee attack. The touched creature must make a saving throw vs. spell or suffer 1-4 points of cold damage and receive a -1 THAC0 modifier for one hour after being struck. If the creature is an undead creature, they are affected by panic for 1-4 +1 turns per level of the caster. Undead suffer no damage or to hit penalty from chill touch. | ” |
— Original Game |
“ | When the caster completes this spell, a blue glow encompasses his/her hand. This energy attacks the life force of any creature upon which the wizard makes a successful melee attack. The touched creature must make a Save vs. Spell or suffer 1d4 points of cold damage and receive a -1 THAC0 penalty for 1 turn after being struck.
An undead creature suffers no damage or to-hit penalty from Chill Touch, but will be affected by panic for 2 turns unless it successfully makes a Save vs. Spell. |
” |
— Enhanced Edition |
Effects[]
Original Game[]
Once this spell is cast, for the next 3 rounds + round per level, the caster deals 1d4 additional cold damage on every successful melee attack, as well as applies a 1 hour, -1 THAC0 penalty to any creature struck. If the struck target is undead, then no additional cold damage or THAC0 penalty is applied, but the creature will instead be effected by panic for 1d4+1 turns.
Enhanced Edition[]
Once this spell is cast, for the next 3 rounds + round per level, the caster deals 1d4 additional cold damage on every successful melee attack, as well as applies a 1 turn, -1 THAC0 penalty to any creature struck. If the struck target is undead, then no additional cold damage or THAC0 penalty is applied, but the creature will instead be effected by panic for 2 turns.
Acquisition[]
Starting Spells[]
- As a level 1 spell, Mages and Sorcerers are able to select this spell as one of their starting spells during Character generation
Level up[]
- At levels 3, 5, and 7, Sorcerers are able to select an additional level 1 arcane spell to add to their known spells
Scroll[]
- Found in a Sarcophagus in Eastern Crypt, Vale of Shadows
Notes[]
- The Complete Book of Necromancers, a supplementary sourcebook to the basic Advanced Dungeons & Dragons 2nd Edition ruleset, which Icewind Dale is based on, lists this as a forbidden spell of black necromancy, most appropriate for evil characters.
External links[]
- Chill Touch article on the Baldur's Gate Wiki, a wiki for the Baldur's Gate games.
- Chill touch article on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms