Shadowbranch1
18th January 2006, 11:57 AM
Spell Name: Winters Kiss
School: Necromancy (Evil, Cold)
Level: Sorc/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target or Effects or Area: Creature Touched
Duration: 8 rounds
Saving Throw: Fortitude (Half)
Spell Resistance: Yes
This spell is truly an evil creation. By means of this spell the caster is able to chill the blood of the victim he touches. The change begins at first slow, but gradually increases until the end of the duration, or the death of the victim. The victim is allowed a fortitude save at the beginning of each round to lessen the effects of the spell. If the save is made the damage is halved (To a minimum of 1) and no other penalties are suffered.
(I.e. if the victim fails the first round he takes damage. Succeeds in the 2nd he takes 1/2 damage and no additional penalties. If he fails in the 3rd round he takes full damage, and is slowed as well. If he succeeds in the 4th round he takes half damage, and is slowed for the duration of the spell.)
Round 1: The victim will begin to move slower and slower. His skin will take on a grayish color and become cold to the touch. The victim will take 1 point of damage per caster level.
Round 2: The victim’s skin will actually begin to frost over in spots. They will become effectively “Slowed” as per the spell. Damage is 2 points per caster level.
Round 3: The victim’s skin will harden and become brittle. They will take double damage from any bludgeoning type weapon. This is in addition to the penalties from the earlier stages of the spell. Damage is 3 points per caster level.
Round 4: The victim’s blood begins to freeze in his veins. There will be noticeable spider-webbing of burst blood vessels on the victim’s body. Any damage taken by the victim in this latter stage of the spell will affect the victim as if they had been struck with a weapon of wounding. This effect lasts until a “Cure Critical Wounds” or stronger spell is cast, or until the victim once again reaches full hit points. This is in addition to the penalties from earlier stages of this spell. Damage is 4 points per caster level.
The non-damaging effects of the spell last for 4 rounds after the spells damaging effects are done. (I.e. the spell duration is 8 rounds, but the first 4 rounds are the only ones that cause damage)
Material Component: A bit of ice, and a tooth from a Yeti
School: Necromancy (Evil, Cold)
Level: Sorc/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target or Effects or Area: Creature Touched
Duration: 8 rounds
Saving Throw: Fortitude (Half)
Spell Resistance: Yes
This spell is truly an evil creation. By means of this spell the caster is able to chill the blood of the victim he touches. The change begins at first slow, but gradually increases until the end of the duration, or the death of the victim. The victim is allowed a fortitude save at the beginning of each round to lessen the effects of the spell. If the save is made the damage is halved (To a minimum of 1) and no other penalties are suffered.
(I.e. if the victim fails the first round he takes damage. Succeeds in the 2nd he takes 1/2 damage and no additional penalties. If he fails in the 3rd round he takes full damage, and is slowed as well. If he succeeds in the 4th round he takes half damage, and is slowed for the duration of the spell.)
Round 1: The victim will begin to move slower and slower. His skin will take on a grayish color and become cold to the touch. The victim will take 1 point of damage per caster level.
Round 2: The victim’s skin will actually begin to frost over in spots. They will become effectively “Slowed” as per the spell. Damage is 2 points per caster level.
Round 3: The victim’s skin will harden and become brittle. They will take double damage from any bludgeoning type weapon. This is in addition to the penalties from the earlier stages of the spell. Damage is 3 points per caster level.
Round 4: The victim’s blood begins to freeze in his veins. There will be noticeable spider-webbing of burst blood vessels on the victim’s body. Any damage taken by the victim in this latter stage of the spell will affect the victim as if they had been struck with a weapon of wounding. This effect lasts until a “Cure Critical Wounds” or stronger spell is cast, or until the victim once again reaches full hit points. This is in addition to the penalties from earlier stages of this spell. Damage is 4 points per caster level.
The non-damaging effects of the spell last for 4 rounds after the spells damaging effects are done. (I.e. the spell duration is 8 rounds, but the first 4 rounds are the only ones that cause damage)
Material Component: A bit of ice, and a tooth from a Yeti