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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

Knight of Roses
18th January 2006, 03:48 PM
So, if I am reading this right, if you make your save, you take half damage but still suffer all of the other effect from the spell, yes? And you need to make the save every round?

The range is listed as touch, but you to no say that the caster has to make a successful touch attack to use this spell. Is that an oversight or intentional?

Shadowbranch1
18th January 2006, 11:30 PM
The range is listed as touch, but you to no say that the caster has to make a successful touch attack to use this spell. Is that an oversight or intentional? [/b]


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.[/b]


So, if I am reading this right, if you make your save, you take half damage but still suffer all of the other effect from the spell, yes? And you need to make the save every round?[/b]

I have clarified the spell somewhat. If the save is successful the victim does not suffer the penalty associated with that stage of the spell. Instead the penalty rolls over to the next stage. It is possible to go through the entire spell with no additional penalties other than the stated damage.

(So if a save is made in the 2nd round, the penalty from the 4th round will never manifest. The penalty from the 2nd round will roll over to the 3rd, and the penalty from the 3rd will roll over to the 4th. Rounds 5-8 just extend the penalties already accrused.)

Barrok
19th January 2006, 09:07 AM
on the fourth round I would make the damage "Frostburn" damage but I dont thinks its OGL

Basically Frostburn damage cannot be healed uless by magic or a successful heal check (DC25) if the character remains in col or colder climates. If they manage to get to temperate or warmer climate the damage can be healed normally.


That is from the Frostburn book. Anyway its just a thought in case you wanted to put something different in it. Though as I have stated I don't think its OGL.

Shadowbranch1
19th January 2006, 09:12 AM
Thats a cool idea. I will have to look that up and come up with an alternative. :)

Choas
22nd January 2006, 12:52 AM
This is a good spell and is always something I wished Wizards would incorporate into their spell design...Damage over time is an excellent mechanic and needs to be used more I feel....This spell does this with some cool sideeffects....love the spider web bursting of blood vessels...cool descript...