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Chill Touch
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<blockquote data-quote="Murrdox" data-source="post: 2624023" data-attributes="member: 10131"><p>"Chill Touch" mechanically works exactly the same as "Shocking Grasp" in terms of how the spell is phrased. The only difference is that Chill Touch has the added mechanic of:</p><p></p><p>"You can use this melee touch attack up to one time per level."</p><p></p><p>This mechanic breaks a lot of rules, and not enough detail is provided by it. If we interpret "Chill Touch" we end up with the following:</p><p></p><p>1) Chill Touch is not Dismissable (even though the words "can" and "up to" in the sentence above indicate that it should be) thus a 20th level wizard who casts Chill Touch must touch 20 things before the spell will leave him. The Wizard need not make all these attacks in the round that the spell is cast.</p><p></p><p>2) Chill Touch is Instantaneous in duration, but at the same time allows you to make 1 touch per level. Although the spell itself is instantaneous, if the touches are never discharged, the effects of the spell potentially last forever.</p><p></p><p>3) Chill Touch is not dispellable, since the spell itself is instantanous.</p><p></p><p>4) While Chill Touch allows for multiple attacks, it does NOT require the caster to "Hold the Charge". Thus the "Hold the Charge" rules that specify that the spell is lost if another spell is cast do not apply. A Wizard can cast "Chill Touch" and keep casting other spells, even other touch spells.</p><p></p><p>By the RAW, this is how the spell works.</p><p></p><p>If we would add in the following:</p><p></p><p>"The wizard can dismiss the effects of Chill Touch at will. Casting any other spell erases any additional Chill Touch attacks the caster has not made."</p><p></p><p>Then we end up with Chill Touch as I believe most people use it.</p><p></p><p>The other alternative we could do is to FORCE casters who cast "Chill Touch" to hold the charge. What this would mean is that if a level 20 Wizard casts Chill Touch, then he can hold the charge, and next round make as many melee attacks as he can, making them all Chill Touches. He could continue doing this for as many rounds as he likes. As long as the wizard continues to "Hold the Charge" then the spell will never fully discharge until the wizard has used up all the attacks with the spell that he is granted. Thus, the wizard could volunarily stop "Holding the Charge" or he could cast another spell to cancel the effect.</p></blockquote><p></p>
[QUOTE="Murrdox, post: 2624023, member: 10131"] "Chill Touch" mechanically works exactly the same as "Shocking Grasp" in terms of how the spell is phrased. The only difference is that Chill Touch has the added mechanic of: "You can use this melee touch attack up to one time per level." This mechanic breaks a lot of rules, and not enough detail is provided by it. If we interpret "Chill Touch" we end up with the following: 1) Chill Touch is not Dismissable (even though the words "can" and "up to" in the sentence above indicate that it should be) thus a 20th level wizard who casts Chill Touch must touch 20 things before the spell will leave him. The Wizard need not make all these attacks in the round that the spell is cast. 2) Chill Touch is Instantaneous in duration, but at the same time allows you to make 1 touch per level. Although the spell itself is instantaneous, if the touches are never discharged, the effects of the spell potentially last forever. 3) Chill Touch is not dispellable, since the spell itself is instantanous. 4) While Chill Touch allows for multiple attacks, it does NOT require the caster to "Hold the Charge". Thus the "Hold the Charge" rules that specify that the spell is lost if another spell is cast do not apply. A Wizard can cast "Chill Touch" and keep casting other spells, even other touch spells. By the RAW, this is how the spell works. If we would add in the following: "The wizard can dismiss the effects of Chill Touch at will. Casting any other spell erases any additional Chill Touch attacks the caster has not made." Then we end up with Chill Touch as I believe most people use it. The other alternative we could do is to FORCE casters who cast "Chill Touch" to hold the charge. What this would mean is that if a level 20 Wizard casts Chill Touch, then he can hold the charge, and next round make as many melee attacks as he can, making them all Chill Touches. He could continue doing this for as many rounds as he likes. As long as the wizard continues to "Hold the Charge" then the spell will never fully discharge until the wizard has used up all the attacks with the spell that he is granted. Thus, the wizard could volunarily stop "Holding the Charge" or he could cast another spell to cancel the effect. [/QUOTE]
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