[Frostburn] Shivering Touch: The new Harm

Ah Shivering Touch... the spell of un-fun

SPOILERS for Paizo's Savage Tide


We were playing The Sea Wyvern's Wake and we had set anchor down by a certain waterfall. The rogue went fishing off the side of the ship and reeled in a 7-headed hydra.

Seven attacks later the rogue is at -3 hp, and all of our hearts are pumping and hands nervously go for dice. We're in a bad situation, the thing has reach on most of us. Oh, man, it's going to be a tough fight.

My sorcerer 5-foots out of range and uses up a scroll of glitterdust. Hydra gamely makes a will save, but the dice like me at that point and it fails. So now we're still facing a 7-headed death machine with fast healing, but at least we've got a 50% miss chance on our side now.

The wizard takes his 5-foot step up to the side of the beasty, and casts Sudden Maximized Shivering Touch. Easily makes the hyrda's 9 touch AC. 18 points of dex damage to something with a dex of 12.

Fight over. No save. Round 1.

Turned what could have been a thrilling and dangerous fight into... well... exactly why was the rest of the party here?

I told the wizard to never bring that spell out unless more than 1/2 the party is lying on the ground dying.
 

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I just dropped the spell. Compare it to Contagion or Poison (spells of the same level that also deal ability damage) and ST is better to an absurd extent. Actually using something that obviously broken in a game seems very disrespectful to your GM. Enjoy it for the two sessions before it gets banned, I guess. :confused:

I am surprised and pleased that nobody's actually tried to argue that it's perfectly balanced. I remember the 3.0 Harm threads where the spell was apparently fine because everyone had Rings of Counterspells and 11th level cleric buddies.
 

It's just as bad as Ray of Stupidity... except that is a 1st level spell. Bye bye hydras... dire animals... anything with low INT...

Most Ability damaging spells - outside of phb - are gone from my table. YMMV

Mike
 

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