Shivering Touch, alot of power for such a little spell?

Arravis

First Post
I don't know if this is the right forum for this...

My character is a sorc/fighter with a cold theme to his spell selection. I couldn't find a fitting third level spell until I came across Shivering Touch out of the Frostburn book. Honestly, I picked up the spell without really thinking much about the description.

Well, I got a chance to use it last game to devestating effect. My group and I were amazed at the seemingly overwhelming power of this spell. This touch spell causes 3d6 points of dexterity damage to any creature that doesn't have the cold subtype. The creature gets spell resistance... but no save!

This just seems incredibly powerful to me... am I over-reacting? I looked up errata for it on the WoTC site, but didn't find any. What are you guys opinion of this, any thoughts? Thanks guys!
 

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Don't have Frostburn, so I'm not familiar with the spell. Can you post some more info about it? Specifically, what's the duration? How was it devastating, exactly...were you draining the target's dex completely and paralyzing them?

Since having Dex reduced to 0 paralyzes you, it's most similar to the Hold spells. It effects pretty much any creature (very few creatures out there have the Cold template), so it beats out Hold Person there. The No Save is also very nice. But it requires a touch attack, while Hold is at range, and you're not necessarily going to drain a target's dex to 0...you could roll a three on 3d6 and have practically no effect. Best-case scenario, you paralyze the target, which you could have done with Hold Person from a safe distance. It's more useful overall, since it can be used on any Type of creature, but it's usefulness varies depending on your roll.

So, unless the duration is really up there, I'd say it's pretty evenly matched with Hold Person at 3rd level. If it can (potentially) paralyze any type of creature for minutes, or hours, that may be a bit much.
 

Duration is 1 round/lvl. And yes, it was dropping opponents by reducing them to 0 Dex. The "person" part of Hold Person is VERY limiting, most of the toughest things a player fights aren't humanoids. The no save is a pretty nasty thing, or at least it is in my opinion.
 


Personally I think the no save part makes this overpowered, somewhat similarly to Fleshripper from the BoVD (ranged touch attack, 1d6 dmg /caster lvl, no save, allows SR). IMC it is reduced to 1d6 dmg / 2 caster lvl, putting it in line with an empowered magic missile, but with a higher damage cap.
 

And empowered means 3d6+50% ? Meaning from 4 to 27 dex damage, average 15 ?

Yeah... but then there are other spells such as Ray of enfeeblement (which affects the critter's attack and damage rolls) and Unluck (CA) that are also very potent, so I wouldn't sweat it.
 

azmodean said:
Personally I think the no save part makes this overpowered, somewhat similarly to Fleshripper from the BoVD (ranged touch attack, 1d6 dmg /caster lvl, no save, allows SR). IMC it is reduced to 1d6 dmg / 2 caster lvl, putting it in line with an empowered magic missile, but with a higher damage cap.

Mmm... what do you think about the various Orb spells from CA ? No save, AND no SR.

Which means, they are the perfect golem beater.
 



Or rather a an "anything with less than 18 Dex" killer. Lesser Rods of Maximize are cheap.

Yes, this spell is definately too powerfull. It even stacks with itself. And as it is also a cleric spell the touch range isn't that hindering. Clerics are strong enough to survive a round of melee when they miss and wizards can simple use spectral hand.
 
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