Shivering Touch alterations.

Sekhmet

First Post
In the "To Kill a Dragon" thread, Shivering Touch was brought up (obviously). I think we can all agree that the spell is too much, so I was going to share what I did to make it less of a "Dragons are Dead" spell to an "This Dragon is Gonna Kill Me if This Doesn't Work".

Necromancy [Cold]
Level: Cleric 3, Sorcerer 3, Wizard 3,
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/3 levels
Saving Throw: Fort Half.
Spell Resistance: Yes
On a successful melee touch attack, you instantly suck the heat from the target's body, rendering it numb.
The target takes 3d6 points of temporary Dexterity damage that lasts fort he duration of the spell.
Creatures with the cold subtype are immune to the effects of shivering touch.

Material component: A nail from a creature with the cold subtype. The component is consumed in casting. This should cost more than 1 GP, to avoid Eschew Materials.
 

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Ability damage doesn't have a duration anymore than HP damage has a duration. The simplest fix is to remove the duration line. That's still really strong. I'd say the BEST fix is to keep the duration, and shift it from damage to a penalty. As a penalty, give it the "no less than 1" clause that Ray of Enfeeblement and Ray of Clumsiness have.

Bingo, not a dragon slayer spell, but still good enough to actually memorize. Leave the save off, that's the best part of Ray of Enfeeblement, the fact that it has no save.
 

Either that, or don't list it as "damage", but rather as a "penalty", the way Touch of Idiocy does. That way duration applies. Also, "damage" stacks with itself, "penalties" don't.
 

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