Spells / Chill Touch
Chill Touch
necromancy
LevelArcanist 1, Bloodrager 1, Magus 1, Shaman 1, Sorcerer 1, Witch 1, Wizard 1Casting time1 standard actionRangetouchTargetscreature or creatures touched (up to one/level)DurationinstantaneousSaving throwFortitude partial or Will negates; see textComponentsV, S
Engine mechanics - what the game actually does
Damage1 d6negative energyFortitude save negatesapplies Panicked
1d6 negative energy, Fortitude negates
Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.
Description
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.