Welz's Bone Chill (3.5e Spell)
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| Necromancy | |
| Level: | Cleric 1, Sorcerer/Wizard 1 |
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| Components: | V, S |
| Casting time: | 1 standard action |
| Range: | Close (25 ft + 5 ft/2 levels) |
| Effect: | Ray |
| Duration: | 1 round; see text |
| Saving Throw: | None |
| Spell Resistance: | Yes |
The time travelling wizard Welz brought back several mysterious spells from the future. This one was a green bolt of negative energy that sapped the life force that might otherwise heal and repair.
Those struck by this ray take 1d8 negative energy damage per 2 levels (max 5d8 at 10th). In addition, struck creatures cannot benefit from any healing for 1 round. Undead struck by this spell take no damage but receive no healing, and instead take a -5 penalty to attack rolls for 1 round instead.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Cleric
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Sorcerer/Wizard
| Eiji-kunv |
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Facts about "Welz's Bone Chill (3.5e Spell)"
| Article Balance | High + |
| Author | Eiji-kun + |
| Component | V + and S + |
| Identifier | 3.5e Spell + |
| Level | Cleric 1 + and Sorcerer/Wizard 1 + |
| Range | Other + |
| Rating | Undiscussed + |
| School | Necromancy + |
| Summary | A bolt of necrotic energy disrupts a creatures ability to heal. + |
| Title | Welz's Bone Chill + |

