| Post/Author/DateTime | Post |
|---|---|
| jonci01-29-06, 08:50 PM | This has been bugging me for awhile, especially since I can't get a confident answer out of any of my D&D friends. Let's just consider the spell being used against a single target: Now for each touch, it deals 1d6 of damage. Problem is, I don't know if I have to make a seperate touch attack for each caster level I put into the spell, or for this single target is a single touch attack made to drain the whole spell into it? If it is the latter, it seems like the spell would be devistating at higher levels. If you have a caster level of ten, you now are using a spell that could do 10d6 of damage plus a possible 10 STR damage. Or maybe I'm completely wrong, I don't know! Help me. |
| CryoSilver01-29-06, 09:09 PM | 1d6 per touch, one touch per round. |
| jonci01-29-06, 10:39 PM | Thanks. |
| CryoSilver01-30-06, 06:45 AM | No problem. |
| Nom01-30-06, 07:21 AM | More specifically, chill touch grants one free "armed" touch attack as part of the standard action used to cast the spell. This holds true for all Touch range spells, see PH pg 140-141. Most touch spells fire once only, so if you hit the spell is discharged. However, if you miss, choose not to make the touch attack, or use a multi-charge spell (eg chill touch, water walk*) then the charge remains "held" and can be used to make further attacks on later rounds (PH pg 141-142). These are made as normal attacks, either armed touch attacks (vs touch AC) or piggy-backing on a normal unarmed strike (vs normal AC). If you had sufficient BAB, you could make multiple chill touch attacks as a full round action. After a successful attack, or several successful attacks for multi-charge spells, the spell is gone. If the targets are willing to be touched (more likely for water walk than chill touch!) then you may touch up to six creatures as a full round action. Note that while you are "holding the charge" you cannot cast further spells or touch anything or the spell automatically discharges. Do not pat, hug or otherwise physically congratulate your teammates while still holding a chill touch charge. Dissipate the spell against the ground first. Unless you are drunk or paralysed, you can assume that any touch attack against the ground automatically hits. Addendum: One rule worth remembering. PH pg 140-141 explicitly allows you to cast-move-touch as a standard + move action. This is one of the few times you can interpose a move action inside a standard action. It's a very useful trick - you cast a safe distance away, then move into combat and touch your target. Note that it doesn't protect you from movement-based AoOs and doesn't prevent your target striking back, so 1st level wizards are advised not to try this trick against ogre barbarians (or anyone else wielding a weapon). |