Difference between revisions of "Welz's Bone Chill (3.5e Spell)"
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Latest revision as of 13:01, 22 March 2025
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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 6d8 at 12th). 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 [Expand] |
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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 + |