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The Chill Touch spell is used in the form of a melee-style method of attack directed at the life force of a creature.

Description[]

When the caster completes this spell, a blue glow encompasses his/her hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. (Nonliving creatures such as golems and undead are unaffected by this spell.) The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or suffer 1d8 points of damage and receive a -2 THAC0 penalty for 5 rounds.

Gameplay[]

Chill Touch is not consumed upon hitting the enemy, it actually creates a temporary item that occupies the caster's main-hand weapon slot. The item behaves as a +6 enchanted item for the purposes of what it can strike.

It deals (1d2+Strength bonus) nonlethal damage.

Upon any successful hit the hand-weapon casts a spell (SPWI117A) onto the target. The spell applies 1d8 Cold damage and a -2 THAC0 penalty lasting 5 rounds on a failed Saving throw vs. spell.

This spell can be blocked by Magic resistance and any spell protection due to the 1 Power level assigned to the effects.

The spell is prevented from affecting Constructs and Undead creatures.

When attacking an enemy with Mirror Image, Chill Touch can be fooled, but it will destroy two mirror images instead of one in a single hit.

Where to obtain its scroll[]

The Black Pits[]

Sold by[]

Baldur's Gate[]

Shadows of Amn[]

Throne of Bhaal[]

Visuals[]

Videos[]

Gallery[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this arcane spell, revising its effects, and saving throw. See below for description:
Chill Touch
Level: 1
School: Necromancy
Range: Personal
Duration: 1 turn
Casting Time: 1
Area of Effect: Special
Saving Throw: Special

When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature suffers 1d6 points of cold damage and loses one point of strength for 1 hour (no ability drain if the victim saves vs. death). The wizard gains a +4 bonus to hit the target and his touch is considered to be of +1 enchantment to determine what it can hit.

External links[]

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