Gelid Blood
Gelid Blood is a D&D 3.5 spell (Necromancy) from Fr. On class lists for Sorcerer (Level 5), Wizard (Level 5), Abjurer Variant (Level 5), and others. Range or area: Close (25 ft. + 5 ft./2 levels); Saving throw: Fortitude partial; Duration: 1 round/level; Casting time: 1 standard action.
- School
- Necromancy
- Casting Time
- 1 standard action
- Components
- V, S, M
- Range
- Close (25 ft. + 5 ft./2 levels)
- Target
- One creature
- Duration
- 1 round/level
- Saving Throw
- Fortitude partial
- Spell Resistance
- Yes
Cold energy surges through the target’s body, congealing the blood in the creature’s extremities.
This effect causes a -4 penalty on attacks, Armor Class, and all Strength-and Dexterity-related checks, and anyone casting a spell with a somatic component has a 50% chance of spell failure for the duration of the spell.
If the target makes its Fortitude save, the creature only takes a -2 penalty on attacks, Armor Class, and all Strength-and Dexterity-related checks and has only a 25% chance of spell failure for spells with a somatic component.
Material Component: A pinch of flour.