Abusing the Shaman hex Beckoning Chill


Advice


This hex is just devastating if you follow it up with Polar Midnight, but that's of course a 9th level spell.

Are there any lower level spells that do ongoing cold damage, including the witch's spell list since she can take Spirit Talker.


Frostfall(Area 5-foot radius burst)

or maybe Elemental Spell Metamagic


Frostfall isn't on the Shaman's list.

A lesser elemental rod would be an excellent investment for burning hands and burning gaze, which are.

The Deep Shaman archetype adds to the power of Beckoning Chill as it adds the fatigued condition as well.


Sorry but Shamans cannot cast Witch spells, not even with the Spirit Talker feat. But you can still cast Frostfall as a Shaman using the Lore spirit's Arcane Enlightenment hex, if you like.

For Shaman spells, I'd say Winter Grasp, mainly. But Elemental Spell can convert all manner of spells into dealing cold damage.


I mention the witch list because a witch can also take this feat (or via a 1 level dip into Stargazer). Also, I came to this while I was pulling together a summary of the spirit hexes a witch can get access to via Spirit Talker.

And Winter's Grasp is the spell I could not remember. But looking at Frost Fall, it's a perfect match (for a witch, or a shaman via Arcane Enlightenment) since it still does 1/2 damage on a save.

Now I'm thinking about how best to roll this into a Winter Witch's toolkit.


Ah, sorry, I misunderstood you. Well, let me note that the Rime Spell metamagic typically does it better since it does not require you to individually hex enemies beforehand. Also, reasonably speaking with Winter Grasp the entangle effect would be anchored to the ground without a saving throw and you can use Widen Spell metamagic to make the AoE larger if you want.

As for a Winter Witch, the Shard of Winter dagger should no doubt have appeal at higher levels (indeed, nothing is stopping a witch from using multiple ones) and the Winter Witch prestige class can be used with the Prestigious Spellcaster feat and you may wish to use either the Two-World Magic or Natural Magic (better) trait to add Create Water to your Winter Witch's spell list so that you can better use the prestige class's Sculpt Ice and Snow class feature.


It is Polar Midnight making the combination devastating. Using the hex is a standard action so this combination will take 2 rounds and only target a single creature. The target of the hex also gets a saving throw to avoid the effect of the hex. There are a lot better combinations then Beckoning Chill to use with Polar Midnight. Entangle is a first level shaman spell and affects all creatures within a 40-ft. radius. That would take the same amount of time and can affect all creatures within the area of the Polar Midnight.

Spending two rounds to add an entangle effect to a single target of a spell is not that devastating.


[/b]@Mysterious Stranger[/b] You are right, doubly so as Polar Midnight is a level 9 spell.

However, Beckoning Chill does not allow a save.

Earlier I said-

Joynt Jezebel wrote:

A lesser elemental rod would be an excellent investment for burning hands and burning gaze, which are.

The Deep Shaman archetype adds to the power of Beckoning Chill as it adds the fatigued condition as well.

If you consider what has to be done to set up the combo, in terms of feats, traits, dips into other classes et al, this is easily the quickest and most practical way of using beckoning chill even if I do say so myself.

Take the Archetype and the Waves Spirit, buy one 3K gp magic item and away you go. If you can fork out the cash at level 2 a Burning [Freezing?] Hands can turn many difficult fights into a cakewalk.


Joynt Jezebel wrote:

@Mysterious Stranger You are right, doubly so as Polar Midnight is a level 9 spell.

However, Beckoning Chill does not allow a save.

Earlier I said-

Joynt Jezebel wrote:

A lesser elemental rod would be an excellent investment for burning hands and burning gaze, which are.

The Deep Shaman archetype adds to the power of Beckoning Chill as it adds the fatigued condition as well.

If you consider what has to be done to set up the combo, in terms of feats, traits, dips into other classes et al, this is easily the quickest and most practical way of using beckoning chill even if I do say so myself.

Take the Archetype and the Waves Spirit, buy one 3K gp magic item and away you go. If you can fork out the cash at level 2 a Burning [Freezing?] Hands can turn many difficult fights into a cakewalk. You can do that 3 times a day by memorising the spell 3 times. That is a lot of power for a level 2 character.


I doubt there a second level Shaman is going to be able to afford a lesser elemental rod. That is 3x the recommended wealth for a second level character. Even at 3rd level it takes your entire WBL leaving you no other equipment including armor or weapons. This is not going to be feasible until probably 7th level or higher.

Frostbite looks like a good spell to use this with. It only deals non-lethal damage, but it is cold damage so should work. It is only a first level spell but offers no save and gives the target the fatigued condition. Buy a wand of frostbite and spam it out like crazy. This allows you to add the fatigued condition even if the target is not in water. Hex your target and keep poking them with a stick for a minute.

Frost bite does 1d6 +1 per level damage with no maximum. This combination will allow those 1st level spells to be useful even at high levels.


True it is unlikely a 2nd level Shaman can afford an Elemental Rod, though not all campaigns have the same economics. But 7th level? Surely you can get one at level 4 with 6kgp if it is important to the character.

The Frostbite idea is quite sound of course.


Let's start out with the fact that I'm a bit of a moron and was thinking that entangled meant no movement, while in fact it's 1/2 movement. Now locking someone down is great, but at 1/2 movement they'll just get out of the AoE. So anyway.

As for the Deep Shaman, sadly that fatigued condition only applies underwater. That's rather few campaigns.

Which gets us to Mysterious' wand of frostbite. I think that's the way to go, if you can survive within touch range that is.


Entangled is a special condition. It works differently depending on the circumstances. If the entangled effect is anchored to something, it's no movement. If it's not anchored, then it's half movement.

Quote:
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Winter Grasp would be an entangled condition where the bonds are anchored to the ground, so it's no movement for them, without a saving throw. Frostbite wouldn't anchor them to anything, so it's half movement. The Entangle spell typically results in no movement because the local plantlife is rooted to the ground, but if you try casting it in open water using the floating plants from Lily Pad Stride, then the plant life isn't anchored to anything, so it's just halved movement (but it also counts as difficult terrain on top of that, so actual movement would go down to a quarter).


Winter Grasp works well with the hex but to I still think Frost Bite has the best effect. A wand of Frost Bite is only 750 gold. Since the spell has no save and the only level dependent variable is the damage the wand will remain useful even at 20th level.

I am not sure the entangled condition would result in the inability to move. This seems to be more of the fact the cold slows them down rather than they are held by ice. If there are no bonds, then they cannot be anchored.


Tom Sampson wrote:
Winter Grasp would be an entangled condition where the bonds are anchored to the ground

I'm not sure that this interpretation could be relied upon broadly. I'd rule against it myself just because of the power it implies. With that interpretation Rime Spell applied to Winter's Grasp shuts down movement with no save in a 20' radius. That's quite a lot for a 3rd level spell..


I suppose there may indeed be variation on that. Best to check with one's GM then.

It's roughly comparable to Sleet Storm or Ash Storm in power. Both of those spells halve movement within the AoE and also effectively blind everyone in the AoE by rendering all sight blocked (the same as an area of total darkness), which results in a second halving of movement, and those spells have twice the radius while also blocking sight in addition to severely reducing movement. Plant Growth also reduces movement to 5 feet (10 feet for enemies large or larger) in an enormous area when the environment supports the overgrowth application. These spells can also be stacked atop one another to produce even more movement impairment.


Thinking on this further the entangled condition from the hex will only prevent movement if the source of cold already does so. The target of the hex is the creature not the source of cold damage. Therefor the source of cold is not directly affected by the spell. The hex also caused the entangled condition from taking damage from cold, not contact with ice. A creature flying through a Winter Grasp will gain the entangled condition if they are under the effect of the hex even without touching the ground. That makes it clear that the ice on the ground is not actually directly entangling the target. If that is the case the rule about anchoring bonds do not apply.


The spell Winter Grasp spell actually specifically states that it is the ice encrusting the ground that is radiating the supernatural cold. A flying creature might not have direct physical contact with the ground if he takes damage from this cold radiation, but a non-flying creature certainly does, which would make the difference in whether the entangle effect is anchored to the ground.


You don’t need to touch the ice to be damaged by the cold. That makes the ice an indirect source of the damage. The fact that the creature flying over the ice is entangled means the entangle is not the result of the ice forming around the character. The same thing applies to a character walking on the ice.

The description of the hex states “The shaman causes one creature within 30 feet to become more susceptible to the sapping power of cold for 1 minute”. That makes it clear that the power of the hex is focused on the target of the hex, not on the source of the cold. The hex is creating a kind of vulnerability to cold in the target, not changing how the source of the cold acts.

Rime spell on the other does alter how the source of the cold affects the target. So, a Rime Winter Grasp would prevent the target from moving. But while Beckoning Chill causes a similar effect, it is not the same thing.


Beckoning Chill from the Waves spirit specifically states that it increases the target's susceptibility to cold, indicating that it is changing how the cold effect afflicts the hexed person.


The changes are made to the target of the hex, not to the cold itself. The fact that another creature in the area does not gain the entangled condition supports my point. Why does the ice from Winter Grasp form around the target of the hex, but not around the creatures next to him. If the hex affected the source of the cold damage, it should have the same effect on all the creatures in the area. The hex makes the target more vulnerable to cold; it does not change the nature or effect of the cold itself.

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