Chill Grasp
(Alteration, Necromancy)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  Creature touched
Saving Throw:  None

This spell combines shocking grasp and chill touch. As on chill touch, the cold aura is generated and creates an aura around the caster covering him on all sides. All attackers should make a saving throw versus fear or paralysis. The next aspect of this spell is the release of an electrical discharge when the character touches a creature. The charge is a little less damaging than the original shocking grasp spell due to the energy being diverted to the chill aura. The damage ends up as 1d6+1 per level. There is no saving throw for damage.

