Heat Metal
(Alteration)
Reversible
Sphere: Elemental (Fire)
|
|
Range: 40 yds.
| Components: V, S, M
|
Duration: 7 rds.
| Casting Time: 5
|
Area of Effect: Special
| Saving Throw: Special
|
By means of the heat metal spell, the caster is able to make ferrous metal (iron, iron alloys, steel)
extremely hot. Elven chain mail is not affected, and magical metal armor receives
an item saving throw vs. magical fire to avoid being heated. The material
component is a holy symbol.
On the first round of the spell, the metal merely becomes very warm and
uncomfortable to touch (this is also the effect on the last melee round of the
spell's duration). During the second and sixth (next to the last) rounds, heat causes
blisters and damage; in the third, fourth, and fifth rounds, the metal becomes
searing hot, causing damage to exposed flesh, as shown below:
| Metal Temperature
| Damage per Round
|
| very warm
| none
|
| hot
| 1d4 points
|
| searing*
| 2d4 points
|
* On the final round of searing, the afflicted creature must roll a successful
saving throw vs. spell or suffer one of the following disabilities: hand or
foot--becomes unusable for 2d4 days; body--becomes disabled for 1d4 days;
head--fall unconscious for 1d4 turns. This effect can be completely removed by the
6th-level priest spell heal spell or by normal rest.
Note also that materials such as wood, leather, or flammable cloth smolder and
burn if exposed to searing hot metal. Such materials cause searing damage to
exposed flesh on the next round. Fire resistance (spell, potion, or ring) or a protection from fire spell totally negates the effects of a heat metal spell, as does immersion in water or snow, or exposure to a cold or ice storm spell. This version of the spell does not function under water. For every two
experience levels of the caster, the metal of one man-sized creature can be
affected (i.e., arms and armor, or a single mass of metal equal to 50 pounds of
weight). Thus, a 3rd-level caster would affect one such creature, a 4th- or
5th-level caster two, etc.
The reverse of the spell, chill metal, counters a heat metal spell or else causes metal to act as follows:
| Metal Temperature
| Damage per Round
|
| cold
| none
|
| icy
| 1-2 points
|
| freezing*
| 1d4 points
|
* On the final round of freezing, the afflicted creature must roll a
successful saving throw vs. spell or suffer from the numbing effects of the cold. This
causes the loss of all feeling in a hand (or hands, if the DM rules the saving
throw was failed badly) for 1d4 days. During this time, the character's grip is
extremely weak and he cannot use that hand for fighting or any other activity
requiring a firm grasp.
The chill metal spell is countered by a resist cold spell, or by any great heat--proximity to a blazing fire (not a mere torch),
a magical flaming sword, a wall of fire spell, etc. Under water, this version of the spell inflicts no damage, but
ice immediately forms around the affected metal, exerting an upward buoyancy.
Table of Contents