Heat (Chill) Metal
Transmutation [see text]
Level: Fire 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Spell Points: 3
There is fire in all metal, and you know how to stoke it or remove it.
This spell makes metal extremely warm or extremely cold. Choose one at the time of casting. If you heat metal, the spell gains the [Fire] descriptor, and deals fire damage. If you chill metal, the spell gains the [Cold] descriptor, and deals cold damage.
Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.
A creature takes damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, it causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot or freezing cold, causing more damage, as shown on the table.
Round | Metal Temperature | Damage |
---|---|---|
1 | Warm/Cold | None |
2 | Hot/Icy | 1d4 points |
3-5 | Searing/Freezing | 2d4 points |
6 | Hot/Icy | 1d4 points |
7 | Warm/Cold | None |
Any cold intense enough to damage a creature affected by heated metal negates fire damage from the spell (and vice versa) on a point-for-point basis, as does fire damage dealt to a creature affected by chilled metal.
If cast underwater, this spell deals half damage.
Augment: For every 2 additional spell points you spend, the damage dealt at rounds 2-6 of the spell’s duration increases by one die (d4) each.