Difference between revisions of "Heat Metal"

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A creature takes fire damage if its equipment is burning. It takes full damage if its armor is affected or if it’s 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.
 
A creature takes fire damage if its equipment is burning. It takes full damage if its armor is affected or if it’s 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 warm and uncomfortable to touch but deals no damage (this is also the effect on the last round of the spell’s duration). During the second (and also the next-to-last) round, the hot metal causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing, causing more damage, as shown below:
 
On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage (this is also the effect on the last round of the spell’s duration). During the second (and also the next-to-last) round, the hot metal causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing, causing more damage, as shown below:
 
  
 
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|None
 
|None
 
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Any cold intense enough to damage the creature negates heat damage from the spell (and vice versa) on a point-for-point basis.
 
Any cold intense enough to damage the creature negates heat damage from the spell (and vice versa) on a point-for-point basis.

Latest revision as of 18:26, 13 August 2017

Transmutation [Fire]
Level: Drd 2, Sun 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature/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)

Unattended, nonmagical metal gets no saving throw. Enchanted metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw (unless its own is higher). A creature takes fire damage if its equipment is burning. It takes full damage if its armor is affected or if it’s 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 warm and uncomfortable to touch but deals no damage (this is also the effect on the last round of the spell’s duration). During the second (and also the next-to-last) round, the hot metal causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing, causing more damage, as shown below:

Round Temperature Damage
1 Warm None
2 Hot 1d4 points
3-5 Searing 2d4 points
6 Hot 1d4 points
7 Warm None

Any cold intense enough to damage the creature negates heat damage from the spell (and vice versa) on a point-for-point basis.

If cast underwater, heat metal deals half damage and boils the surrounding water. Heat metal counters and dispels chill metal.