Heat Metal
(Alteration)
Reversible: Chill Metal


L^: d2
-
R#: 4"
-
D^: 7r
C^: v.s.m
-
CT: 4
-
S^: None*
A^: S
-
psionic encounter: 25%
-
UW : No, Yes

Duration : 7 rounds (1 = very warm ; 2 = hot ; 3 = searing ; 4 = searing ; 5 = searing ; 6 = hot ; 7 = very warm) <>

Effect: By means of the heat metal spell, the druid is
able to excite the molecules of ferrous metal (iron, iron alloys, steel) and
thus cause the affected metal to become hot.

On the first round of the spell,
the effect is merely to cause the metal to be very warm and uncomfortable to touch and this is also the effect on the last melee round of the spell’s duration.
The second and sixth (next to the last) round effect is to cause blisters and damage;
the third, fourth, and fifth rounds the metal becomes searing hot, causing disability and damage to exposed flesh, as shown below:

                                                                                             Per Round of Exposure
Metal Temperature Damage Disability
very warm none none
hot 1-4 hit points none
searing 2-8 hit points hands or feet 2-8 days

head 1-4 turns unconsciousness

body 1-4 days

Note also that materials such as wood, leather, or flammable cloth will
smoulder and burn if exposed to searing hot metal, and such materials will
then cause searing damage to exposed flesh on the next round. Fire
resistance (potion or ring) or a protection from fire spell totally negates the
effects of a heat metal spell, as will immersion in water or snow, or
exposure to a cold or ice storm spell (qq.v.). For each level of experience
of the druid casting the spell, he or she is able to affect the metal of one
man-sized creature, i.e. arms and armor, or a single mass of metal equal
to 500 gold pieces in weight, cumulative.

DMG: Elfin chain mail is not subject to this spell.
All ferrous-based magic armor is entitled to a saving throw versus Magical fire.
If the save is successful, the heat metal spell does NOT affect it.

Heat Metal: Although the PH states that 
there is no ST, the DMG gives 
2 notable exceptions.  1st, elfin chainmail 
is NOT affected at all by this spell. 
2nd, magickal armor has an extremely 
good ST and is rarely affected. 
The DMG is silent on whether magickal 
rings, weapons, shields, etc are equally 
resistant -- indeed, the note is specifically 
about metal armor.  However, the DM 
is urged to consider extending saving 
throws to magickal Metal items.
    Lastly, the reverse of this spell -- chill 
Metal
-- should obviously be treated in

the same way. 
(Imagine #30)

Q: What are the effects of the disabilities
inflicted upon appendages by
the heat metal and chill metal
spells?
A: I recommend that you drop the disability
effects of the heat metal spell and its
reverse. The damage inflicted alone is
sufficient for a 2nd-level spell.
(153.7)
 

Q: If my druid throws darts at a monster,
hits, and then casts a heat metal on the
darts, how much damage will the monster
take?

A: No intelligent creature would leave
darts, arrows, and the like sticking in its
hide; removal of such objects is assumed
in the course of a round (as are feints,
minor movement, and so forth). Most
creatures, intelligent or not, would at
least try to remove them, though some
would find it difficult or impossible. When
the dart is definitely still there -- a ruling
for the DM to make -- the heating does 1
point per "hot" dart, 2 per "searing," up
to the maxima given in the spell description
(4 and 8, respectively).
(Polyhedron #9)

Chill Metal:

Chill Metal.Duration: 7 rounds (1 = cold ; 2 = icy ; 3 = freezing ; 4 = freezing ; 5 = freezing ; 6 = icy ; 7 = cold=) <>

The reverse, chill metal, counters a heat metal spell or else causes metal to act as follows:

                                                               Per Round of Exposure
Metal Temperature Damage Disability
cold none none
icy 1-2 hit points none
freezing 1-4 hit points amputation of fingers, toes, nose, or ears

The chill metal spell is countered by a resist cold spell, or by any great
heat, i.e. proximity to a blazing fire (not a mere torch), a magical flaming
sword, a wall of fire, etc.

WSG: The reverse of this spell can be used to treat a heatstroke
victim by at least partially dressing him in metal armor and
then discharging the chillmetalspell on the armor. He will not suffer
damage or disability such as the spell would normally cause
(see cone of cold for another example of this), and the seven
rounds of spell duration will benefit him the same as if he had received
normal treatment for a full hour.

Q: What are the effects of the disabilities
inflicted upon appendages by
the heat metal and chill metal
spells?
A: I recommend that you drop the disability
effects of the heat metal spell and its
reverse. The damage inflicted alone is
sufficient for a 2nd-level spell.
(153.7)

<DMG.theory: Elfin chain mail is not subject to this spell.
All ferrous-based magic armor is entitled to a saving throw versus
[frost at -1 (DM Stipulation : the difference between magical fire and fire should be 1].
If the save is successful, the heat metal spell does NOT affect it.>
<actually, just frost, no -1 : this would beg the question, what about ice storm, etc. etc. game school>

<problem (Heat Metal) : is armor hard metal or soft metal. i'm guessing hard: if so, it has a save of 2.
ie. the spell only works 10% of the time.>