Heat
Metal
(Alteration)
Reversible: Chill
Metal
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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.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.>