Chill Metal
Chill Metal
Chill Metal makes metal extremely cold.
It has the following effects:
On the first round of the spell, the metal becomes chilly and 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, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below:
Round 1: Metal is cold (no damage)
Round 2: Metal is icy (1d4 fire damage)
Rounds 3-5: Metal is freezing (2d4 fire damage)
Round 6: Metal is icy (1d4 fire damage)
Round 7: Metal is cold (no damage)
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, Chill Metal deals no damage, but ice immediately forms around the affected metal, making it float if unattended.
Chill Metal counters and dispels Heat Metal.
Target: metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle
Transmutation [cold]
Will negates (object)
SR: Yes (object)
V, S, DF
1 standard action, 7 rounds, close
It has the following effects:
- Unattended, non-magical metal gets no saving throw.
- Magical metal is allowed a saving throw against the spell.
- An item in a creature’s possession (not an “unattended”) uses the creature’s saving throw bonus unless its own is higher.
On the first round of the spell, the metal becomes chilly and 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, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below:
Round 1: Metal is cold (no damage)
Round 2: Metal is icy (1d4 fire damage)
Rounds 3-5: Metal is freezing (2d4 fire damage)
Round 6: Metal is icy (1d4 fire damage)
Round 7: Metal is cold (no damage)
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, Chill Metal deals no damage, but ice immediately forms around the affected metal, making it float if unattended.
Chill Metal counters and dispels Heat Metal.
Target: metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle