Heat Metal
| Level | 2 |
| Duration | 7 rounds |
| Range | 30’ |
Causes the metal on one or more targets to heat up to damaging levels.
- One creature or one metal mass of up to 50 lbs may be targeted for every 2 caster levels.
- Burns anyone in contact with the burning metal.
- Dropping items stops burn damage.
- Immersion in water or snow counters effects, as does casting Chill Metal.
- Creatures that are immune to heat or fire are not harmed by spell.
Effects Each Round
Metal heats up for first 3 rounds, peaks during round 4, and then cools back down during last 3 rounds.
- Uncomfortably Warm: During rounds 1 and 7, causes discomfort but deals no damage.
- Burning: During rounds 2 and 6, deals 1d4 damage.
- Searing: During rounds 3-5, deals 1d6 damage and ignites things like wood, leather, or flammable cloth.
- If a creature is damaged during round 4, they must Save vs. Spells or suffer a disability based on the affected area(s):
- hand or foot -> severe blistering, becomes unusable for 2d4 days,
- body -> gains 1d4 levels of exhaustion.
- head -> becomes unconscious for 1d4 turns.
- If a creature is damaged during round 4, they must Save vs. Spells or suffer a disability based on the affected area(s):
Chill Metal
Reversed version of Heat Metal: causes the metal on one or more targets to chill to damaging levels.
- One creature or one metal mass of up to 50 lbs may be targeted for every 2 caster levels.
- Causes freeze damage to anyone in contact with the chilled metal.
- Dropping items stops freeze damage.
- Proximity to a large fire (ex: campfire or bonfire), a magical flaming weapon, or properly-size fire-based spell (ex: Wall of Fire) counters effects, as does casting Heat Metal.
- Immersion in water causes ice to form around metal, increasing buoyancy.
- Creatures that are immune to cold or freezing are not harmed by spell.
Effects Each Round
Metal cools down for first 3 rounds, bottoms-out during round 4, and then heats back up during last 3 rounds.
- Uncomfortably Cold: During rounds 1 and 7, causes discomfort but deals no damage.
- Icy: During rounds 2 and 6, deals 1d2 damage.
- Freezing: During rounds 3-5, deals 1d4 damage and turns freezable things to ice.
- If a creature is damaged during round 4, they must Save vs. Spells or suffer a disability based on the affected area(s):
- hand or foot -> severe numbing, becomes unusable for 1d4 days,
- body -> gains 1d4 levels of exhaustion.
- head -> becomes unconscious for 1d4 turns.
- If a creature is damaged during round 4, they must Save vs. Spells or suffer a disability based on the affected area(s):