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Heat Metal

Heat metal makes metal extremely warm. Unattended, non-magical metal gets no saving throw.

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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

Magical metal is allowed a saving throw against the spell. An item in a creature’s  possession uses the creature’s saving throw bonus unless its own is higher.

A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is 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. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.

Round Metal Temperature Damage
1WarmNone
2Hot1d4 points
3-5Searing2d4 points
6Hot1d4 points
7WarmNone

Any cold intense enough to damage the creature negates fire 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.

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