Heat Metal

Heat Metal is a very versatile and practical spell, capable of being used in several ways beyond combat. It is commonly used in metalworking, such as helping with tempering or quickly heating metal for forging. It can also be used for everyday tasks heating pans for cooking, bringing water to a boil faster, or warming metal tools before use.   In more dangerous situations, the spell is effective for disarming threats, forcing metal weapons out of an enemy’s hands before they can stab you or before someone foolish hurts themselves by running with sharp objects.   The spell allows you to steadily increase the heat of a metal object over a period of time. When used for cooking or machinery, be sure to have your cookware, boards, or ovens prepared in advance, as the spell maintains controlled heat and can significantly speed up the process.   That said, caution is essential. Always use protective gloves and proper safety measures. Heat Metal does not discriminate it will heat the object regardless of who is holding it, and it will burn flesh just as easily as it warms steel. Use it with care, awareness, and responsibility.

Effect

Heat metal causes metal objects to become red-hot. 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 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, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing or wielding such an item.   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, and causes more damage, as shown on the table.   The heating cycle progresses as follows:
  • 1 Warm None Damage
  • 2 Hot 1d4 points Damage
  • 3-5 Searing 2d4 pointsDamage
  • 6 Hot 1d4 points Damage
  • 7 Warm None Damage
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   Saving Throw Will negates (object)   Spell Resistance yes (object)
Gestures & Ritual
Channel your mana into your hands, rubbing them together to build and focus the energy. Once gathered, extend your hands and wave them toward the object, directing the accumulated power straight into the metal.
Related School
Related Element
Fire
Effect Duration
7 rounds
Effect Casting Time
1 standard action
Range
Close (25 ft. + 5 ft./2 levels)
Level
2
Applied Restriction
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 .


Cover image: by Valcin (Marc Zipper)

Comments

Please Login in order to comment!