Level: 2
Components: V, S, M
Range: 4"
Casting Time: 4 segments
Duration: 7 rounds
Saving Throw: None
Area of Effect: Special
Explanation/Description: 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:
Metal
Temperature
Very warm
Hot
Searing
Damage
Per Round of Exposure
None
1-4 hit points
2-8 hit points
Disability
Per Round of Exposure
None
None
Hands or feet 2-8 days
Head 1-4 turn
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 armour, or a single mass of metal equal to 500 gold pieces in weight, cumulative. The reverse, Chill Metal, counters a Heat Metal spell or else causes metal to act as follows:
Metal
Temperature
Cold
Icy
Freezing
Damage
Per Round of Exposure
None
1-2 hit points
1-4 hit points
Disability
Per Round of Exposure
None
None
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.
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