D20:Heat Metal Spell
Heat Metal
Drd 2, Sun 2
V, S, DF
1 standard action
Close (25 ft. + 5 ft./2 levels)
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
7 rounds
Will negates (object)
Yes (object)
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 |
---|---|---|
1 | Warm | None |
2 | Hot | 1d4 points |
3?5 | Searing | 2d4 points |
6 | Hot | 1d4 points |
7 | Warm | None |
Heat metal counters and dispels chill metal.
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This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 12:01 PM 0 Comments, 4,922 Views |
, 05-20-2007 at 09:37 AM
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