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Chill Metal

School: Transmutation [Cold]

Casting

Casting Time: 1 Standard Action

Range: Close (25 ft. + 5 ft./2 CL)

Effect

Target: Metal equipment or other objects; see text

Duration: 1d6 + CL rounds

Saving Throw: None / Will negates (object)

Spell Resistance: Yes (object)

Description

Chill metal makes metal extremely cold. You may affect the metal objects wielded by one creature for every 2 Caster Levels you possess, though none of the affected creatures may be more than 30 ft. apart from one another. If you affect standalone objects, you may chill up to 25 lbs. of objects per CL. It has the following effects:

  • Non-magical metal gets no saving throw.
  • Magical metal is allowed a saving throw against the spell, using the creature's saving throw or the object's, whichever is higher

A creature takes cold damage if its equipment is chilled. 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 chilly and uncomfortable to touch but deals no damage. The damage increases every round as the metal becomes colder. The creature may only avoid this damage by completely removing the metal object from their person.

Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, ice immediately forms around the affected metal, making it float if unattended.

Table: Chill Metal Damage

Round Metal Temperature Damage per Round, per object
1 Cold None
2 Icy 1d4
3-5 Freezing 2d4
6+ Arctic 4d4

Chill metal counters and dispels Heat Metal.