Heat deals
nonlethal damage that cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by
endure elements, and so forth). Once rendered unconscious through the accumulation of
nonlethal damage, the character begins to take lethal damage at the same rate.
A character in very hot
conditions (above 90° F) must make a Fortitude
saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of
nonlethal damage. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the
Survival skill may receive a bonus on this
saving throw and may be able to apply this bonus to other characters as well (see the
skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of
nonlethal damage. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the
Survival skill may receive a bonus on this
saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any
nonlethal damage from heat exposure now suffers from heatstroke and is fatigued.
These penalties end when the character recovers the
nonlethal damage she took from the heat.
Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal
damage. Breathing air in these temperatures deals 1d6 points of
damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of
nonlethal damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a
heat metal spell.
Boiling water deals 1d6 points of scalding
damage, unless the character is fully immersed, in which case it deals 10d6 points of
damage per round of exposure.
Characters exposed to burning oil, bonfires, and noninstantaneous magic firesmight find their clothes, hair, or equipment on fire. Spells with an instantaneous durationdon't normally set a character on fire, since the heat and flame from these come and go in a flash.
Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of
damage immediately. In each subsequent round, the burning character must make another Reflex
saving throw. Failure means he takes another 1d6 points of
damage that round. Success means that the fire has gone out. (That is, once he succeeds on his
saving throw, he's no longer on fire.)
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of
damage as the character.
Lava or magma deals 2d6 points of
damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of
damage per round.
Damage from magma continues for 1d3 rounds after exposure ceases, but this additional
damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).
An immunity or resistance to fire serves as an immunity to lava or magma. However, a creature immune to fire might still drown if completely immersed in lava (see
Drowning, below).
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