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
, none of which can be more than 30 ft. away from any of the rest
Will negates (object)
makes metal extremely cold. Unattended, nonmagical 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 cold damage
if its equipment is chilled. 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 chilly 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, icy coldness causes pain and damage
. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage
, as shown on the table below.
Any heat intense enough to damage
the creature negates cold damage
from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal
deals no damage
, but ice immediately forms around the affected metal, making it more buoyant.
|Find topic in: Basics, Equipment, Magic, Monsters, Rules of the Game|
| dnd roleplaying Chill 3.5 Metal dungeons Magic C dragons srd Magic rpg SRD C dnd SRD roleplaying dungeons srd Metal d20 wizards wizards dnd Magic d&d wizards wizards Metal Magic Magic rpg rpg Chill wizards roleplaying SRD rpg rpg roleplaying C 3.5 srd Magic|