Transmutation [Cold]
Range: Close (25 ft. + 5 ft./2 levels)
Target: 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
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Chill metal 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.
Round
|
Metal Temperature
|
Damage
|
1 |
Cold |
None |
2 |
Icy |
1d4 points |
3-5 |
Freezing |
2d4 points |
6 |
Icy |
1d4 points |
7 |
Cold |
None |
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 |
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