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
Will negates (object)
makes metal extremely warm. 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 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.
Any cold intense enough to damage
the creature negates fire damage
from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal
deals half damage
and boils the surrounding water.
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