(Reversible)
Alteration [fire]
Level Druid 2
Components V, S, M
Casting Time 4 segments
Range 0
Area of Effect One metal object weighing up to 50 enc. lbs. or one creature per caster level (affecting all metal objects worn or carried) as selected by the caster in a 40-ft. radius burst
Duration 7 rounds
Save None
This spell causes metal affected to slowly heat up to searing hot before cooling.
One metal object or the metal items worn or carried by a creature will begin to heat up eventually becoming searing hot before beginning to cool down. The metal types affected are ferrous metals (steel, iron, iron alloys, or mixtures containing such metals).
Round 1 (round the spell is cast): Metal becomes very warm/uncomfortable; No damage
Round 2: Metal becomes hot/burns; Those holding metal weapons in a bare hand or in metal armor or wearing metal boots, gauntlets, or helms/helmets, take 1d4 fire damage.
Round 3: Metal becomes searing hot (400-450 degrees F.). Those holding metal weapons in a bare hand or in metal armor or wearing metal boots, gauntlets, or helms/helmets, take 2d4 fire damage. Once 10 hp of such fire damage are taken, the creature suffers a -2 penalty to attacks (if boots, move is at half; if shield arm, no shield use) using the affected limbs for 2d4 days or until magical healing is applied. If wearing a helm or helmet, 8 points of fire damage causes unconsciousness for 4d10 rounds. Studded leather armor causes 1d4 damage. Leather items touching metal objects, such as sheaths, quivers, belts, backpacks, etc. will begin to smolder and blacken. Cloth or hemp touching metal objects (pins, clasps, grapnels, etc.) begin to smolder and burn.
Round 4: Metal continues to be searing hot (400-450 degrees F.). Those holding metal weapons in a bare hand or in metal armor or wearing metal boots, gauntlets, or helms/helmets, take 2d4 fire damage. Studded leather armor causes 2d4 damage. Leather items touching metal objects, begin to burn away and the items cause 1d4 fire damage (if a few) or 2d4 fire damage if numerous. Cloth or hemp touching metal objects catch on fire causing an additional 1d6 fire damage per round. See round 3 above for additional effects due to damage amounts. Combustibles touched by fire will combust (and cause additive damage).
Round 5: Same as round 4. Metal objects in sheaths, quivers or backpacks, will begin to drop away. Cloth continues to burn. Glass objects touched by metal or fire must save vs. Normal Fire or break. Combustibles touched by fire will combust (and cause additive damage).
Round 6: Metal cools to hot/burning; Those still holding metal weapons in a bare hand (or picking them up) or in metal armor or still wearing metal boots, gauntlets, or helms/helmets, take 1d4 fire damage. Cloth stops burning.
Round 7: Metal cools to very warm. Heat damage ends unless a combustible is still burning.
Damage is considered to begin at the start of the round (evenly dispersed over the course of the round). Typically, damage is recorded at the end of each round.
Magical metal items gain a save vs. Magical Fire (save negates the effect for that item). i.e. These items cannot (normally) be affected unless they roll a natural 1 on the save. Potions in metals vials must save vs. Magical Fire or be destroyed.
Creatures resistant or immune to fire extend that resistance to their items as it relates to this spell and will be totally unaffected. If the creature is submerged in a non-combustible liquid, the spell will end for them. If the victim is subjected to a magical cold spell that does damage, they will gain a +2 save against the cold spell (if applicable) and the heat metal spell will end at that point.
Material Components. Mistletoe.
Mid-summer Mistletoe. Range is 50 feet and duration of searing +1 round. Magic items suffer a -1 penalty to the save. Borrowed: Range is 30 feet and duration of searing -1 round. Magic items gain a +1 bonus to the save. Holly: Range is 30 feet and duration of searing -1 round. One less creature than normal can be affected. Magic items gain a +2 bonus to the save. Oak leaves: Range is 20 feet and duration of searing -1 round. Only one creature per two levels can be affected (or one object of up to 25 lbs.). Magic items gain a +2 bonus to the save.
Alteration [water]
Level Druid 2
Components V, S, M
Casting Time 4 segments
Range 0
Area of Effect One metal object weighing up to 50 enc. lbs. or one creature per caster level (affecting all metal objects worn or carried) as selected by the caster in a 40-ft. radius burst
Duration 7 rounds
Save None
This spell causes metal affected to slowly cool to an extreme freezing temperature before warming.
One metal object or the metal items worn or carried by a creature will begin to cool down eventually becoming freezing cold before beginning to warm. The metal types affected are ferrous metals (steel, iron, iron alloys).
Round 1 (round the spell is cast): Metal becomes cold/uncomfortable; No damage
Round 2: Metal becomes bitter cold/icy; Those holding metal weapons in a bare hand or in metal armor or wearing metal boots, gauntlets, or helms/helmets, take 1d2 cold damage.
Round 3: Metal becomes freezing cold (-110+ degrees F.). Those holding metal weapons in a bare hand or in metal armor or wearing metal boots, gauntlets, or helms/helmets, take 1d4 cold damage. Once 4 hp of such cold damage are taken, the creature suffers a -2 penalty to attacks (if boots, move is at half) using the affected limbs for the duration of the spell or until magical healing is applied. Any creature taking more than 8 hit points of damage to a limb or head will have severe frostbite (causing amputation of fingers, toes, nose or ears). Amputation can only be healed using regeneration magic. Studded leather armor causes 1d4 damage. Leather items touching metal objects, such as sheaths, quivers, belts, backpacks, etc. will begin to frost.
Round 4: Metal continues to be freezing cold (-110+ degrees F.). Those holding metal weapons in a bare hand or in metal armor or wearing metal boots, gauntlets, or helms/helmets, take 1d4 cold damage. Leather items with frost will cause 1d2 cold damage. See round 3 above for additional effects due to damage amounts.
Round 5: Same as round 4. Metal objects in sheaths, quivers or backpacks, will begin to drop away. Cloth continues to burn. Glass objects touched by metal must save vs. Magical Frost or break.
Round 6: Metal warms to bitter cold/icy; Those still holding metal weapons in a bare hand (or picking them up) or in metal armor or still wearing metal boots, gauntlets, or helms/helmets, take 1d2 cold damage.
Round 7: Metal warms to cold/uncomfortable. Cold damage ends.
Damage is considered to begin at the start of the round (evenly dispersed over the course of the round). Typically, damage is recorded at the end of each round.
Magical metal items gain a save vs. Magical Frost (save negates the effect for that item). i.e. These items cannot (normally) be affected unless they roll a natural 1 on the save. However, note that if a freezing cold metal item (making it's save or not) is subjected to a strike against a hard surface, the item must make a -10 save vs. Crushing Blow or be broken or destroyed (per the GM; typically this can happen to weapons or shields; Metal bludgeoning items that directly impact freezing metal armor can cause this effect as well). Potions in metals vials must save vs. Magical Frost or be destroyed.
Creatures resistant or immune to fire extend that resistance to their items as it relates to this spell and will be totally unaffected. If the creature is submerged in a non-combustible liquid, the spell will end for them. If the victim is subjected to a magical cold spell that does damage, they will gain a +2 save against the cold spell (if applicable) and the heat metal spell will end at that point.
Material Components. Mistletoe.
Mid-summer Mistletoe. Range is 50 feet and duration of freezing +1 round. Magic items suffer a -1 penalty to the save. Borrowed: Range is 30 feet and duration of freezing -1 round. Magic items gain a +1 bonus to the save. Holly: Range is 30 feet and duration of freezing -1 round. One less creature than normal can be affected. Magic items gain a +2 bonus to the save. Oak leaves: Range is 20 feet and duration of freezing -1 round. Only one creature per two levels can be affected (or one object of up to 25 lbs.). Magic items gain a +2 bonus to the save.