Difference between revisions of "Heat Metal (spell)"

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[[File:Heat Metal b (spell).jpg|right|525px|thumb]]
 
[[File:Heat Metal b (spell).jpg|right|525px|thumb]]
'''Heat metal''' is a spell that causes any form of metal — conductive or otherwise — to become intensely hot.  This may force a possessor of a metal item to drop it or strip it from their body, or else suffer [[Damage (hit points)|damage]] from the effectIn the case of those wearing [[Armour List|armour]], removal is impossible in the spell's time frame, making these persons particularly vulnerable.
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'''Heat metal''' is a spell that induces extreme heat in any metal object, regardless of whether it conducts heat or not.  This can compel individuals holding or wearing metal items to either release them or remove them from therir person, or else face [[Damage (hit points)|damage]] from the intense heatFor those wearing metal [[Armour List|armor]], it's often impossible to remove it within the spell's duration, rendering them especially susceptible to its effects.
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{{Spelltable
 
{{Spelltable
 
| name = Heat Metal
 
| name = Heat Metal
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| level = [[Druid 2nd Level Spells|druid (2nd)]]
 
| level = [[Druid 2nd Level Spells|druid (2nd)]]
 
}}
 
}}
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[[Padded Armour|Padded]] [[Chausses & Hauberk|chausses and hauberks]] provide a degree of protection against the spell, as these are worn under metal armour.  This allows experienced combatants to endure the spell's effects without facing life-threatening damage.  However, individuals with less training or experience may react with panic when subjected to the intense heat, attempting to hastily remove their armour.  Unfortunately, this panicked action can lead to suffering a fatal amount of damage from the spell's effects.
  
Some protection is offered against metal armour by [[Padded Armour|padded]] [[Chausses & Hauberk|chausses and hauberks]], so that with experienced combatants, the damage isn't life threatening; however, less trained persons are apt to panic, trying to pull the armour off and in the process suffering a fatal number of [[Hit Points|hit points]].  "Metal armour" includes [[Studded Leather (armour)|studded leather]], [[Ring Mail (armour)|ring]], [[Scale Mail (armour)|scale]], [[Chain Mail (armour)|chain]], [[Banded Mail (armour)|banded]], [[Splinted Mail (armour)|splinted]] and [[Plate Mail & Armour|plate armours]] — though the damage accruing to studded leather is half that of other types.
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"Metal armour" includes [[Studded Leather (armour)|studded leather]], [[Ring Mail (armour)|ring]], [[Scale Mail (armour)|scale]], [[Chain Mail (armour)|chain]], [[Banded Mail (armour)|banded]], [[Splinted Mail (armour)|splinted]] and [[Plate Mail & Armour|plate armours]].  Damage accruing to studded leather is half that of other types.
  
The caster selects which combat hexes are touched by the spell, within the spell range.  Once the spell is [[Spellcasting|discharged]], the acted upon metal continues to heat up, even if it's removed from its hex of origin — an important detail, as the spell's intensity takes place over five rounds.
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Creatures with [[Natural Abilities|fire-based abilities]] and [[Immunity to Fire|immunity to fire]] are unaffected by the spell.  
  
Creatures with [[Natural Abilities|fire-based abilities]] and [[Immunity to Fire|immunity to fire]] are unaffected by the spell.  
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== Effects ==
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When casting the spell, the caster selects which combat hexes are to be affected, within the spell's range.  Once the spell is [[Spellcasting|discharged]], the metal in those hexes begins to heat — even if, after discharge, the metal is removed to another place.  The spell's effect lasts over a period of '''five rounds'''.  During this time, affected persons can do nothing except divest themselves of pieces of metal or endure the heat. The effects of each round are as follows:
  
== Effects over Time ==
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: '''Round 1:''' The immediate effect of the armour's warming is noticable.  Recipients are compelled to drop any metal objects they're holding, and retreat from metal fixtures such as gates, pumps, lattices and iron doors.  Any physical contact with the heated metal causes '''1-3 damage'''.  This includes a helmet or shield, along with objects worn about the body, such as eye-glasses, jewellery, bracers and so on.  Each such object requires 1 action point (AP) to cast off, with the exception of a shield, which requires 3 AP.
Once cast, affected persons will be unable to do anything except manage themselves against the heat.  
 
  
==== Round 1 ====
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:: A helmet may be cast off in one round, but victims trying to [[Action Points#Armour the Body|remove armour]] will find it takes too long (12 AP per point of protection).  Using one's hands will result in a loss of [[Hit Points|hit points]].  Using leather guantlets lowers the hit points lost to '''1-2'''.  Similarly, attempting to cool the armour by leaping into water or snow also similarly reduces damage.  Padded chausses and hauberk protects the wearer of armour for this round only.
The armour's heat is immediately noticeable.  All creatures are compelled immediately drop any metal object in their hands.  It becomes apparent that armour is rapidly heating and that stripping it away is impractical, even if wearing [[Gauntlets|gauntlets]]; those who are able will attempt to douse the heat in nearby water or snow.  This subtracts 1 point of damage, if its possibleCreatures adjacent to metal objects, such as gates, pumps, lattices or iron doors, must give one hex of ground.
 
  
Those directly in contact with metal suffer 1-3 damage, including objects worn about the body, such as glasses, jewellery, bracers and more; up to four of these objects can be removed per round to mitigate further damage. Persons in metal armour, apart from studded leather, suffer 1 damage.
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: '''Round 2:''' Recipients still in contact with metal suffer '''1-6 damage''' this round; 1-4 if wearing metal armour atop padded chausses and hauberk.  Creatures made of metal, or which have metal as an integral part of their structure suffer 2-8 damage this round.  Those who are [[Stun Lock|stunned]] by this damage must make a [[Paralysation|saving throw vs. paralysation]] or fall [[Helpless Defenders|unconscious]]; damage continues to accrue in subsequent rounds.
  
==== Round 2 ====
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: '''Rounds 3 to 5:''' As the metal reaches it's peak temperature, recipients still in contact with metal suffer '''1-8 damage''' during each of these three rounds; 1-6 if wearing metal armour atop padded chausses and hauberk.  Creatures made of metal suffer 2-12 damage.  Normal objects in contact with the metal must make a [[Saving Throws for Items|'''saving throw''' vs. normal fire]] each round, or be scorched and lose half their worth.  Objects like metal doors or nails lose half their [[Construction Defensive Value|defensive value]] from the spell's effect.
Creatures [[Stun Lock|stunned]] by damage this round must make a [[Paralysation|saving throw vs. paralysation]] or fall [[Helpless Defenders|unconscious]], while continuing to suffer damage in ensuing rounds.  Those in contact with metal suffer 1-6 damage; those in armour, 1-4.
 
  
Creatures that are constructed of metal or which have metal as an integral part of their bodies suffer 2-8 damage this round.
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Thereafter, the effect ends and affected metal cools quickly.  No further damage is suffered.  Those who have undergone the ordeal must make a [[Morale#Boldness Checks|morale boldness check]] or else take flight; this may result in other unaffected persons making [[Morale#Panic Checks|panic checks]].
  
==== Rounds 3 to 5 ====
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=== Spell Resistance ===
Affected metal reaches its peak temperature, causing 1-8 to those still in contact with metal and 1-6 to those wearing armour.  Creatures made of metal suffer 2-12.  Normal objects must make [[Saving Throws for Items|saving throw vs. normal fire]] for all three rounds or lose half their value; metal-based fortifications must save or lose half their strength.
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'''[[Resist Fire (spell)|resist fire]]''' rendered persons immune to damage cause by heat metal, though the metal's temperature is in no way affected by the spell — meaning that the character's possessions must still make saving throws, unless their contact with the metal is ended.
  
==== Round 6 & After ====
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'''[[Endure Cold & Heat (spell)|endure heat]]''' also acts as protective enchantment, reducing all damage suffered by 2 points per round (potentially to zero), while carried items are exempt from making saving throws.
The effect ends with the sixth round and affected metal cools quickly; no further damage is suffered.  Those who have undergone the ordeal make a [[Morale#Boldness Checks|boldness check]]; this may set others to flight also.  If they hold their ground, further [[Attacking in Combat|attacks]] are made at -2 [[Roll to Hit|to hit]] — a state that lasts until full [[Hit Points|hit points]] are restored.
 
  
== Defense Against ==
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Creatures with [[Natural Abilities|natural immunities]] to fire or heat are entirely unaffected by the heat metal spell.
A [[Resist Fire (spell)|resist fire]] spell makes those affect by heat metal immune to damage.  [[Endure Cold & Heat (spell)|Endure heat]] reduces all damage suffered each round by 2 points.  Creatures that are immune to fire and heat aren't affected by the spell.
 
  
== Forging & Breaking ==
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=== Other Uses ===
Through the 3rd, 4th and 5th rounds, heated metal will become soft enough that it can be moderately reshaped or broken using an ordinary hammer and anvil.  If the spell is applied to a metal door, the door must make save vs. crushing blow if it's hit with a sledge hammer of at least 6 lbs. in weightHeated rivets can be used to fix permanent joints between cool metal objects, with [[Construction (sage study)|construction skill]].
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Through the 3rd, 4th and 5th rounds, heated metal becomes pliable enough to be moderately reshaped or even broken using common tools like an ordinary hammer and anvil.  This allows the spell to be used as a way to adjust pieces of metal for shaping in the field, sharpening blades or otherwise making small repairs, by those who understand howAdditionally, heated rivets can be pounded in place while heated, creating permanent joints, by those with [[Construction (sage study)|construction skill]].  These benefits hint at other uses for the spell that may not be immediately evident, apart from it's benefit in attacking persons.
  
== Chill Metal ==
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== Reverse ==
The reverse of the spell, '''chill metal''', produces nearly of the same effects as the spell described above, except that damage from the cold is reduced by 50%.  Creatures affected by the chilling are made numb by the damage, so that they're -3 to hit following their morale check in the 6th round.
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The reverse of the spell, '''chill metal''', produces nearly all the same effects as the spell described above, except that hit point damage from cold is reduced by one-half.  Creatures affected by the chilling are made numb by the damage, however, so that during the 6th and 7th rounds, they are '''-3 to hit''' with weapons.
  
Struck metal objects that have been chilled have a -2 save vs. crushing blow.  Creatures with cold-based abilities or an [[Immunity to Cold|immunity to cold]] are unaffected by chill metal.
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Struck metal objects or creatures that have been chilled by the spell have a -2 save vs. crushing blow.  Creatures with cold-based abilities or an [[Immunity to Cold|immunity to cold]] are unaffected by chill metal.
  
[[Category: Druidical Spells]]
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[[Category: Druidical Spells]][[Category: Reviewed]]

Latest revision as of 19:23, 2 October 2023

Heat Metal b (spell).jpg

Heat metal is a spell that induces extreme heat in any metal object, regardless of whether it conducts heat or not. This can compel individuals holding or wearing metal items to either release them or remove them from therir person, or else face damage from the intense heat. For those wearing metal armor, it's often impossible to remove it within the spell's duration, rendering them especially susceptible to its effects.

Heat Metal
Range 40 ft.
Duration 5 rounds
Area of Effect 1 hex per level
Casting Time 1 round
Saving Throw none
Level druid (2nd)

Padded chausses and hauberks provide a degree of protection against the spell, as these are worn under metal armour. This allows experienced combatants to endure the spell's effects without facing life-threatening damage. However, individuals with less training or experience may react with panic when subjected to the intense heat, attempting to hastily remove their armour. Unfortunately, this panicked action can lead to suffering a fatal amount of damage from the spell's effects.

"Metal armour" includes studded leather, ring, scale, chain, banded, splinted and plate armours. Damage accruing to studded leather is half that of other types.

Creatures with fire-based abilities and immunity to fire are unaffected by the spell.

Effects

When casting the spell, the caster selects which combat hexes are to be affected, within the spell's range. Once the spell is discharged, the metal in those hexes begins to heat — even if, after discharge, the metal is removed to another place. The spell's effect lasts over a period of five rounds. During this time, affected persons can do nothing except divest themselves of pieces of metal or endure the heat. The effects of each round are as follows:

Round 1: The immediate effect of the armour's warming is noticable. Recipients are compelled to drop any metal objects they're holding, and retreat from metal fixtures such as gates, pumps, lattices and iron doors. Any physical contact with the heated metal causes 1-3 damage. This includes a helmet or shield, along with objects worn about the body, such as eye-glasses, jewellery, bracers and so on. Each such object requires 1 action point (AP) to cast off, with the exception of a shield, which requires 3 AP.
A helmet may be cast off in one round, but victims trying to remove armour will find it takes too long (12 AP per point of protection). Using one's hands will result in a loss of hit points. Using leather guantlets lowers the hit points lost to 1-2. Similarly, attempting to cool the armour by leaping into water or snow also similarly reduces damage. Padded chausses and hauberk protects the wearer of armour for this round only.
Round 2: Recipients still in contact with metal suffer 1-6 damage this round; 1-4 if wearing metal armour atop padded chausses and hauberk. Creatures made of metal, or which have metal as an integral part of their structure suffer 2-8 damage this round. Those who are stunned by this damage must make a saving throw vs. paralysation or fall unconscious; damage continues to accrue in subsequent rounds.
Rounds 3 to 5: As the metal reaches it's peak temperature, recipients still in contact with metal suffer 1-8 damage during each of these three rounds; 1-6 if wearing metal armour atop padded chausses and hauberk. Creatures made of metal suffer 2-12 damage. Normal objects in contact with the metal must make a saving throw vs. normal fire each round, or be scorched and lose half their worth. Objects like metal doors or nails lose half their defensive value from the spell's effect.

Thereafter, the effect ends and affected metal cools quickly. No further damage is suffered. Those who have undergone the ordeal must make a morale boldness check or else take flight; this may result in other unaffected persons making panic checks.

Spell Resistance

resist fire rendered persons immune to damage cause by heat metal, though the metal's temperature is in no way affected by the spell — meaning that the character's possessions must still make saving throws, unless their contact with the metal is ended.

endure heat also acts as protective enchantment, reducing all damage suffered by 2 points per round (potentially to zero), while carried items are exempt from making saving throws.

Creatures with natural immunities to fire or heat are entirely unaffected by the heat metal spell.

Other Uses

Through the 3rd, 4th and 5th rounds, heated metal becomes pliable enough to be moderately reshaped or even broken using common tools like an ordinary hammer and anvil. This allows the spell to be used as a way to adjust pieces of metal for shaping in the field, sharpening blades or otherwise making small repairs, by those who understand how. Additionally, heated rivets can be pounded in place while heated, creating permanent joints, by those with construction skill. These benefits hint at other uses for the spell that may not be immediately evident, apart from it's benefit in attacking persons.

Reverse

The reverse of the spell, chill metal, produces nearly all the same effects as the spell described above, except that hit point damage from cold is reduced by one-half. Creatures affected by the chilling are made numb by the damage, however, so that during the 6th and 7th rounds, they are -3 to hit with weapons.

Struck metal objects or creatures that have been chilled by the spell have a -2 save vs. crushing blow. Creatures with cold-based abilities or an immunity to cold are unaffected by chill metal.