Causes metal to become scalding hot
Original D&D[]
The spell first appeared in Supplement 3: Eldritch Wizardry, for the druid.
- Spell Level 2
- Range: 3"
Causes some ferrous metal objects to slowly heat up. The caster can target up to 200 gp in weight per caster level. The metal first becomes warm, then hot, and then searing, beginning to do damage on the third turn. On the third turn, it will deal 1d2 points of damage and blister the part of the body holding the object, making it unusable for 1 day (if the head is targeted, it deals 1 point of damage and the person becomes dizzy). On the fourth turn, it continues to scald, dealing an additional 1d2+1 points of damage and severely burning the limb, making it unusable for 1d3 weeks (if the head is targeted, it deals an additional 2 points of damage and the creature becomes unconscious for 2d4 turns.
AD&D[]
Heat Metal[]
Debuted in the Player's Handbook as a druid spell.
Level: 2 | School: Alteration |
Components: V, S, M (mistletoe) | |
Range: 4" | Casting Time: 4 segments |
Duration: 7 rounds | Saving Throw: None |
Targets: The metal on one medium-sized creature (up to 500 gp in weight) per level |
Gradually heats the targets until they become scalding hot. The effect of the spell varies with the round over the duration as follows, and searing metal against hands, feat, the head, or the body creates severe burns that render the appendage disabled. Searing heat will also catch wood, leather, cloth, or fur on fire, causing further burning damage.
Round | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
---|---|---|---|---|---|---|---|
Temperature | Very Warm | Hot | Searing | Searing | Searing | Hot | Very Warm |
Damage | None | 1d4 | 2d4 | 2d4 | 2d4 | 1d4 | None |
Catch Fire | No | No | Yes | Yes | Yes | No | No |
Disability | None | None |
Hands or Feet: useless for 2d4 days / |
None | None |
Fire protection of some sort (potion, ring, or spell) will negate the effects of this spell, as will immersion in water or snow, or exposure to cold damage. The reverse of the spell can also cancel it.
DM's Advice: Elfin chain is not affected by this spell. Magic iron armor is allowed a saving throw to negate the spell.
Reversed[]
The reverse form chills metal to freezing.
Round | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
---|---|---|---|---|---|---|---|
Temperature | Cold | Icy | Freezing | Freezing | Freezing | Icy | Cold |
Damage | None | 1d2 | 1d4 | 1d4 | 1d4 | 1d2 | None |
Disability | None | None | Amputation of fingers, toes, nose, or ears | None | None |
This form of the spell can be countered by fire damage, proximity to a blazing fire, magical cold resistance, or a heat metal spell.