Heat Metal

System: Pathfinder | SRD

Level: Druid: 2; Hunter: 2

School: transmutation

Casting time: 1 standard action

Components: V, S, DF

Range: close (25 ft. + 5 ft./2 levels)

Duration: 7 rounds

Saving throw: Will negates (object)

Spell resistance: yes (object)

Heat metal causes metal objects to become red-hot. 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, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.

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, and causes more damage, as shown on the table below.

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