Heat Metal (Reversible)

Druidic Necromancy
Level: Druid 2
Range: 40 ft
Duration: 7 rounds
Area of Effect: All metal worn by 1 size M creature/level or 50 lbs weight/level
Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

This extremely powerful spell causes metal to heat up to searing temperatures, and the reverse, chill metal, causes metal to become damagingly cold. The two versions of the spell inflict different damage and potential side effects. The effects of continued exposure to the metal as it changes temperature to a damaging level and then returns to normal are set forth below:

Heat

Round 1: No effect other than discomfort Round 2: 1d4 hp damage Rounds 3-5: 2d4 hp damage, severe blistering to extremities (hands, feet), and unconsciousness if the metal is a helmet Round 6: 1d4 hp damage Round 7: Discomfort

Cold

Round 1: no effect other than discomfort Round 2: 1d2 hp damage Rounds 3-5: 1d4 hp damage, severe frostbite (possible need for amputation of extremities such as fingers, ears) Round 6: 1d4 hp damage Round 7: discomfort

Immersion in water will negate the effects of the heat version of the spell, and magical protections against the appropriate elements will negate both versions. If no such options are available, the target of this spell is well advised to spend a round divesting him- or herself of metal gauntlets and helmet at the very least, to avoid the side effects.