{"name":"Chill Metal","source":"PFRPG Core","short_description":"Cold metal damages those who touch it.","school":"transmutation [cold]","subschool":"","descriptor":"","level":"2","saving_throw":"Will negates (object)","spell_resistance":"yes (object)","casting_time":"1 standard action","range":" close (25 ft. + 5 ft.\/2 levels)","duration":"7 rounds","area":"","effect":"","targets":"metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal\/level, none of which can be more than 30 ft. away from any of the rest","domain":"","deity":"","bloodline":"","patron":"","components":"V, S, DF, ","description":"Chill metal makes metal extremely cold. It has the following effects: [br]\r\n[br]\r\nUnattended, non-magical metal gets no saving throw. [br]\r\nMagical metal is allowed a saving throw against the spell. [br]\r\nAn item in a creature\u2019s possession (not an \u201cunattended\u201d) uses the creature\u2019s saving throw bonus unless its own is higher. [br]\r\nA creature takes cold damage if its equipment is chilled. 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\u2019s not wearing or wielding such an item.[br]\r\n[br]\r\nOn the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell\u2019s duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.[br]\r\n[br]\r\nAny heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it float if unattended.[br]\r\n[br]\r\nChill metal counters and dispels heat metal. [br]\r\n[br]\r\nChill Metal Damage[br]\r\nRound\t1 | Metal = Cold |Damage None[br]\r\nRound\t2 | Metal = Icy |Damage [roll:1d4][br]\r\nRound\t3-5 | Metal = Freezing |Damage [roll:2d4][br]\r\nRound\t6 | Metal = Icy |Damage [roll:1d4][br]\r\nRound\t7 | Metal = Cold |Damage None[br]","augemented":"","mythic":"Mythic Chill Metal\r\nThe damage dealt increases to 1d8 points of cold damage on rounds 2 and 6, and to 2d8 points of cold damage on rounds 3 through 5. Each round a creature takes cold damage from this spell, it also takes 1 point of Dexterity damage (Fort negates).","tags":"druid  2, psychic 2, ","templateId":"1190","blockId":"1259710","world":"","isShared":"on"}