Chill metal makes metal extremely cold. Unattended, nonmagical
metal gets no saving throw. Enchanted metal is allowed a saving
throw against the spell. An item in a creatures possession
uses the creatures saving throw (unless its own is higher).
A creature takes cold damage if its equipment is chilled. It
takes full damage if its armor is affected or if its
holding, touching, wearing, or carrying metal weighing one-fifth
of its weight. The creature takes minimum damage (1 point or 2
points; see the table) if its not wearing metal armor and
the metal that its carrying weighs less than one-fifth of
its weight.
On the first round of the spell, the metal becomes very chilly
and uncomfortable to touch but deals no damage (this is also the
effect on the last round of the spells 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, causing more damage, as shown below:
Round Temperature Damage
1 Cold None
2 Icy 1d4 points
35 Freezing 2d4 points
6 Icy 1d4 points
7 Cold None
Any heat intense enough to damage the creature negates cold
damage from the spell (and vice versa) on a point-for-point
basis. For example, if the damage roll from a chill metal spell
indicates 5 points of cold damage and the creature plunges
through a wall of fire in the same round and takes 8 points of
fire damage, it winds up taking no chill damage and only 3 points
of fire damage. Underwater, chill metal deals no damage, but ice
immediately forms around the affected metal, making it more
buoyant.
Chill metal counters and dispels heat metal.
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