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Spell: Temper Mental ~ Level 2

magical, transmutation

  • Casting Time: 2 actions; Somatic and Verbal
  • Range: 30 feet
  • Target: up to 25 Bulk of objects made of metal
  • Duration: 7 rounds
  • Save: Will save; see text

You cause metal to either heat up to unbearably high temperatures or to drop to equally unbearably cold temperatures. When you cast this spell, you must select whether to heat up metal or to freeze metal. You also need to establish what objects are affected by this spell. Objects with the magical tag are more resistant to Temper Metal and do not reach as extreme temperatures as objects without the magical tag.

An object without the magical tag takes 2d4 damage each round which automatically bypasses its Hardness Score. The damage is cold if you selected to freeze the metal or fire if you selected to heat up the metal. If an object takes enough Dents, one per each round of damage, equal to its Toughness Score it gains the Broken condition. An object heated up melts if it gains the Broken condition whereas an object frozen cracks if it gains the Broken condition. An object with the magical tag, applies the damage first to its Hardness Score before determining if it gained a Dent.

A creature in contact with a target of Temper Metal takes a number of d4s damage equal to half your Proficiency Score. The damage is cold if you selected to freeze the metal or fire if you selected to heat up the metal. If they are holding, touching, or otherwise in voluntary contact, they must drop the object unless they make a Will save to hold on despite the extreme temperature. If the creature is wearing or otherwise bound to the object, they take the damage without a Will save, but still have the option to remove the metal if they choose. Temper Metal is on the Primal Spell List.