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D&D Revamped: Heat Spell

Clay_More

First Post
I am still working on my pet project, the revamp, and I was looking to make a first level utility for fire (got additional info on the fire school at http://www.enworld.org/showthread.php?t=183902). I came up with a simple spell called Heat, and I was pondering what other uses you could come up with for it besides the ones I have already made? And if any of the effects are mechanically flawed.

Heat
Requirements: Fire 1
Mana Cost: 1 MP
Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: Standard Action
Components: V, S
Duration: 1 hour (P)

Laurent was still in the process of preparing the camp. His fellow party-members were nervously scouting the dark forest around them. The snow was littered across the forest floor like a thick, white blanket. Laurent’s companion, the little gnome Gerax, was still suffering from the frostbite he had acquired during the day. Yet the party wasn’t gathering wood to start a campfire. The werewolves were still lurking somewhere in the dark, and the party was in no condition to fight.

Heat is the simplest of all Fire spells, and the most versatile one by far. The spell simply causes an object to be heated up to a temperature defined by the caster. The uses for the spell are many. The spell cannot be used to manipulate an object in the possession of an opponent.
Campfire: Instead of building a regular campfire, the caster can instead choose to simply heat up an object so that it exudes enough warmth to keep anyone around it comfortable, even in a cold climate. Usually a stone will be used to provide the target for the spell. The heat generated will warm up anyone within 10 ft. of the source, negating any negative side effects they might otherwise suffer from cold climate. No light will radiate from the heated object, making this version of the spell an excellent way to provide warmth during the night without disclosing your location.
Cooking: The spell can be used to warm up the bottom of a pot or pan, enabling the caster or one of his allies to cook a meal without having to build a campfire.
Destroy: The spell can be used to destroy any object that can be rendered useless through the application of high temperatures. The spell will cause 1d4+1 points of damage the first round, and the damage will increase by one point each round untill the object is destroyed by the heat. Note that the Ignite option might be a faster way of destroying some objects.
Forging: The spell can be used to replace a forge in any kind of crafting or repairing process which otherwise requires a forge. Using Heat, the caster or his allies can repair their equipment even while in the wilderness, as long as they brought the sufficient tools.
Heated Projectile: The spell can be used to warm up a cannister of sand, water or oil to a degree where it can be used as a harmful projectile. It takes 3 rounds to heat up the material. The material will cause 1d3 points of Fire damage to anyone that comes in contact with it, including the caster. Usually the spell is used to heat up material stored in a heatproof container, such as a clay jar. The material can be hurled 10 ft. and requires an attack roll to be made to hit an opponent. If the material is in liquid form, it will splash upon impact and cause 1 point of Fire damage to anyone within 5 ft. of the point of impact. This version of the spell is often used to heat up oil or water used to defend a besieged structure.
Heated Surface: The spell can be used to warm up any surface to a degree where it will be harmful to touch it. The spell can heat up no more than a 5 ft. square. Anyone touching the heated surface will suffer 1d2 points of Fire damage unless they have some kind of protection against the heat. It takes 3 rounds to heat up a surface to a degree where it causes damage upon contact.
Ignite: The spell can be used to ignite any flammable object that is not being held by an opponent. It takes 1 round to ignite an object that is flammable, while it takes 1d4+1 rounds to ignite an object that is not directly flammable. Flammable objects include cloth, paper or oil, while harder to ignite objects include wood.
Melt Lock: The caster can attempt to melt any form of locking mechanism with the use of Heat. The caster rolls an Open Locks check against the DC of the lock he is attempting to melt. Instead of using his Open Lock skill, the caster uses his caster level to determine his check, adding his Intelligence Modifier instead of his Dexterity Modifier.
Steam: If there is a large source of water, the caster can heat it up to produce a cloud of steam. The steam will cloud an area of 10 ft. around the point that is heated. Visibility will be reduced to 5 ft. within the area clouded in steam. The steam is not hot enough to cause actual damage.
Weld Door: The caster can weld any metallic door shut. The spell melts the metal around the joints of the door, causing it to be permanently welded to its frame. A door that has been welded shut cannot be opened easily. The only way to open a welded door is by beating it down or destroying it. Welding a door shut takes 1d4+1 rounds for a normal-sized door.

Edit: Added some additional uses, and clarified some uses after some advice given over IRC.
 
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