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Extended Chill Metal

Noldor Elf

First Post
Chill Metal
Duration: 7 rounds
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 spell’s 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 Damage
----- ------
1 None
2 1d4 points
3–5 2d4 points
6 1d4 points
7 None

If the spell is extended would the damage be:
Round Damage
----- ------
1 None
2 1d4 points
3–12 2d4 points
13 1d4 points
14 None

or
Round Damage
----- ------
1-2 None
3-4 1d4 points
5–10 2d4 points
11-12 1d4 points
13-14 None

or something else?
 

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I never thought of it before, but I think it should be the first one. There's no reason the Extend would slow the heating down.

That is nasty spell use! My hat's off to the clever mage that thought that one up.

PS
 

Wow. When I first looked, I thought it would be the second, but Storminator is right. There's no reason to have it slow down the "warm-up time" or "cool-down time".
But, I still prefer extended creeping cold (MotW). Sure, it only affects one target but it does 1d6 cumulative cold damage per round it is in effect. The normal 3 round duration makes this respectable damage (1d6 +2d6 +3d6 =6d6 over its 3 round duration) for a 2nd level spell, but an extended version does 1d6 +2d6 +3d6 +4d6 +5d6 +6d6 =21d6 for a 3rd level slot. And a Will save negates chill metal, but a successul Fort save vs. creeping cold is only 1/2 damage. And as a targeted spell, it fits nicely in my +2 Spell-storing Quarterstaff.

Druids should also extend the various regenerate spells since they heal damage each round. Now where did I put rod of extension?:D
 

The fairest way would be to duplicate the spell again.
1/8 None
2/9 1d4 points
3–5/10-12 2d4 points
6/13 1d4 points
7/14 None

This allows the spell its doubled duration without slowing down the damage done. This was the general consensus with this topic before after MoTW came out and people wanted to know what to do with Creeping Cold.

Silver Griffon said:

But, I still prefer extended creeping cold (MotW). Sure, it only affects one target but it does 1d6 cumulative cold damage per round it is in effect. The normal 3 round duration makes this respectable damage (1d6 +2d6 +3d6 =6d6 over its 3 round duration)

No it's not. Nothing in Extend spell or Creeping Cold ever says this is the case. Especially since there is an improved creeping cold at higher level and a decent DM will just say no.
 

For balance reasons, I would say the first reason. While there's less logic for the first one, you got to chalk it up to, well hey its magic.

If you want some logic to it, think of extend as refreshing the spell every so often. So the spell dies down, gets refreshed, and then goes up again.

WOTC kind of dropped the ball on this one, considering extend spell is a core metamagic feat, so you should expect this problem with chill metal (which is a core spell) would have come up.
 

Mahali said:
No it's not. Nothing in Extend spell or Creeping Cold ever says this is the case. Especially since there is an improved creeping cold at higher level and a decent DM will just say no.

First, let me say that I don't disagree that this is excessive. That's why I put a grinning smiley-face on it. It is a situation that is "broken" and needs to be house-ruled by any sensible DM. However, it IS the most literal interpretation of the rules. Creeping cold reads "The spell deals 1d6 cumulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round." Extend spell doubles the spell's duration, meaning that it is in effect for 6 rounds instead of 3 rounds. 1d6,2d6,3d6,4d6,5d6,6d6. There is nothing in either the spell description or the feat description to suggest that the cumulative nature of the spell would change. Incidentally, I have also yet to see any spell description that specifically described what happens when you use a particular metamagic feat, as you seem to expect.
A better interpretation would be that the spell would cap out at 3d6 regardless of its duration. It doesn't have a "cool-down" period where damage decreases like with chill metal so it doesn't make sense for it to start over.
Of course, you mention an improved version of the spell, which I have no access to. So that might contain text that clears all this up. Can you tell me where that improved version is?
 

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