Heat Wave, Mighty (3.5e Spell)
3e Summary::You increase the temperature in the target area by 6/caster level degrees F. The caster need not raise the temperature its full amount. Cold spells in the area suffer a 10% chance of failing and deal 3/4 normal damage. Chill metal does not function as normal in the area of mighty heat wave. Metals left unattended are affected by heat metal for the duration of the spell. Those attended by creatures must make a Fortitude save (equal to their bearer's save or their own, whichever is greater) every hour, failure indicates they are affected by heat metal. Creatures spending special attention to their objects, such as covering them in cloth receive a +4 circumstance bonus to the save, items affected by chill metal are immune to these effects. Precipitation in the area automatically evaporates before reaching the ground (see rules for dying of thirst). Water in the area begins to evaporate at roughly 1 minute/5 cubic feet. (Water in sealed containers is unaffected).
Author: Donnavin Snowolf
Conjuration [Fire] | |
Level: | Drd 8, Sor/Wiz 9 |
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Components: | V, S, M/DF |
Casting time: | 20 minutes |
Area: | Immobile 1/3 mile/level diameter circle |
Duration: | 2 day/level |
Saving Throw: | Fort negates (see below) |
Spell Resistance: | No |
Mighty heat wave counters and is countered by mighty cold snap.
Material Component: A sun shaped garnet worth at least 1000gp which remains in the center of the effect until the duration ends, at which time the garnet evaporates into water.
Special: The spell may be recast with the same garnet before the duration expires, effectively recharging the spell.
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