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Agitate Metal (3.5e Utterance)

2,252 bytes added, 06:34, 28 May 2015
Created page with "{{author |author_name=Eiji-kun |date_created=5-27-15 |status=Complete |balance=High }} ''This utterance uses the rules for the Truenamer, Rebuild (3.5e Class)|truenamer reb..."
{{author
|author_name=Eiji-kun
|date_created=5-27-15
|status=Complete
|balance=High
}}

''This utterance uses the rules for the [[Truenamer, Rebuild (3.5e Class)|truenamer rebuild]].''

<onlyinclude>{{3.5e Utterance
|name=Agitate Metal
|school=Primal Word
|desc=Cold, Fire
|lvl=Truenamer 2
|casttime=1 standard action
|range=60 ft
|dur=7 rounds or Concentration; see text
|save=Will negates (object)
|sr=Yes
|summary=Heat up objects and creatures as if using ''[[SRD:Heat Metal|heat metal]]'' or ''[[SRD:Chill Metal|chill metal]]''
}}

''Bq'p-doqqbid-ajq-bi-aono!''

''Onoa-ib-qja-dibqqod-p'qb!''

You define one metal object to be hotter and hotter by the second. This duplicates the effect of ''[[SRD:Heat Metal|heat metal]]'', except if you concentrate on the effect you can keep it at searing temperatures beyond its normal duration until you cease concentration, at which point it proceeds to cool to "hot" and beyond. This is a [Fire] effect.

'''Reverse:''' Rather than heat, you duplicate ''[[SRD:Chill Metal|chill metal]]'' instead, with the same abilities as above. This is a [Cold] effect.

'''Failure:''' On a failed truespeak check, you cannot bring the effects of ''heat metal'' or ''cold metal'' beyond hot or icy steps.

===Primal Utterance===

''Normal:'' The object becomes "Red Hot" and deals 3d8 points of fire damage. On the 2nd round the object becomes "White Hot", the damage jumps to 6d8. On the 3rd round the object becomes "Molten", the damage jumps to 12d8 and the object must make a [[Fortitude]] save each round it remains in Molten state or melt into useless slag. As before, you can retain concentration to extend the effect.

''Reversed:'' The object becomes "Frostburned" and deals 3d8 points of cold damage. On the 2nd round the object becomes "Bitter Cold", the damage jumps to 6d8. On the 3rd round the object becomes "Ocanthic", the damage jumps to 12d8 and the object must make a [[Fortitude]] save each round it remains in Ocanthic state or shatter into a thousand pieces from the slightest vibration. As before, you can retain concentration to extend the effect.

</onlyinclude>
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