Chill / Heat metal and removing armor


Rules Questions


Does anyone play with house rules that let players attempt to "hastily" remove their armor if it they get hit with a chill or heat metal spell? I've always thought of those spells as sort of "ditch your metal or pay the price" type of spells - which is fine.

But the rules say it takes a minute to remove even a chain shirt, making it impossible to avoid the chill/heat metal damage by removing your gear. This essentially turns the spell into "save or take 8d4 points of damage", which just seems a little lame to me. That's a lot for a second level spell, especially if you run into it on level 1 or 2.


thundercade wrote:

Does anyone play with house rules that let players attempt to "hastily" remove their armor if it they get hit with a chill or heat metal spell? I've always thought of those spells as sort of "ditch your metal or pay the price" type of spells - which is fine.

But the rules say it takes a minute to remove even a chain shirt, making it impossible to avoid the chill/heat metal damage by removing your gear. This essentially turns the spell into "save or take 8d4 points of damage", which just seems a little lame to me. That's a lot for a second level spell, especially if you run into it on level 1 or 2.

Its may be 8d4 (20 damage on average) damage, but that takes a full 6 rounds to achieve.

Scorching ray is also 2nd level, and does an average of 14 damage instantly, with no save (but a ranged touch attack). Chill Metal takes 5 rounds to reach that amount of damage.

Inflict Moderate wounds also averages 14 points of damage, and is also instant.


Right, right (although I still consider the damage a hair on the high side).

I'm just saying that, when it comes to armor, I feel like the way it plays out sort of short circuits the flavor of the spell.

It's weird that your armor is killing you over several rounds and there's no way to take it off extra fast (and of course provoke like a mother&*$&% while doing it) simply because the remove armor time just happens to be a few rounds longer than the spell. I think there should be a possible course of action that reduces the damage but also leaves you gear-less.

That's why I brought it up. I'm just wondering if, when wearing medium metal armor, if any GMs out there allow ways to "throw" it off in 2-3 rounds vs. 10.


And now that I think about it more, when speaking in terms of average damage, 50% more damage compared to similar level nuke spells is too much, even if it takes rounds to get there.

Instant or 5 rounds, it doesn't matter, you're going to take the total damage either way and need to use resources to make up for that. The downside of waiting the 5 rounds can be a big deal when PCs are using it vs. NPCs, but when cast on the PCs, its the total damage that hurts the party in the end.

I don't know, the ways I've seen those spells play out in the actual game, both as the GM and as a player, it just never seems quite right to me.

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