D&D 3e (3.0/3.5) Rules
This spell causes a dramatic increase in temperature. The temperature in the area of effect gradually increases to a maximum temperature of 212 degrees Fahrenheit (100 degrees Celsius), though the caster can stop it at any time without the temperature immediately dropping, in such an event the temperature gradually drops to the normal temperature for that area. Every round the temperature increases by 10 degrees Fahrenheit. At 100 F, metal items become extremely hot to the touch. At 110 F, metal items touched deal 1d4 points of damage. This damage increases to 1d6 at 120 F, and 1d8 at 130 F. Once the temperature reaches 110 F, any creatures caught inside the area need to make Fort saves against heat stroke and dehydration, one save against each. Failure to save against heat stroke or dehydration deals 1d8 Con damage each. At 140 F, damage increases to 1d10, 150 F is 1d12, 160 F is 2d6, 170 F is 2d8, 180 F is 2d10, 190 F is 3d6, 200 F is 3d8, 210 F is 3d10.
Saves against heat stroke and dehydration must be made every round for each round spent in the area of effect. The DC increases by 1 for every additional round. If cast in a desert, the damage is doubled and the temperature increase is 20 F per round. Any creatures made of water or of the aquatic subtype take damage regardless of whether or not they are touching metal items. This spell can only be cast in true sunlight.
Focus: A magnifying glass or a crystal prism.
Note*: Clerics and mystics with the Fire domain may choose to replace fire shield with this spell.
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