Heart of the Metal
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
[ EarthSpells that manipulate earth or conjure creatures from earth-dominant planes or with the earth subtype should have the earth descriptor.]
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (a chunk of adamantine worth 100 gp, or a chunk of cold iron or silver worth 20 gp)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- close (25 ft. + 5 ft./2 levels)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one weapon per levelHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 minute/level (see text)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
You lend the nature of adamantine, cold iron, or silver, depending on which component you used, to the targeted weapons, with the following effects:
Adamantine: The weapons overcome DR/adamantine and ignore hardness less than 20.
Cold Iron: The weapons overcome DR/cold iron.
Silver: The weapons overcome DR/silver.
No other advantages or disadvantages of these metal types apply. For example, a weapon given the nature of adamantine is not automatically masterwork.
This is able to affect nonmetal weapons. If you grant the target weapons the property of cold iron, the spell lasts half as long as normal.
Adamantine: The weapons overcome DR/adamantine and ignore hardness less than 20.
Cold Iron: The weapons overcome DR/cold iron.
Silver: The weapons overcome DR/silver.
No other advantages or disadvantages of these metal types apply. For example, a weapon given the nature of adamantine is not automatically masterwork.
This is able to affect nonmetal weapons. If you grant the target weapons the property of cold iron, the spell lasts half as long as normal.