The caster uses a knife or dagger or other suitable tool to carve a special protective symbol on one useful item made of metal or stone (a weapon, a coin, a suit of armour, etc.). The item cannot be smaller than a coin. The item becomes magical and possess the ability to protect the one who holds and uses it. It will confer a +3 bonus to his saving throws for a number of times equal to half the caster's level. The person can choose when to use this ability, but this must be announced before the die roll. The material component is the item, which disappears after the spell has expired. It must have some value to the character at the time of the casting; an ordinary piece of rock or wood, for example, cannot be used, but an obsidian dagger can. Due to the link between the person and the item, no-one else can use it. This spell was designed for the Dark Sun campaign world.
This spell and its reverse, continuous variable chill, cause the affected area to become either warm or cool, the actual temperature defined by the caster, variable within a range of 200 degrees C (352 degrees F) down to -20 degrees C (0 degrees F). This spell was intended primarily as a heat source, not as an attack, although if used against cold-based creatures, they will take 1d6 damage per round per 50 degrees C greater than 20 degrees C they remain in the area of the spell (20 degrees C: no damage, 70 degrees C: 1d6, 80 degrees C: 2d6, etc.). If the reverse is used against heat-based creatures, they take 1d6 per 20 degrees C below 20 degrees C (20 degrees C: no damage, 0 degrees C: 1d6, -20 degrees C: 2d6). Continuous variable heat and its reverse are very handy for making cooking stoves, heaters, or refrigerators. The material components required are sulphur and wood for continuous variable heat, and a clear crystal and ice for continuous variable chill.
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