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0Heart Of The Metal00earth-1-1-11 standard action0V, S, M (a chunk of adamantine worth 100 gp, or a chunk of cold iron or silver worth 20 gp)0no0-103000magus 3, sorcerer/wizard 3, witch 3Advanced Class Guide0Enable weapons to overcome DR like adamantine, cold iron, or silver.110-1-10000-1You lend the nature of adamantine, cold iron, or silver to the targeted weapons, depending on which component you used, with the following effects. Adamantine: The weapons overcome DR/adamantine and ignore hardness of 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 spell can affect nonmetal weapons. If you grant the target weapons the property of cold iron, the spell lasts half as long as normal.01one weapon per level101 minute/level (see text)-10-1close (25 ft. + 5 ft./2 levels)

Heart Of The Metal

School transmutation [earth]; Level magus 3, sorcerer/wizard 3, witch 3

CASTING

Casting Time 1 standard action
Components V, S, M (a chunk of adamantine worth 100 gp, or a chunk of cold iron or silver worth 20 gp)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one weapon per level
Duration 1 minute/level (see text)
Saving Throw none; Spell Resistance no

DESCRIPTION

You lend the nature of adamantine, cold iron, or silver to the targeted weapons, depending on which component you used, with the following effects. Adamantine: The weapons overcome DR/adamantine and ignore hardness of 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 spell can affect nonmetal weapons. If you grant the target weapons the property of cold iron, the spell lasts half as long as normal.

NULL-100303-1-1transmutation-100-1-10-100-1331-1-1-1100none0-100

You lend the nature of adamantine, cold iron, or silver to the targeted weapons, depending on which component you used, with the following effects. Adamantine: The weapons overcome DR/adamantine and ignore hardness of 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 spell can affect nonmetal weapons. If you grant the target weapons the property of cold iron, the spell lasts half as long as normal.

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