Heat Metal
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Heat Metal is a level 2 transmutation spell. This spell allows spellcasters to heat up a metal weapon or armour on the targeted creature, forcing them to let go or receive damage or suffer various penalties.
Description
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on
Attack rolls and Ability Checks.
On a successful save, the target still takes half damage.
Properties
- Cost
Action +
Level 2 Spell Slot
- Damage
2d8 (2~16)
Fire damage
- Details
CON Save
Range: 18 m / 60 ft
Concentration
At higher levels
Upcast: Casting this spell at a higher level deals an extra 1d8![Damage Types](/w/images/thumb/8/84/Fire_Damage_Icon.png/25px-Fire_Damage_Icon.png)
Condition: Heat Metal
Duration: 10 turns
- Heats up a metal weapon or armour on a creature with no save (weapon is automatically prioritized).
- Metal weapons are dropped if the creature holding it fails their initial
Saving throw.
- If the creature is touching the heated metal item, they receive
Disadvantage on
Attack rolls and Ability Checks.
- Each subsequent turn, if the creature is still touching the metal, the spellcaster can use 2d8
Fire damage, forcing the creature to pass a Saving Throw again or drop the item (if it is a metal weapon).
to deal another
How to learn
Notes
- If the creature is still touching the metal, you can use a Bonus Action on subsequent turns to to deal another 2d8
Fire damage and force the creature to let go or receive Disadvantage.
- The bonus action cast provided by the condition receives the same upcasting damage bonus as the main cast.
External Links
Heat metal on the Forgotten Realms Wiki