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Heat Metal: Reapply Damage: Difference between revisions
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(Cost: Action to Cost: Bonus Action, which reflects how the ability works in the game right now.) |
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Latest revision as of 07:25, 15 August 2024
Reapply Heat Metal is a level 2 transmutation spell. This spell allows spellcasters to re-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 creature touching it to let go or receive Disadvantage on Attack rolls and Ability Checks. If the creature is only wearing metal armour, it always receives Disadvantage.
If the creature is still touching the metal, you can use a Bonus Action on subsequent turns to to deal another 2d8Fire damage and force the creature to let go or receive Disadvantage.
Properties
- Cost
- Bonus action
- Damage
- 2d8 (2~16) Fire
- Details
- CON Save
- Range: 18 m / 60 ft
- Concentration
At higher levels
Upcast: Casting at a higher level deals an extra 1d8Fire damage for each Spell Slot Level above 2nd when reapplying it.Condition: Heat Metal
Duration: 10 turns
Spell save DC Constitution saving throw
- 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 2d8Fire 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
Other ways to learn:
- Granted the following turn after casting on a target so long as concentration is maintained.
External Links[edit | edit source]
- Heat metal on the Forgotten Realms Wiki