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Heat Metal: Difference between revisions
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| description = Cause a metal [[Weapons|Weapon]] or [[Armour]] to glow red-hot and force the creature touching it to let go or receive {{Disadvantage}} on {{Attack Roll}}s and [[Ability Check|Ability Checks]]. If the creature is only wearing metal armour, it always receives Disadvantage. | | description = Cause a metal [[Weapons|Weapon]] or [[Armour]] to glow red-hot and force the creature touching it to let go or receive {{Disadvantage}} on {{Attack Roll}}s and [[Ability Check|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 deal another {{DamageText|2d8|Fire}} damage and force the creature to let go or receive Disadvantage. | If the creature is still touching the metal, you can use a [[Bonus Action]] on subsequent turns to {{SAI|Reapply Heat Metal}} to deal another {{DamageText|2d8|Fire}} damage and force the creature to let go or receive Disadvantage. | ||
| action type = action | | action type = action | ||
| attack roll = | | attack roll = |
Revision as of 22:05, 10 October 2023
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 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
- Damage
- 2d8 (2~16) Fire
- Details
- Range: 18 m / 60 ft
- Concentration
At higher levels
Upcast: Casting this spell at a higher level deals an extra 1d8Fire damage for each Spell Slot Level above 2nd.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 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
Notes
- 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