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Heat Metal: Reapply Damage: Difference between revisions

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{{ up to date | 2023-08-26 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{Feature page
 
| type = spell
{{SpellPage
| name = Reapply Heat Metal
| name = Reapply Heat Metal
| image = Reapply Heat Metal.webp
| uid = Target_HeatMetal_Reapply
| level = 2
| level = 2
| school = Transmutation
| school = Transmutation
| ritual =
| summary = 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.
| summary = 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 [[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 {{SAI|Reapply Heat Metal}} 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.
| cost = action
| attack roll =
| damage = 2d8
| damage = 2d8
| damage modifier =
| damage type = Fire
| damage type = Fire
| damage save =
| cost = bonus
| damage save effect =
| save = CON
| damage per =
| save dc = caster
| extra damage =
| on save = Target takes full damage, but suffers {{Disadvantage}} on attack rolls instead of being disarmed
| extra damage modifier =
| range = ranged
| extra damage type =
| extra damage save =
| extra damage save effect =
| extra damage per =
| concentration = yes
| concentration = yes
| range = ranged
| higher levels = [[Spells#Upcasting|Upcast]]: Casting {{SAI|Heat Metal}} at a higher level deals an extra {{DamageText|1d8|Fire}} damage for each [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 2nd when reapplying it.
| range m =
| range ft =
| aoe =
| aoe m =
| aoe ft =
| condition = Heat Metal
| condition = Heat Metal
| condition dc = caster
| condition duration = 10
| condition duration = 10
| condition save = Constitution
| condition save = Constitution
| area =
| other ways to learn =
| area category =
* Granted the following turn after casting {{SAI|Heat Metal}} on a target so long as concentration is maintained.
| area shape =
| area range m =
| area range ft =
| area duration =
| area turn start damage =
| area turn start damage type =
| area turn start damage save =
| area turn start damage save effect =
| area turn end damage =
| area turn end damage type =
| area turn end damage save =
| area turn end damage save effect =
| area condition =
| area condition 2 =
| area condition 3 =
| area condition 4 =
| higher levels = [[Spells#Upcasting|Upcast]]: Casting {{SAI|Heat Metal}} at a higher level deals an extra {{DamageText|1d8|Fire}} damage for each [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 2nd when reapplying it.
| other ways to learn = * Granted the following turn after casting {{SAI|Heat Metal}} on a target so long as concentration is maintained.
| notes =
| video =
}}
}}


== External Links ==
== External links ==
* {{FRWiki|Heat metal|long}}
* {{FRWiki|Heat metal|long}}

Latest revision as of 18:57, 7 February 2025

Heat Metal Reapply Damage.webp
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 Icon.png 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 Reapply Heat Metal Reapply Heat Metal to deal another 2d8Damage TypesFire damage and force the creature to let go or receive Disadvantage.

Properties

Cost
Bonus action
Damage: 2~16
D8 Fire.png
2d8Damage TypesFire
Details
CON Save (Spell save DC) (On Save: Target takes full damage, but suffers Disadvantage Icon.png Disadvantage on attack rolls instead of being disarmed)
 Range: 18 m / 60 ft
Concentration Concentration
UID Target_HeatMetal_Reapply

At higher levels

Upcast: Casting Heat Metal Heat Metal at a higher level deals an extra 1d8Damage TypesFire damage for each Spell Slot Level above 2nd when reapplying it.

Condition: Heat Metal

Heat Metal 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 Icon.png Disadvantage on Attack rolls and Ability Checks.
  • Each subsequent turn, if the creature is still touching the metal, the spellcaster can use Reapply Heat Metal Reapply Heat Metal to deal another 2d8Damage TypesFire damage, forcing the creature to pass a Saving Throw again or drop the item (if it is a metal weapon).

How to learn

Other ways to learn:

  • Granted the following turn after casting Heat Metal Heat Metal on a target so long as concentration is maintained.

External links[edit | edit source]