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Heat Metal: Reapply Damage: Difference between revisions
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{{ | {{Feature page | ||
| type = spell | |||
| name = Reapply Heat Metal | | name = Reapply Heat Metal | ||
| | | uid = Target_HeatMetal_Reapply | ||
| level = 2 | | level = 2 | ||
| school = Transmutation | | school = Transmutation | ||
| 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. | ||
| damage = 2d8 | | damage = 2d8 | ||
| damage type = Fire | | damage type = Fire | ||
| | | cost = bonus | ||
| | | save = CON | ||
| | | save dc = caster | ||
| on save = Target takes full damage, but suffers {{Disadvantage}} on attack rolls instead of being disarmed | |||
| | | range = ranged | ||
| | |||
| concentration = yes | | concentration = yes | ||
| | | 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. | ||
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| | |||
| condition = Heat Metal | | condition = Heat Metal | ||
| condition dc = caster | |||
| condition duration = 10 | | condition duration = 10 | ||
| condition save = Constitution | | condition save = Constitution | ||
| other ways to learn = | |||
* Granted the following turn after casting {{SAI|Heat Metal}} on a target so long as concentration is maintained. | |||
| other ways to learn = * Granted the following turn after casting {{SAI|Heat Metal}} on a target so long as concentration is maintained. | |||
}} | }} | ||
== External | == External links == | ||
* {{FRWiki|Heat metal|long}} | * {{FRWiki|Heat metal|long}} |
Latest revision as of 18:57, 7 February 2025
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.
Fire damage and force the creature to let go or receive Disadvantage.
Fire damage for each Spell Slot Level above 2nd when reapplying it.
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.
![Damage Types](/w/images/thumb/8/84/Fire_Damage_Icon.png/25px-Fire_Damage_Icon.png)
Properties
- Cost
Bonus action
Damage: 2~162d8Fire
- Details
CON Save (Spell save DC) (On Save: Target takes full damage, but suffers
Disadvantage on attack rolls instead of being disarmed)
Range: 18 m / 60 ft
UID
Target_HeatMetal_Reapply
At higher levels
Upcast: Casting 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
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 to deal another 2d8
Fire 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 on a target so long as concentration is maintained.
External links[edit | edit source]
Heat metal on the Forgotten Realms Wiki