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Heat Metal: Difference between revisions
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{{SpellPage | |||
| name = Heat Metal | |||
| image = Heat Metal Icon.png | |||
| level = 2 | |||
| school = Transmutation | |||
| ritual = | |||
| classes = Bard, Druid | |||
| class learns at level 3 = Bard, Druid | |||
| class learns at level 2 = | |||
| races = | |||
| race learns at level 1 = | |||
| race learns at level 2 = | |||
| summary = 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 [[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. | |||
| action type = action | |||
| attack roll = | |||
| damage = | |||
| damage modifier = | |||
| damage type = | |||
| damage save = | |||
| | | damage save effect = | ||
| | | damage per = | ||
| | | extra damage = | ||
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| | | extra damage type = | ||
| | | extra damage save = | ||
| | | extra damage save effect = | ||
| extra damage per = | |||
| concentration = yes | |||
| range = ranged | |||
| range m = | |||
| range ft = | |||
| aoe = | |||
== | | aoe m = | ||
| aoe ft = | |||
| condition = Heat Metal | |||
| condition duration = 10 | |||
| condition save = Constitution | |||
| area = | |||
| area category = | |||
| area shape = | |||
| area range m = | |||
| area range ft = | |||
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| | | area turn start damage = | ||
| | | area turn start damage type = | ||
| area turn start damage save = | |||
| area turn start damage save effect = | |||
| area turn end damage = | |||
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| area turn end damage save effect = | |||
| area condition = | |||
| area condition 2 = | |||
| area condition 3 = | |||
| area condition 4 = | |||
| higher levels = | |||
| notes = | |||
| video = | |||
}} |
Revision as of 03:17, 16 August 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 deal another 2d8Fire damage and force the creature to let go or receive Disadvantage.
Properties
- Details
- Range: 18 m / 60 ft
- Concentration
At higher levels
Casting this spell at a higher level grants no additional benefit.
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