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Heat Metal: Difference between revisions
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*Target: a metal weapon or armour | *Target: a metal weapon or armour | ||
*Damage: {{DamageInfo|count=2|die=8|type=Fire}} | *Damage: {{DamageInfo|count=2|die=8|type=Fire}} | ||
*Range: {{C|[[File:Range Icon | *Range: {{C|[[File:Range Icon.png|frameless|upright=0.1]] 18m / 60ft}} | ||
*Concentration: {{C|[[File:Concentration Icons.png|frameless|upright=0.1]] Required}} | *Concentration: {{C|[[File:Concentration Icons.png|frameless|upright=0.1]] Required}} | ||
*Saving Throw: {{C|[[File:Saving Throw Icons.png|frameless|upright=0.1]] [[Constitution]]}} ''(if the spell targets a weapon)'' | *Saving Throw: {{C|[[File:Saving Throw Icons.png|frameless|upright=0.1]] [[Constitution]]}} ''(if the spell targets a weapon)'' |
Revision as of 15:41, 16 July 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
Available to level 3 Bard and Druid.
- Target: a metal weapon or armour
- Damage: 2d8 (2~16) Fire
- Range:
18m / 60ft
- Concentration:
Required
- Saving Throw:
Constitution
(if the spell targets a weapon)
Heat Metal |
Duration: 10 turns
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