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Heat Metal: Reapply Damage: Difference between revisions

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(Cost: Action to Cost: Bonus Action, which reflects how the ability works in the game right now.)
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| level = 2
| level = 2
| school = Transmutation
| school = Transmutation
| ritual =
| 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
| cost = bonus
| attack roll =
| attack roll =  
| damage = 2d8
| damage = 2d8
| damage modifier =
| damage modifier =  
| damage type = Fire
| damage type = Fire
| damage save =
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| damage save effect =  
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| damage per =  
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| extra damage save =  
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| extra damage save effect =  
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| extra damage per =  
| concentration = yes
| concentration = yes
| save = CON
| save = CON
| range = ranged
| range = ranged
| range m =
| range m =  
| range ft =
| range ft =  
| aoe =
| aoe =  
| aoe m =
| aoe m =  
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| aoe ft =  
| condition = Heat Metal
| condition = Heat Metal
| condition duration = 10
| condition duration = 10
| condition save = Constitution
| condition save = Constitution
| area =
| area =  
| area category =
| area category =  
| area shape =
| area shape =  
| area range m =
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| area condition =
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| 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.
| 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.
| other ways to learn = * Granted the following turn after casting {{SAI|Heat Metal}} on a target so long as concentration is maintained.
| notes =
| notes =  
| video =
| video =  
}}
}}


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

Revision as of 21:47, 8 May 2024

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
D8 Fire.png 2d8 (2~16) Damage TypesFire
Details
CON Save
 Range: 18 m / 60 ft
Concentration Concentration

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

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