Heat Metal is a level 2 transmutation spell. It 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.
Disadvantage on
Attack rolls and Ability Checks.
Description
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive

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 2d8 and force the creature to let go or receive Disadvantage.
Properties
- Cost
Action +
Level 2 Spell Slot
- Damage: 2~16
- Details
CON Save (On Save: Target takes full damage, but suffers
Disadvantage on attack rolls instead of being disarmed)
Range: 18 m / 60 ft

2d8
At higher levels
Upcasting: Casting this spell at a higher level deals an extra 1d8 damage for each spell slot level above 2nd.Grants:
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).
Condition: Heat Metal: Reapply Damage
Duration: 9 turns
Creature can reapply the damage dealt by the heated metal.
How to learn
Classes:
Used by creatures: Magma Mephit
Other ways to learn:
Notes
- The bonus action cast provided by the condition receives the same upcasting damage bonus as the main cast.
- The bonus action recast is not available until the caster's next turn.
- Having resistance or immunity to fire does not prevent the weapon disarm effect.
- recast. Granted spells are issued to the caster after casting the original, and can be cast again without spending another spell slot as long as is not broken. Granted spells such as this are not directly tied to the casters' repertoire of known spells (i.e., their spellbook icon in the game). Therefore, if a granted spell is cast when multiclassing, subsequent recasts (in this case, ) use the spellcasting modifier of the most recently acquired spellcasting class rather than the spellcasting modifier that was used for the initial casting of Heat Metal. In this case, it may result in an unexpectedly low spell save DC. is a "granted" spell, or one that can be
Bugs
- Due to a coding error, the condition which provides Disadvantage to the target (applied after a successful saving throw) is removed if another unrelated condition is removed from the target.
- This particular bug only affects the level 2 version of this spell.
- Due to a coding error, the condition which provides Disadvantage to the target is not automatically removed if the Heat Metal spell is ended early.
- This particular bug affects all levels of this spell.
- Heat Metal cast at level 4 deals only 2d8, and its tooltip does not display the damage which Reapply Heat Metal deals.
- It additionally lacks several other functors found in other levels of this spell.
- Reapply Heat Metal cast at level 4 correctly deals 4d8.
- Reapply Heat Metal cast at levels 5 and 6 incorrectly displays its tooltip damage as the level 3 version.
External links[edit | edit source]
Heat metal on the Forgotten Realms Wiki