Heat Metal: Difference between revisions

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m (More creature vs. target edits.)
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*Heats up a metal weapon or armor on a creature with no save (weapon is automatically prioritized).
*Heats up a metal weapon or armor on a creature with no save (weapon is automatically prioritized).
*Metal weapons are dropped if the creature holding it fails their initial [[Saving Throw]].   
*Metal weapons are dropped if the creature holding it fails their initial [[Saving Throw]].   
*If the target is touching the heated metal item, they receive [[Disadvantage]] on [[Attack Rolls]] and [[Ability Check|Ability Checks]].
*If the creature is touching the heated metal item, they receive [[Disadvantage]] on [[Attack Rolls]] and [[Ability Check|Ability Checks]].
*Each subsequent turn, if the creature is still touching the metal, the spellcaster can use a{{C|[[File:B.Action Icon.png|frameless|25px]] Bonus Action}} to deal another {{DamageText|2d8|Fire}} damage, forcing the creature to pass a [[Saving Throw]] again or drop the item (if it is a metal weapon).
*Each subsequent turn, if the creature is still touching the metal, the spellcaster can use a{{C|[[File:B.Action Icon.png|frameless|25px]] Bonus Action}} to deal another {{DamageText|2d8|Fire}} damage, forcing the creature to pass a [[Saving Throw]] again or drop the item (if it is a metal weapon).
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Revision as of 00:59, 27 January 2023

Spell > List Of Spells > 2nd Level Spells > Heat Metal


Heat Metal is a Level 2 Transmutation Spell. This spell allows spellcasters to heat up a metal weapon or armor on the targeted creature, forcing them to let go or receive damage or suffer various penalties.
"Cause a metal weapon or armor 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 2d8 Fire damage and force the creature to let go or receive Disadvantage."


Range 18m / 60ft
School Transmutation
Saving Throw Constitution
Concentration Required
Condition Heat Metal
Duration 10 turns
Class Bard, Druid

Description

Cause a metal weapon or armor 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 2d8Damage TypesFire damage and force the creature to let go or receive Disadvantage.

Properties

File:Actions Icons.png Action + File:Spell Icon.png Level 2 Spell Slot

Available to level 3 Bard and Druid.

  • Target: a metal weapon or armor
  • Damage:
    D8 Fire.png 2d8 (2~16) Damage TypesFire damage
  • Range: Range Icon 2.png 18m / 60ft
  • Concentration: Concentration Icons.png Required
  • Saving Throw: Saving Throw Icons.png Constitution (if the spell targets a weapon)