Heat Metal
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Fire damage for each Spell Slot Level above 2nd.
Duration: 10 turns
Constitution Save
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
- Cost:
-
Action +
Level 2 Spell Slot
- Details:
-
Range: 18 m / 60 ft
-
Concentration
At Higher Levels
Upcast: Casting this spell at a higher level deals an extra 1d8
Condition: Heat Metal


- 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 a Bonus Action 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).
How to Learn
External Links[edit | edit source]
Heat metal on the Forgotten Realms Wiki