Heat Metal: Reapply Damage
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More actions
(Redirected from Reapply Heat Metal)

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 Reapply Heat Metal to deal another 2d8Fire damage and force the creature to let go or receive Disadvantage.Properties
- Cost
- Bonus Action
- Damage: 2~16
- Details
- CON Save (Spell save DC) (On Save: Target takes full damage, but suffers Disadvantage on attack rolls instead of being disarmed)
- Range: 18 m / 60 ft
- Concentration
2d8Fire
At higher levels
Upcasting: Casting Heat Metal at a higher level deals an extra 1d8Fire damage for each spell slot level above 2nd when reapplying it.Condition: Weapon Dropped!
Weapon Dropped!
Spell save DC Constitution saving throw
- An enemy has made you drop your weapon to the ground, similar to .
Condition: Heat Metal: Disadvantage
Heat Metal: Disadvantage
Duration: 1 turn
- Has Disadvantage on Attack rolls and Ability checks until the start of the caster's next Turn.
How to learn
Other ways to learn:
- Granted the following turn after casting Heat Metal on a target so long as concentration is maintained.
Bugs
- Due to a khn scripting error, Heat Metal: Reapply can never cause an enemy to drop their weapon and will always apply Disadvantage.
External links edit
- Heat metal on the Forgotten Realms Wiki