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[[Spell]] > [[Spell#List Of Spells|List Of Spells]] > [[Spell#2nd Level Spells|2nd Level Spells]] > Heat Metal
{{Feature page
----'''Heat Metal''' is a [[Spell#2nd Level Spells|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.  
| type = spell
[[File:Heat Metal Icon.png|thumb|{{AbilityInfobox
| uid = Target_HeatMetal
| title = <div style="font-size:105%; font-family:Georgia;">''"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."''</div>
| level = 2
----
| school = Transmutation
<div style="text-align:center;">[[File:Actions Icons.png|frameless|25px]] '''Action''' [[File:Spell Icon.png|frameless|upright=0.1]] '''Level 2 Spell Slot'''</div>
| summary = 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 wearer to let go or receive {{Disadvantage}} on {{Attack Roll}}s and [[Ability Check|Ability Checks]].
| Range = 18m / 60ft
| extra description = If the creature is only wearing metal armour, it always receives Disadvantage.
| School = Transmutation
| Concentration = Required
| Condition = [[Condition#Heat Metal|Heat Metal]]
| Saving Throw = [[Constitution]]
| Duration = 10 turns
| Class = [[Bard]], [[Druid]]
}}]]


==Description==
If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another {{DamageText|2d8|Fire}} and force the creature to let go or receive Disadvantage.
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 Check|Ability Checks]]. If the creature is only wearing metal armour, it always receives [[Disadvantage]].  
| damage = 2d8
| damage type = Fire
| cost = action, spell2
| save = CON
| on save = Target takes full damage, but suffers {{Disadvantage}} on attack rolls instead of being disarmed
| range = ranged
| concentration = yes
| higher levels = [[Spells#Upcasting|Upcast]]: Casting this spell at a higher level deals an extra {{DamageText|1d8|Fire}} damage for each [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 2nd.
| grants = Reapply Heat Metal
| condition 1 = Heat Metal
| condition 1 dc = caster
| condition 1 duration = 10
| condition 1 save = Constitution
| condition 2 = Heat Metal: Reapply Damage
| condition 2 duration = 9
| classes = Bard, Druid
| class learns at level 3 = Bard, Druid
| used by creatures = Magma Mephit
| notes =
* The bonus action cast provided by the {{cond|Heat Metal}} 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.
* {{SAI|Reapply Heat Metal}} is a "granted" spell, or one that can be [[:Category:Recastable_spells|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 {{Concentration}} 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, {{SAI|Reapply Heat Metal}}) 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.
}}


If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another {{DamageText|2d8|Fire}} damage and force the creature to let go or receive Disadvantage.
== External links ==
==Properties==
* {{FRWiki|Heat metal|long}}
<code>[[File:Actions Icons.png|frameless|25px]] Action + [[File:Spell Icon.png|frameless|upright=0.1]] Level 2 Spell Slot</code>


''Available to level 3 [[Bard]] and [[Druid]].''
[[Category:Recastable spells]]
*Target:
[[Category:Sources of Fire damage]]
*Damage: {{DamageInfo|count=2|die=8|type=Fire}}
*Range: {{C|[[File:Range Icon 2.png|frameless|upright=0.1]] 18m / 60ft}}
*Concentration: {{C|[[File:Concentration Icons.png|frameless|upright=0.1]] Required}}
*Saving Throw: {{C|[[File:Saving Throw Icons.png|frameless|upright=0.1]] [[Constitution]]}} ''(if the spell targets a weapon)''
{| class="wikitable" role="presentation"
|[[File:Heat Metal Icon.png|frameless|25x25px]]<b> Heat Metal</b>
|-
|{{C|[[File:Duration 50px.png|frameless|upright=0.1]] Duration: 10 turns}}
*Heats up a metal weapon or armor on a creature with no save (weapon is automatically prioritized).
*Metal weapons are dropped if the target 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]].
*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 the a [[Saving Throw]] again or drop the item (if it is a metal weapon).
|}

Latest revision as of 00:25, 11 February 2025

Heat Metal.webp
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 wearer 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 deal another 2d8Damage TypesFire and force the creature to let go or receive Disadvantage.

Properties

Cost
Action +  Level 2 Spell Slot
Damage: 2~16
D8 Fire.png
2d8Damage TypesFire
Details
CON Save (On Save: Target takes full damage, but suffers Disadvantage Icon.png Disadvantage on attack rolls instead of being disarmed)
 Range: 18 m / 60 ft
Concentration Concentration
UID Target_HeatMetal

At higher levels

Upcast: Casting this spell at a higher level deals an extra 1d8Damage TypesFire damage for each Spell Slot Level above 2nd.

Grants:

Condition: Heat Metal

Heat Metal 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 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).

Condition: Heat Metal: Reapply Damage

Heat Metal: Reapply Damage Heat Metal: Reapply Damage

Duration: 9 turns

Constitution saving throw

Creature can reapply the damage dealt by the heated metal.

How to learn

Classes:

Used by creatures: Magma Mephit

Notes

  • The bonus action cast provided by the Heat Metal Heat Metal 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.
  • Reapply Heat Metal Reapply Heat Metal is a "granted" spell, or one that can be 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 Concentration Concentration 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, Reapply Heat Metal Reapply Heat Metal) 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.

External links[edit | edit source]