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Heat Metal: Difference between revisions
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{{Feature page | |||
| type = spell | |||
| uid = Target_HeatMetal | |||
| level = 2 | |||
| school = Transmutation | |||
| 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]]. | |||
| extra description = 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 {{DamageText|2d8|Fire}} and force the creature to let go or receive 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. | |||
}} | |||
== External links == | |||
== | * {{FRWiki|Heat metal|long}} | ||
[[Category:Recastable spells]] | |||
[[Category:Sources of Fire damage]] | |||
Latest revision as of 00:25, 11 February 2025
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.
Disadvantage on
Attack rolls and Ability Checks.
Fire damage for each Spell Slot Level above 2nd.
Description
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive![Disadvantage Icon.png](/w/images/thumb/b/b9/Disadvantage_Icon.png/33px-Disadvantage_Icon.png)
![](/w/images/thumb/b/ba/Attack_Roll_Icon.png/25px-Attack_Roll_Icon.png)
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 and force the creature to let go or receive Disadvantage.
Properties
- Cost
Action +
Level 2 Spell Slot
Damage: 2~162d8Fire
- Details
CON Save (On Save: Target takes full damage, but suffers
Disadvantage on attack rolls instead of being disarmed)
Range: 18 m / 60 ft
UID
Target_HeatMetal
At higher levels
Upcast: Casting this spell at a higher level deals an extra 1d8![Damage Types](/w/images/thumb/8/84/Fire_Damage_Icon.png/25px-Fire_Damage_Icon.png)
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
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.
- 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 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.
External links[edit | edit source]
Heat metal on the Forgotten Realms Wiki