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[[Spell]] > [[Spell#List Of Spells|List Of Spells]] > [[Spell#2nd Level Spells|2nd Level Spells]] > Heat Metal
{{SpellPage
----'''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.  
| name = Heat Metal
[[File:Heat Metal Icon.png|thumb|{{AbilityInfobox
| image = Heat Metal.webp
| 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>
| ritual =
----
| classes = Bard, Druid
| Range = 18m / 60ft
| class learns at level 3 = Bard, Druid
| School = Transmutation
| class learns at level 2 =
| Concentration = Required
| races =
| Condition = [[Condition#Heat Metal|Heat Metal]]
| race learns at level 1 =
| Saving Throw = [[Constitution]]
| race learns at level 2 =
| Duration = 10 turns
| 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.  
| Class = [[Bard]], [[Druid]]
| 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.


==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]].  
| cost = action, spell2
| attack roll =
| damage = 2d8
| damage modifier =
| damage type = Fire
| damage save =
| damage save effect =
| damage per =
| extra damage =
| extra damage modifier =
| extra damage type =
| extra damage save =
| extra damage save effect =
| extra damage per =
| concentration = yes
| save = CON
| range = ranged
| range m =
| range ft =
| aoe =
| aoe m =
| aoe ft =
| condition = Heat Metal
| condition duration = 10
| condition save = Constitution
| condition dc = caster
| condition2= Heat Metal: Reapply Damage
| condition2 duration = 9
| area =
| area category =
| area shape =
| area range m =
| area range ft =
| area duration =
| area turn start damage =
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| area turn start damage save =
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| area condition =
| area condition 2 =
| area condition 3 =
| area condition 4 =
| 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.
| notes = *The bonus action cast provided by the {{cond|Heat Metal}} condition receives the same upcasting damage bonus as the main cast.
| video =
}}


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:Sources of Fire damage]]
*Target: a metal weapon or armor
*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 a [[Saving Throw]] again or drop the item (if it is a metal weapon).
|}

Latest revision as of 07:25, 15 August 2024

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
D8 Fire.png 2d8 (2~16) Damage TypesFire
Details
CON Save
 Range: 18 m / 60 ft
Concentration Concentration

At higher levels

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

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

Creature can reapply the damage dealt by the heated metal.

How to learn

Classes:

Notes

  • The bonus action cast provided by the Heat Metal Heat Metal condition receives the same upcasting damage bonus as the main cast.

External Links[edit | edit source]