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Heat Metal: Difference between revisions
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{{SpellPage | |||
| name = Heat Metal | |||
| image = Heat Metal.webp | |||
| | | level = 2 | ||
| school = Transmutation | |||
| ritual = | |||
| classes = Bard, Druid | |||
| class learns at level 3 = Bard, Druid | |||
| class learns at level 2 = | |||
| races = | |||
| race learns at level 1 = | |||
| race learns at level 2 = | |||
| 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. | |||
| 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 = | |||
| area turn start damage type = | |||
| area turn start damage save = | |||
| area turn start damage save effect = | |||
| area turn end damage = | |||
| area turn end damage type = | |||
| area turn end damage save = | |||
| area turn end damage save effect = | |||
| 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 = | |||
}} | |||
== External Links == | |||
== | * {{FRWiki|Heat metal|long}} | ||
[[Category:Sources of Fire damage]] | |||
Latest revision as of 07:25, 15 August 2024
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 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 and force the creature to let go or receive Disadvantage.
Properties
- Cost
- Action + Level 2 Spell Slot
- Damage
- 2d8 (2~16) Fire
- Details
- CON Save
- Range: 18 m / 60 ft
- Concentration
At higher levels
Upcast: Casting this spell at a higher level deals an extra 1d8Fire damage for each Spell Slot Level above 2nd.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 2d8Fire damage, forcing the creature to pass a Saving Throw again or drop the item (if it is a metal weapon). to deal another
Condition: Heat Metal: Reapply Damage
Duration: 9 turns
Creature can reapply the damage dealt by the heated metal.
How to learn
Notes
- The bonus action cast provided by the condition receives the same upcasting damage bonus as the main cast.
External Links[edit | edit source]
- Heat metal on the Forgotten Realms Wiki