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Heat Metal: Difference between revisions
Highlander7 (talk | contribs) (Updates on observations in Notes.) |
(Removed empty attribute fields. The check for reapplication of Heat Metal is HeatMetalReapplyCheck(Ability.Constitution, SourceSpellDC()). There is nothing to suggest that the spell save is any different from normal. Cleaned up note about fire resistance/immunity.) |
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| level = 2 | | level = 2 | ||
| school = Transmutation | | school = Transmutation | ||
| classes = Bard, Druid | | classes = Bard, Druid | ||
| class learns at level 3 = Bard, Druid | | class learns at level 3 = Bard, Druid | ||
| 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. | | 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]]. | | 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]]. | ||
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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. | 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 | | cost = action, spell2 | ||
| damage = 2d8 | | damage = 2d8 | ||
| damage type = Fire | | damage type = Fire | ||
| concentration = yes | | concentration = yes | ||
| save = CON | | save = CON | ||
| range = ranged | | range = ranged | ||
| condition = Heat Metal | | condition = Heat Metal | ||
| condition duration = 10 | | condition duration = 10 | ||
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| condition2 = Heat Metal: Reapply Damage | | condition2 = Heat Metal: Reapply Damage | ||
| condition2 duration = 9 | | condition2 duration = 9 | ||
| 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. | | 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 | | notes = * The bonus action cast provided by the {{cond|Heat Metal}} condition receives the same upcasting damage bonus as the main cast. | ||
* Having resistance/immunity to fire does not prevent the weapon disarm effect. | |||
*Having | |||
| video = | | video = | ||
}} | }} |
Latest revision as of 02:16, 15 January 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.
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.
- Having resistance/immunity to fire does not prevent the weapon disarm effect.
External Links[edit | edit source]
- Heat metal on the Forgotten Realms Wiki