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Heat Metal: Difference between revisions
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Heat Metal is a 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.
(This one was complicated... tried to simply the effects as much as I can so that the page is not cluttered with various conditions applied to the target vs. the item vs the caster. AYAYA.) |
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==Description== | ==Description== | ||
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]]. | 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]]. | ||
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. | 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. | ||
==Properties== | ==Properties== | ||
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*Metal weapons are dropped if the target fails their initial [[Saving Throw]]. | *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]]. | *If the target is touching the heated metal item, they receive [[Disadvantage]] on [[Attack Rolls]] and [[Ability Check|Ability Checks]]. | ||
*Each subsequent turn, 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 | *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). | ||
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Revision as of 23:55, 26 January 2023
Spell > List Of Spells > 2nd Level Spells > Heat Metal
Heat Metal is a 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.
Description
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 2d8Fire damage and force the creature to let go or receive Disadvantage.
Properties
File:Actions Icons.png Action + File:Spell Icon.png Level 2 Spell Slot
Available to level 3 Bard and Druid.
- Target:
- Damage: 2d8 (2~16) Fire
- Range:
18m / 60ft
- Concentration:
Required
- Saving Throw:
Constitution
(if the spell targets a weapon)
Heat Metal |
Duration: 10 turns
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