Difference between revisions of "Heat Metal (spell)"

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(Created page with "<noinclude>{{Navi|Spells}}</noinclude><tabs><tab name="Magic Points">{{SB |p=3 |level=2nd |school=transmutation |range=60 feet |concentration=yes |duration=1 minute |Choose a...")
 
m (Guy moved page Heat Metal to Heat Metal (spell))
 
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Latest revision as of 21:56, 17 May 2020

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3cuTCbz.png

3-point transmutation
Casting time:  1 action
Range:  60 feet
Components:  V, S
Duration:  Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
     If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
     At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
2nd-level transmutation
Casting time:  1 action
Range:  60 feet
Components:  V, S
Duration:  Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
     If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
     Upcast. You can upcast this spell by expending extra magic points when you cast it.  For every two extra points, the damage increases by 1d8.


The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]