Heat Metal: Difference between revisions
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''Level 2 Transmutation (Bard, Druid)''<br> | ''Level 2 Transmutation (Bard, Druid)''<br> | ||
[[Casting Time]]: {{Action}}<br> | [[Casting Time]]: {{Casting Time Action}}<br> | ||
[[Range]]: {{60 feet}}<br> | [[Range]]: {{Spell Range 60 feet}}<br> | ||
[[Components]]: V, S, M (a piece of iron and a flame)<br> | [[Components]]: {{V, S, M}} (a piece of iron and a flame)<br> | ||
[[Duration]]: {{Concentration, up to 1 minute}} | [[Duration]]: {{Spell 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 take a [[Bonus Action]] on each of your later turns to deal this damage again if the object is within range. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a [[Constitution]] [[Saving Throw|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. | 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 take a [[Bonus Action]] on each of your later turns to deal this damage again if the object is within range. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a [[Constitution]] [[Saving Throw|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. |
Latest revision as of 11:56, 30 April 2025
Level 2 Transmutation (Bard, Druid)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range. 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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.