Chapter 10 · Magic
Heat Metal
Elemental (fire or metal) 2nd-level
- Level
- 2
- Casting Time
- 1 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 piece of medium or heavy metal armor, that you can see within range of the spell. 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 deal this damage again.
If a creature is holding or wearing the object and takes damage from it, it 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 its next turn.
At Higher Levels. When you cast this spell using Mana points equal to a 3rd-level spell or higher, the damage increases by 1d8 for each level above 2nd. When cast as a 5th-level spell or higher, the fire damage becomes incinerating.
