You could rule that the spell only effects one piece of metal at a time.
And then rule it takes far less time to take off just that one piece of armor. How fast can you take off your helmet? Or cut the straps holding your breast plate on.
I do believe that the creators of the spell intended that it would be cast on the weapon in hand, thus forcing the holder to drop it. Like you see in the movies all the time. So if it doesn't effect the whole suit of armor but just one part of it.......
I would also not let the spell effects stack from multiple castings by different casters. Unless they cast it on different parts of the armor.
Many simple home brew rule could make the spell quite manageable and not the killing machine it has turned into. Give it a range or line of sight or really anything like that.Odd how 5e left it the way it is.
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.
Only one Heat Metal will affect a target at a time.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
I would rule that to cut off a breast plate it would only take two or three actions. Cut the shoulder strap and then cut the waist strap. Then off it comes.
The spell Mending could put everything back together later.
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.
Only one Heat Metal will affect a target at a time.
But you can target a shield, a suit of armor, a ring, an amulet, a weapon, (maybe a helmet, probably a DM ruling), etc. So you could easily have 4 instances of Heat Metal affecting one creature that is wielding a shield, holding a sword, wearing a ring/amulet, and wearing armor with any metal in it. They could undo two of those on the next turn (free action to drop the sword, action to doff the shield or remove the ring/amulet), but they would still take the initial damage. And now you have disarmed them and potentially removed a powerful buff.
That is not exactly a realistic game situation. Four PCs are going to have Heat Metal and all cast it at the same target when they could be doing something else? The same with regard to creatures attacking the party?
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Seems like a lot of work for a build unless you are in a campaign where most adversaries are armored. My stars druid carried the spell around a while without facing armored adversaries and then dropped it. Probably could have used it last week vs dwarves but I did fine with Summon Draconic Spirit and guiding bolt.
I was in the same boat with my Land Druid. Had the spell prepared for several levels and used it once. Dropped it eventually.
And what of fire resistant/immune objects? Do I take half or no fire damage at all?
The object would take half or no damage... except it doesn't take damage in the first place. The creature touching the object is only protected if the object grants the creature resistance.
And what of fire resistant/immune objects? Do I take half or no fire damage at all?
The object would take half or no damage... except it doesn't take damage in the first place. The creature touching the object is only protected if the object grants the creature resistance.
So for resistance 1d8( personal fav is 2d4 ) for fire resistant armor, and nothing with Efreeti Chain?
What if the metal object that HM effects is magical?
Back in the day did such objects not make a save?
Rules that were "back in the day" stopped being applicable once it was no longer back in the day.
Question remains: What if the object of Heat Metal is Magical?
Spell been part of D&D for a while, somehow got lost during 4e, and came back missing a piece.
Only 5th Edition rules matter in 5th Edition. That 5E's version of Heat Metal works differently from previous editions' versions is on purpose, not some sort of oversight.
What if I have fire resistant/ immune armor, what then?
The armor doesn't take damage in the first place. If you have fire immunity or resistance, then you're protected as normal.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
What if the metal object that HM effects is magical?
Back in the day did such objects not make a save?
Rules that were "back in the day" stopped being applicable once it was no longer back in the day.
Question remains: What if the object of Heat Metal is Magical?
Spell been part of D&D for a while, somehow got lost during 4e, and came back missing a piece.
Only 5th Edition rules matter in 5th Edition. That 5E's version of Heat Metal works differently from previous editions' versions is on purpose, not some sort of oversight.
What if I have fire resistant/ immune armor, what then?
The armor doesn't take damage in the first place. If you have fire immunity or resistance, then you're protected as normal.
As a DM I have the power to rule as I wish, but as a DM I’m also curious as to why that chunk of the spell from as far back as the 1E days, got dropped?
As a player, it’s my job to pick bull-shit apart. Heat Metal is a useful spell, but not as effective as some might think.
As a DM I have the power to rule as I wish, but as a DM I’m also curious as to why that chunk of the spell from as far back as the 1E days, got dropped?
Because they decided to drop it? I mean, from AD&D to 3.5 the spell was '0, 1d4, 2d4, 2d4, 2d4, 1d4, 0', which is a much bigger difference than how it interacts with magic armor.
As a DM I have the power to rule as I wish, but as a DM I’m also curious as to why that chunk of the spell from as far back as the 1E days, got dropped?
Because they decided to drop it? I mean, from AD&D to 3.5 the spell was '0, 1d4, 2d4, 2d4, 2d4, 1d4, 0', which is a much bigger difference than how it interacts with magic armor.
Five E in general has a clear shift away from hyper-specialized spells. Spells that were highly specialized, for example Banishment or Disrupt Undead, were either changed to be more generally useful or were dropped entirely. Heat Metal falls into the former category.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Five E in general has a clear shift away from hyper-specialized spells. Spells that were highly specialized, for example Banishment or Disrupt Undead, were either changed to be more generally useful or were dropped entirely. Heat Metal falls into the former category.
While I'd agree with that statement in general, I'd disagree in the specific case of heat metal; the 5e version is useful against the same class of targets, it's just straight up more powerful (the item save for magic items was not a big deal, it tended to be overridden by the character's saving throw and even when it wasn't, by the time magical armor was much of a concern heat metal wasn't a viable spell).
That sounds very un-fun.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
didnt know
You could rule that the spell only effects one piece of metal at a time.
And then rule it takes far less time to take off just that one piece of armor. How fast can you take off your helmet? Or cut the straps holding your breast plate on.
I do believe that the creators of the spell intended that it would be cast on the weapon in hand, thus forcing the holder to drop it. Like you see in the movies all the time. So if it doesn't effect the whole suit of armor but just one part of it.......
I would also not let the spell effects stack from multiple castings by different casters. Unless they cast it on different parts of the armor.
Many simple home brew rule could make the spell quite manageable and not the killing machine it has turned into. Give it a range or line of sight or really anything like that.Odd how 5e left it the way it is.
Only one Heat Metal will affect a target at a time.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I would rule that to cut off a breast plate it would only take two or three actions. Cut the shoulder strap and then cut the waist strap. Then off it comes.
The spell Mending could put everything back together later.
What if the metal object that HM effects is magical?
Back in the day did such objects not make a save?
Rules that were "back in the day" stopped being applicable once it was no longer back in the day.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
That is not exactly a realistic game situation. Four PCs are going to have Heat Metal and all cast it at the same target when they could be doing something else? The same with regard to creatures attacking the party?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I was in the same boat with my Land Druid. Had the spell prepared for several levels and used it once. Dropped it eventually.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Question remains: What if the object of Heat Metal is Magical?
Spell been part of D&D for a while, somehow got lost during 4e, and came back missing a piece.
What if I have fire resistant/ immune armor, what then?
Unless it has a trait that explicitly makes it immune (such as a magic item special feature that says it isn't made of metal), it works normally.
And what of fire resistant/immune objects? Do I take half or no fire damage at all?
The object would take half or no damage... except it doesn't take damage in the first place. The creature touching the object is only protected if the object grants the creature resistance.
So for resistance 1d8( personal fav is 2d4 ) for fire resistant armor, and nothing with Efreeti Chain?
Siri unpack the Efreeti Chain Armor.
Only 5th Edition rules matter in 5th Edition. That 5E's version of Heat Metal works differently from previous editions' versions is on purpose, not some sort of oversight.
The armor doesn't take damage in the first place. If you have fire immunity or resistance, then you're protected as normal.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
If you're immune to fire damage... you're immune to fire damage, whether it's from a fireball or heat metal.
As a DM I have the power to rule as I wish, but as a DM I’m also curious as to why that chunk of the spell from as far back as the 1E days, got dropped?
As a player, it’s my job to pick bull-shit apart. Heat Metal is a useful spell, but not as effective as some might think.
Because they decided to drop it? I mean, from AD&D to 3.5 the spell was '0, 1d4, 2d4, 2d4, 2d4, 1d4, 0', which is a much bigger difference than how it interacts with magic armor.
Five E in general has a clear shift away from hyper-specialized spells. Spells that were highly specialized, for example Banishment or Disrupt Undead, were either changed to be more generally useful or were dropped entirely. Heat Metal falls into the former category.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
While I'd agree with that statement in general, I'd disagree in the specific case of heat metal; the 5e version is useful against the same class of targets, it's just straight up more powerful (the item save for magic items was not a big deal, it tended to be overridden by the character's saving throw and even when it wasn't, by the time magical armor was much of a concern heat metal wasn't a viable spell).