...should not be included on the Primal spell list.
It should also be nerfed. Heavily.
I agree that heat metal is in major need of a nerf but it shouldn't be removed from Primal spell list, just reworked that making the save reduces the damage and that the caster needs to remain within 60 foot of object or the spell dissipates.
I think it works fine in primal, primal ain't just beast mode magic but dealing with elemental forces, which unnerfed may make the spell a bit of a problem in a mine.
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Jander Sunstar is the thinking person's Drizzt, fight me.
Judging by the content of this thread and the name and profile picture of the OP, I’m going to take this as a joke. Heat metal is fine and works as a druid/ranger spell even if it isn’t “primal.”
But, yeah--as my profile pic and name indicate, I do favor heavily-armoured Fighters and Paladins, and hate it when the rules allow the spellcasters are able to take away our toys so easily when we can't take theirs away.
I do, however, still feel that Heat Metal is just a poor thematic fit for the Primal spell list. Historically, given the precedent set by folklore for "cold iron" being used to ward off fey, etc, I just don't feel like the spell should be something that a Druid, etc. should have access to. Metal is their bane, and they should not wield any power over it, IMO.
I don't think the spell should be totally removed from the game or anything, but I would like to see it have saving throws, a huge damage nerf, shorter duration, or something. It shouldn't be the instant "I Win!' button that it is for spellcasters vs. Martials.
Fey and Primal are very different things in D&D, Fey basically is to do with things from the Feywilds, Primal comes from nature and while stronger in the Feywilds, it is also present in Toril.
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...should not be included on the Primal spell list.
It should also be nerfed. Heavily.
I agree that heat metal is in major need of a nerf but it shouldn't be removed from Primal spell list, just reworked that making the save reduces the damage and that the caster needs to remain within 60 foot of object or the spell dissipates.
I think it works fine in primal, primal ain't just beast mode magic but dealing with elemental forces, which unnerfed may make the spell a bit of a problem in a mine.
Jander Sunstar is the thinking person's Drizzt, fight me.
Show us on the plate mail where the druid burned you.
*points at codpiece*
*hands aloe vera and a split bun*
Judging by the content of this thread and the name and profile picture of the OP, I’m going to take this as a joke. Heat metal is fine and works as a druid/ranger spell even if it isn’t “primal.”
I hope they give it a saving throw at the very least.
"Not all those who wander are lost"
It has a saving throw, but only to stop you dropping a weapon if it's cast on a weapon, does nothing to damage XD.
No, not a joke.
But, yeah--as my profile pic and name indicate, I do favor heavily-armoured Fighters and Paladins, and hate it when the rules allow the spellcasters are able to take away our toys so easily when we can't take theirs away.
I do, however, still feel that Heat Metal is just a poor thematic fit for the Primal spell list. Historically, given the precedent set by folklore for "cold iron" being used to ward off fey, etc, I just don't feel like the spell should be something that a Druid, etc. should have access to. Metal is their bane, and they should not wield any power over it, IMO.
I don't think the spell should be totally removed from the game or anything, but I would like to see it have saving throws, a huge damage nerf, shorter duration, or something. It shouldn't be the instant "I Win!' button that it is for spellcasters vs. Martials.
Fey and Primal are very different things in D&D, Fey basically is to do with things from the Feywilds, Primal comes from nature and while stronger in the Feywilds, it is also present in Toril.