Heat Metal is a handy spell, but why even bother going to all the trouble of transmutation when Illusion will work just fine? 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. The wearer or wielder must make a WIS saving throw, against your spell DC. On a failure, the target believes they are under the effects of the Heat Metal spell - if they are able to drop the item, they must make a CON saving throw against your Spell DC or do so. If they cannot or will not drop the item, they have disadvantage on attack rolls and ability checks until your next turn, or until you lose your concentration; whichever comes last.
* - (A cassette with a sick beat)
Level
1st
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration
10 Minutes
School
Illusion
Attack/Save
WIS Save
Damage/Effect
Compulsion (...)
Comments