Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
CON Save
Damage/Effect
Cold

 Choose a metal object that you can see within range, such as a metal weapon or a suit of medium or heavy metal armor. You cause the object to become Icy-cold. Any creature in physical contact with the object must succeed on a CON Saving Throw or take (2d8)+SM Cold damage when you cast the spell. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on the 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. Until the spell ends, you can use a Bonus Action on each of your subsequent turns to cause the target to make the Save and take this damage again. Underwater, chill metal also causes ice to immediately form around the affected metal, making it more buoyant.

Chill metal counters and dispels a Heat Metal spell of equal or higher level. (And vice versa.) 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by (1d8) for each slot level above 2nd.

* - (a piece of iron and a piece of ice or crystal. )

Previous Versions

Name Date Modified Views Adds Version Actions
5/2/2026 3:00:58 PM
5
1
1.0
Coming Soon

Spell Tags: Damage Debuff Combat

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Druid Ranger Sorcerer Cleric (Legacy) - Nature Domain (Legacy) Fighter - Eldritch Knight Paladin - Oath of the Ancients Sorcerer - Aberrant Sorcery Warlock - Great Old One Patron Wizard - Evoker

Loremaster84

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