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. 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 cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature 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 your next turn.
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 flame)
This spell is not showing up in my spell choices when managing spells on my character sheet. I searched the IMMENSE forum here and found no help. Any clues? The character is a seventh level wizard school of Transmutation.
It is one of the few spells not available to wizards, only Bards, Druids, Artificers and Forge Domain Clerics. if your DM is homebrewing to allow you to take it D&Dbeyond isnt actually set up to allow you to add it...
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If the ring(s) are made of metal, sure.
https://youtu.be/kMqE-xerANk
On the surface, the Resistance to Flame should have halved the damage and that wouldn't be enough to prevent any damage from being done. That being said there are a number of ways the spell could be prevented (Dispel Magic as a reaction for example) or a secondary effect which provided damage reduction which was greater than the half of the damage that was left over.
My money is on a DM mistake; I don't know about you but I've been playing D&D since the White Box set and I've got all the different rules floating around in my head. In the heat of battle, I've remembered an older rule only to have one of my players remind me that it changed in 5e.
You would not be able to cast Heat Metal on a warforged. A warforged is a creature, not an object.
If you use heat metal on an Iron Golem the Golem would instead heal from the fire damage would the Golem still have disadvantage on attacks and ability checks because he's not taking damage
You need to see the item and be with in 6o ft to re use the damage as a bonus? Even if you consintrate leaving the aoe would stop it right.if you out of 60ft and gain obscurrment mist foliage ect. Shouldnt it stop the effect like in higher spells.
I'm guessing it would be better to cast it on my bad news bullets after I fire. Even if I'm out of range for the spell because it would probably cause a higher chance of my Bad News (EXANDRIA) to backfire and break. Unless (since I'm an artificer) just make my Bad News auto cast Heat Metal on the bullet once it fires.
In my opinion, the spell is poorly balanced. I have changed the CON save to half the damage as per every other spell of this level and the target only takes disadvantage on a failed save.
I have such a high con that I am resistant to melting metal covering my hand and can use an actively melting sword without penalty!
So I see in the comments about the high amount of damage it can do, but it only lasts 1 minute, which is 1 round of combat right? So assuming you use a bonus action on the following turn that was somehow within 1 minute, won't you have to recast the spell again?
I’m personally wondering if this spell (Heat Metal) is gifted as part of a Feat? Or do I have to Homebrew a Feat that has it and a first level spell of transmutation or another school of magic?
That is the DC of the constitution saving throw to keep hold of the object?
The spell is active on the target object until the end of the 1 minute duration, you lose concentration, or the spell is dispelled. No recast is required on the following turns.
Also, Heat Metal does not end if you don't use your bonus action on a turn to cause the 2d8 fire damage. There might be situations where you have to use your bonus action to do something else, such as cast Misty Step.
The DC of the Constitution saving throw is the caster's spellcasting DC.
Heat Metal is a very good spell, but it is not poorly balanced. It costs three valuable resources to cast and maintain: 2nd level (or higher) spell slot, concentration, and bonus action
Also, combat rarely last more than 4 or 5 rounds. In actual gameply, the overall damage output of the spell is not as high as people think.
I would have said that for such a large thing, they would need to cast it at a much higher level but with a lower level of damage. The tower would require a 9th-level spell slot but only at level two damage and add a concentration element to maintain the spell as well as forfeit all other action while the spell is in place.
It is niche, but I just love the flavor of a mid-level sorcerer with a 3 level bard dip subtle spelling this. Got a negotiation that isn't going your way with an armor clad opposition leader? One of your friends stuck in a gladiator type duel against an armor clad enemy?
Even the normal method of using it... Just brutal.