Heat Metal: Reapply Damage
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Description
Cause a metal Weapon or Armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack rolls and Ability Checks. If the creature is only wearing metal armour, it always receives Disadvantage.
If the creature is still touching the metal, you can use a Bonus Action on subsequent turns to to deal another 2d8 damage and force the creature to let go or receive Disadvantage.Properties
- Cost
- Bonus Action
- Damage: 2~16
- Details
- CON Save (Spell save DC) (On Save: Target takes full damage, but suffers Disadvantage on attack rolls instead of being disarmed)
- Range: 18 m / 60 ft

2d8
At higher levels
Upcasting: Casting at a higher level deals an extra 1d8 damage for each spell slot level above 2nd when reapplying it.Condition: Heat Metal
Duration: 10 turns
Spell save DC Constitution saving throw
- Heats up a metal weapon or armour on a creature with no save (weapon is automatically prioritized).
- Metal weapons are dropped if the creature holding it fails their initial Saving throw.
- If the creature is touching the heated metal item, they receive Disadvantage on Attack rolls and Ability Checks.
- Each subsequent turn, if the creature is still touching the metal, the spellcaster can use to deal another 2d8Fire damage, forcing the creature to pass a Saving Throw again or drop the item (if it is a metal weapon).
How to learn
Other ways to learn:
- Granted the following turn after casting on a target so long as concentration is maintained.
Bugs
- Due to a khn scripting error, Heat Metal: Reapply can never cause an enemy to drop their weapon and will always apply Disadvantage.
External links edit
- Heat metal on the Forgotten Realms Wiki