Heat Metal

Vitality Cost


Casting Time

1 Action




30 Meters


1 Turn


Electric energy crackles over your skin, projecting powerful electromagnetic pulses. They condense on metal they touch, inducing powerful currents in its surface.
Choose a metal object, such as a metal weapon or metal armor, that you can see within range. You induce powerful currents in it that cause the object to glow red-hot. Any creature in physical contact with it takes 1d8 fire damage at the start of its turn. If a creature is holding or wearing the object and takes 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 and takes an additional 1d8 fire damage at the end of its turn.
If the object is a grenade or piece of ammunition, it instantly detonates and the spell ends. If it’s an unshielded electronic device, it is instantly destroyed. The spell doesn’t penetrate deep, which means that the ammunition inside a metal firearm cannot be targeted or affected but the weapon itself can be.
This spell is silent.
Upcast: You may spend an additional 3 Vitality to increase the damage dealt at the start and end of the target’s turn by 1d8 fire damage.
Silent. Most spells make a lot of noise when cast, or have flashy effects that reveal the caster’s presence to anyone nearby. A spell that is silent makes no noise when cast and so does not reveal the caster’s location to nearby creatures, but if a creature can see the caster it is still obvious that they are casting a spell.

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