Heat Metal
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack Rolls and Ability Checks.
- Level
- 2
- School
- Transmutation
- Casting Time
- Action
- Range
- 18 m
- Components
- Verbal · Somatic
- Damage Type
- Fire
- Saving Throw
- Constitution
- Property
- Concentration
Additional rule: 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 deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.
At a Higher Spell Slot
Deals an additional 1d8 Fire damage per level.