Heat Metal
- Level: 2
- School: Transmutation
- Class: Bard, Druid
- Casting Time: Action
- Range: 60 feet
- Components: V, S, M (a piece of iron and a flame)
- Duration: Concentration, up to 1 minute
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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range.
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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Tactical Usage
Heat Metal provides exceptional single-target control through sustained damage and forced disadvantage on heavily armored enemies. Target enemies wearing metal armor for devastating effectiveness - the spell forces Constitution saves each turn while imposing disadvantage on attacks and ability checks if they fail to drop their equipment.
The concentration duration allows sustained battlefield control against priority targets. Warriors in plate armor become significantly less effective when forced to choose between dropping their protection or suffering ongoing damage and disadvantage. Use this to neutralize heavily armored threats while allies focus on other enemies.
Resource management benefits from the spell's efficient 2nd-level slot cost and powerful control effects. The bonus action damage on subsequent turns provides excellent value, potentially delivering 10d8+ damage over the full duration while imposing consistent tactical penalties.
Spell Combinations
Heat Metal synergizes powerfully with effects that prevent equipment removal or movement. Combine with Web, Entangle, or Hold Person to trap enemies who cannot drop heated items. Suggestion can convince targets to keep wearing heated armor through magical compulsion.
Layer with fire damage enhancement effects. Elemental Adept feat prevents fire resistance from reducing damage, while Empowered Spell can improve damage rolls. Faerie Fire provides advantage on attacks against disadvantaged enemies.
For enhanced control, combine with spells that target the same Constitution save. Poison Spray, Stinking Cloud, or Cloudkill force multiple saves per turn, overwhelming enemy defenses. Slow can prevent enemies from removing heated items effectively.
Material Component Details
The iron piece and flame components connect Heat Metal to metalworking and forge magic. A simple iron nail or piece of scrap metal works for the iron component, while any flame source - candle, torch, or even a lit match - provides the fire element.
Different iron sources might affect the spell's manifestation. Cold iron could enhance effects against fey creatures, while meteoric iron might provide more dramatic visual effects. The flame component doesn't need to be large - even a small candle flame provides sufficient symbolic fire energy.
Neither component is consumed by the spell, making Heat Metal economical for repeated use. Store iron pieces and flame sources in accessible locations for quick component access during combat. Some casters use specialized component pouches with built-in flame sources.
Creator Notes
Heat Metal creates interesting tactical decisions for both players and DMs. The spell forces meaningful choices about equipment versus survivability, adding strategic depth to combat encounters. Design encounters that showcase these decisions without making them punitive.
When enemies use Heat Metal against players, provide opportunities for creative solutions. Water sources for cooling, Remove Curse for magical relief, or environmental factors that might help manage the heat create problem-solving opportunities.
The spell works best against enemies who rely heavily on metal equipment. Unarmored foes or creatures with natural armor gain little vulnerability, creating tactical considerations about target selection and encounter design.
Environmental Interactions
Heat Metal interacts meaningfully with temperature and environmental conditions. Cold environments might reduce the spell's psychological impact but don't affect mechanical damage. Hot environments could make the spell feel more oppressive and threatening.
Water sources provide narrative opportunities for heat relief, though they don't mechanically affect the spell. Ice, snow, or magical cold might provide temporary comfort but don't reduce damage or remove disadvantage effects.
Certain environments enhance the spell's dramatic impact. Forge rooms, volcanic areas, or fire-themed locations make Heat Metal feel particularly appropriate and threatening. The environmental context can enhance the spell's narrative significance.
Common Rulings & Clarifications
Target Selection: The spell targets manufactured metal objects, not creatures. Weapons, armor, jewelry, and tools qualify, but natural metal formations or magically created metal might not be valid targets.
Damage Timing: Initial damage occurs immediately upon casting, then bonus action damage can be applied each turn if the object remains within range. Missing a bonus action doesn't end the spell.
Object Dropping: Creatures must succeed on Constitution saves to avoid dropping heated objects. Success means they retain the item but suffer disadvantage on attacks and ability checks until their next turn.
Range Limitations: The 60-foot range applies to both initial casting and bonus action damage. If the object moves beyond range, no damage occurs that turn, but the spell doesn't end.
Alternative Applications
Heat Metal excels in utility scenarios beyond combat applications. Use it to heat cooking implements, forge tools, or provide warmth in cold environments. The controlled heating can be useful for metalworking or crafting applications.
For problem-solving, Heat Metal can weaken metal locks, bars, or restraints through thermal expansion. Heating hinges might make doors easier to force, while warming frozen mechanisms could restore functionality.
Social applications include intimidation through demonstration of power over metal objects. Heating weapons or armor as a threat can be more effective than outright aggression, providing negotiation leverage without causing immediate harm.
Related Spells
Object Targeting: Animate Objects controls metal items directly rather than heating them. Rust Metal attacks metal equipment through corrosion. Shatter can destroy metal objects through sonic damage.
Fire Magic: Burning Hands provides area fire damage. Fireball offers ranged fire damage. Fire Shield provides defensive fire effects with retaliatory damage.
Control Effects: Hold Person prevents dropping heated items. Suggestion can compel keeping heated equipment. Web restricts movement while heat damage continues.
Scaling Analysis
As a 2nd-level spell, Heat Metal provides excellent scaling value through higher-level casting. Each additional level adds 1d8 damage per activation, potentially reaching 7d8 per turn at 8th level - exceptional sustained damage for a low-level spell.
The spell's effectiveness scales with enemy equipment dependency. Early encounters against armored foes showcase maximum utility, while later encounters might require more selective targeting as enemies diversify their defensive strategies.
Resource efficiency improves with encounter duration and target selection. Long encounters maximize the sustained damage potential, while well-armored enemies provide optimal targets for the control effects.
Narrative Flavor
Heat Metal manifestation should emphasize the sudden intense heat and glowing metal effects. Describe the target object glowing red-hot, emanating heat waves, and becoming too hot to comfortably touch. The visual should be immediately obvious and threatening.
The ongoing effects should feel oppressive and painful. Describe the smell of heated metal, the visible distress of affected creatures, and the difficult decisions they face about keeping or dropping their equipment.
Different casting traditions might produce varying heat effects. Forge domain clerics could create forge-like heat with hammer strike sounds, while druids might manifest natural fire energy. The heating should reflect the caster's magical tradition and connection to fire or metalworking.