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.
Heat Metal appears in System Reference Document 5.1. Text from the SRD 5.1 by Wizards of the Coast, CC BY 4.0.
Damage 2nd · Transmutation
Heat Metal
Cast
1 action
Range
60 ft
Duration
1 min
Save
CON
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.
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.
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Damage 2nd · Transmutation
Heat Metal
Cast
1 action
Range
60 ft
Duration
1 min
Save
CON
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.
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.
# Heat Metal
*2nd-level Transmutation*
- **Casting time:** 1 act
- **Range:** 60 ft
- **Components:** V, S, M (A piece of iron and a flame.)
- **Duration:** 1 min (concentration)
- **Role:** Damage
- **Source:** System Reference Document 5.1
## Card summary
**Target.** One manufactured metal object you can see within 60 ft. Touching creatures take damage
**Save.** CON to keep holding or wearing the object. On a fail, it is dropped if able, else disadvantage
**Effect.** Bonus action each turn to repeat the 2d8 fire damage. Concentration, 1 min
**Upcast.** Damage increases by 1d8 for each slot level above 2nd
## Description
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.