Causes metal to become scalding hot

Original D&D Edit

The spell first appeared in Supplement 3: Eldritch Wizardry, for the druid.

  • Spell Level 2
  • Range: 3"

Causes some ferrous metal objects to slowly heat up. The caster can target up to 200 gp in weight per caster level. The metal first becomes warm, then hot, and then searing, beginning to do damage on the third turn. On the third turn, it will deal 1d2 points of damage and blister the part of the body holding the object, making it unusable for 1 day (if the head is targeted, it deals 1 point of damage and the person becomes dizzy). On the fourth turn, it continues to scald, dealing an additional 1d2+1 points of damage and severely burning the limb, making it unusable for 1d3 weeks (if the head is targeted, it deals an additional 2 points of damage and the creature becomes unconscious for 2d4 turns.


Heat Metal Edit

Debuted in the Player's Handbook as a druid spell.

Level: 2 School: Alteration
Components: V, S, M (mistletoe)
Range: 4" Casting Time: 4 segments
Duration: 7 rounds Saving Throw: None
Targets: The metal on one medium-sized creature (up to 500 gp in weight) per level

Gradually heats the targets until they become scalding hot. The effect of the spell varies with the round over the duration as follows, and searing metal against hands, feat, the head, or the body creates severe burns that render the appendage disabled. Searing heat will also catch wood, leather, cloth, or fur on fire, causing further burning damage.

Round 1 2 3 4 5 6 7
Temperature Very Warm Hot Searing Searing Searing Hot Very Warm
Damage None 1d4 2d4 2d4 2d4 1d4 None
Catch Fire No No Yes Yes Yes No No
Disability None None

Hands or Feet: useless for 2d4 days /
Head: unconscious for 1d4 turns /
Body: can't wear equipment for 1d4 days

None None

Fire protection of some sort (potion, ring, or spell) will negate the effects of this spell, as will immersion in water or snow, or exposure to cold damage. The reverse of the spell can also cancel it.

DM's Advice: Elfin chain is not affected by this spell. Magic iron armor is allowed a saving throw to negate the spell.


The reverse form chills metal to freezing.

Round 1 2 3 4 5 6 7
Temperature Cold Icy Freezing Freezing Freezing Icy Cold
Damage None 1d2 1d4 1d4 1d4 1d2 None
Disability None None Amputation of fingers, toes, nose, or ears None None

This form of the spell can be countered by fire damage, proximity to a blazing fire, magical cold resistance, or a heat metal spell.

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