Heat Metal

Level 2 Transmutation spell available to Bards and Druids. Pick a creature wearing or holding metal and cook it: 2d8 Fire damage with no save on the first cast, then a Bonus Action every turn to do it again. Fail the Constitution save and the target drops its weapon or fights at Disadvantage. It is one of the best single-target spells at this level.

Spell description: Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. 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.

Spell properties

  • Range: 18m (60ft)
  • Duration: 10 turns
  • Concentration spell
  • Save: CON save
  • Damage: 2d8 Fire
  • Conditions applied: Disadvantage on Attack Rolls and Ability Checks. Can be reapplied each turn as a Bonus Action.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Deals an extra 1d8 Fire damage for each spell slot level above the 2nd.

How to obtain Heat Metal

  • Bard, Druid at Class level 3

Source item: Scroll of Heat Metal

HEAT METAL

Level 2 Transmutation Spell

Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. 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.

Range: 18m (60ft) Save: CON save Duration: 10 turns

CONDITION: HEATED

Duration: 10 turns

Condition: Heated

  • Takes 2d8 Fire damage each time the caster re-heats the metal (Bonus Action).
  • On a failed Constitution save, the creature drops the held item or has Disadvantage on Attack Rolls and Ability Checks.

When to cast Heat Metal

The first hit does not get a save. That alone is unusual. Then every turn afterwards you re-heat it for a Bonus Action, another 2d8, and the target either drops what it is holding or takes Disadvantage on everything it does while it burns. Over ten turns that is a frankly rude amount of damage from one slot.

It targets whoever has the most metal on them, which is exactly who you want it on: the armoured knight, the greatsword brute, anything in plate. A heated enemy in full armour is disarmed, Disadvantaged, and burning, and it cannot take the armour off.

It is Concentration, it needs a metal target, and it does nothing to a wolf, an ooze, or a naked cultist. Read the enemy before you cast. Against the right target it wins the fight on its own.

Looking for more spells? Check out our full sortable and filterable list of all BG3 spells in the database.

Spell properties

Level
Level 2
School
Transmutation
Casting resource
Action + Spell Slot
Damage type
Fire
Range
18m (60 ft)
Duration
10 turns
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Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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