Agitate Metal (5e Spell)
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3rd-level Truespeak | |
Casting time: | 1 action |
---|---|
Range: | Touch |
Components: | V |
Duration: | 3 Rounds |
You speak an Utterance that causes the metal you touch to glow with fiery rage.
All metal of your choice that you touch immediately heats up to a fiery red glow. Anyone holding or equipping the item may make a Dexterity save vs your remaining movement speed to prevent you from touching it. Each affected metal deals 1d8 fire damage on touch for 3 rounds or until cooled off.
At Higher Levels. + 1d8 fire damage and 1 additional round per level above 3rd. 4th or higher: Anyone damaged by this Utterance must make a DC 15 Constitution saving throw or drop the burning item. They have a disadvantage on their attacks if they do not drop it. 6th: Metal becomes so hot it begins to melt. The Constitution saving throw DC is now 20. Non-magical metal objects are liquefied in 3 turns. Liquid metal deals 3d10 damage per turn and will cool off in 3 turns.
When Spoken in Reverse:
You speak an Utterance that causes the metal you touch to chill to a deathly cold. All metal of your choice that you touch immediately freezes to a cold blue chill. Anyone holding or equipping the item may make a Dexterity save vs your remaining movement speed to prevent you from touching it. Each affected metal deals 1d6 cold damage on touch for 3 rounds or until warmed up. Anyone damaged by this Utterance must make a DC 15 Constitution saving throw or lose half their movement speed. They lose their bonus attack and cannot fly if they are equipping cold metal.
At Higher Levels. + 1d6 cold damage and metal stay cold for 1 additional round per level above 3rd. 5th or higher: Ice crystals greet your touch eagerly. You can reach metals from 5 feet further than normal and dexterity saves against you are made with a disadvantage. 6th: If you are wearing metal armor, it begins to grow radiant blue ice crystals on it. As long as they stay cold, you gain +2 AC and immunity to cold damage.
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