Mantle of the Melting Heart

5th Edition
You bathe yourself in a mantle of liquid metal, gilding your skin and armor with an oily sheen. When you cast this spell, choose two of the following options. As a Bonus Action, you can change one of the chosen abilities to a different one from the list:
  • Copper Core. You draw electricity toward you, then disperse it. You gain Resistance to Lightning damage. If an Electricity effect would target a creature within 30 feet of you, the source of the effect must succeed at a Spellcasting Check against your Spell save DC, or target only you with that effect.
  • Golden Flesh. Your body gains the chemical inertness of gold, barely reacting to substances that would otherwise greatly disturb your physiology. You become Immune to Poison, Disease, and the Poisoned condition, and you have Advantage on saving throws against any Poisons or Diseases currently affecting you.
  • Reactive Touch. Your touch reacts easily with other metals. Any metal that touches you or that you touch takes 2d6 Acid damage that bypasses Hardness.
  • Weighted Grasp. Your arms become long cables, your fists heavy as anchors. Your Unarmed Strikes gain change to the Flail weapon group. On a hit, they deal Bludgeoning damage equal to 1d4 plus your Strength modifier, plus an additional 1d6 Poison damage. When you hit a creature with an Unarmed Strike, you may use a Bonus Action to attempt to Grapple that creature or to Shove them Prone.

 
Pathfinder 2e
You bathe yourself in a mantle of liquid metal, gilding your skin and armor with an oily sheen. Upon Casting this Spell, pick two of the options below. As a single action, which has the concentrate trait, you can change one of your chosen abilities to a different option from the list. Copper Core You draw electricity toward you, then disperse it. You gain resistance 10 to electricity. All electricity effects within 30 feet of you must succeed at a counteract check against your spell DC or target you and only you. Golden Flesh Your body gains the chemical inertness of gold, barely reacting to substances that would otherwise greatly disturb your physiology. You become immune to poison and disease and gain a +2 circumstance bonus to your checks against any poison and disease effects currently affecting you. Reactive Touch Your touch reacts easily with other metals. Any metal that touches you or that you touch takes 2d6 acid damage that bypasses Hardness. Weighted Grasp Your arms become long cables, your fists heavy as anchors. You gain a cabled fist unarmed attack with the disarm, finesse, reach, and trip traits and that's in the flail group. Your cabled fist deals 1d4 bludgeoning damage plus an additional 1d6 poison damage and Grab.
 

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Spell Descriptors
Metal
2nd Edition
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3.5th Edition
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4th Edition

 
5th Edition
Level
Bard 5, Wizard 5
Casting Time
1 Action
Range
Self
Components
V, S
Duration
1 Minute

 
Pathfinder 2e
Tags
Concentrate, Manipulate, Metal, Morph
Traditions
Arcane, Primal
Cast
Duration
1 Minute