Iron hand is a common spell among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you’re protected by iron hand, you have resistance to fire damage until the start of your next turn.
A stream of ice-cold ale blasts from your outstretched hands toward a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and it must make a successful Constitution saving throw or be poisoned until the end of its next turn.
A targeted creature has disadvantage on the saving throw if it has drunk any alcohol within the last hour.
The damage increases when you reach higher levels: 2d8at 5th level, 3d8 at 11th level, and 4d8 at 17th level
you imbue the water used as a material component with the same properties as a magic potion you are holding. The slot level used determines how powerful a potion you can duplicate. You can only duplicate a potion created through physical means: alchemical process, fermentation, decoction, etc. You cannot, for example, duplicate a duplicated potion.
Among this book’s appendices, you will find a list of the most common alchemical potions.
When the spell ends, if the duplicated potion hasn’t been consumed, it evaporates.
commons requires 1st
Uncommon : 3rd
Rare require : 5th
very rare: 7th
legendary: 9th