As two actions, choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can touch or see within 18 meters. You cause the object to glow red-hot.
Any creature in physical contact with the object when you cast the spell must make a Fortitude saving throw.
On a failed save, it takes 3d10 fire damage and must drop the object if it can.
On a successful save, it takes half as much damage. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. If a creature is holding or wearing the object at the start of its turn or picks it up, it must repeat the saving throw.
You can increase the damage by 2d10 for each additional mana or psi expended.