Magicka Serella
Ghorus Toth's Magnetism
6-level
Transmutation
Casting Time 1 Action
Range 120 feet
Duration Concentration, up to 1 minute
Components V, S, M
Materials A small Lodestone
You fire a brilliant blue ray at a creature within
range or yourself. For the duration, you
manipulate magnetism to create powerful
effects. Choose one of the following:
Armor. You steer blades and arrows past you,
giving you a +2 bonus to your AC against metal
weapons. In addition, you can attempt to catch
a metal projectile with magnetism: you can use
your reaction to deflect or catch the missile
when you are hit by a ranged weapon attack by
a metal weapon, such as a dagger or crossbow
bolt. When you do so, the damage you take
from the attack is reduced by 2d10 + your
spellcasting ability modifier. If you reduce the
damage to 0, you can catch the missile in a
magnetic field. If you catch a missile in this
way, you can make a ranged attack with the
weapon or piece of ammunition you just
caught, as part of the same reaction. You make
this attack with proficiency, regardless of your
weapon proficiencies, and you add your
spellcasting ability modifier to the attack and
damage rolls for the attack, which has a normal
range of 20 feet and a long range of 60 feet.
Attract. Unattended metal objects in a 30-foot
sphere surrounding the target – including
weapons, armor, and anything made primarily
out of metal – are pulled violently toward the
target and strike it with great force, dealing 1d6
points for every object up to 5 pounds which
strikes the target. Objects weighing more than
5 pounds deal 1d6 points of damage for every
5-pound increment; for example, a metal
inkpot weighing 6 pounds deals 2d6 points of
damage, and a bucket weighing 12 pounds deals
3d6. In any case, the maximum is 10d6.
A creature in the area wearing metal armor,
wielding a metal weapon, or holding a metal
object must succeed on a Strength save or be
dragged 5 feet closer to you in a straight line. A
creature can drop a metal object it's holding as
a free action to avoid the effect if it's not
wearing metal armor. Creatures that fail their
saves by 5 or more are pulled an additional 5
feet closer for every increment of 5 by which
they failed their saves. Moving away from you
counts as difficult terrain.
Repel. This functions identically to the attract
effect, except creatures and objects are pushed
away from you in a 30-foot sphere.
Unwilling targets which make a successful
Constitution saving throw avoid the effect.
Class(es): Wizard