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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

Created by

That.One.Guy.

Statblock Type

Spell

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