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Magnetism

You magnetically charge two targets, which can be metal objects or creatures wearing metal armour or made of metal, that you can see within range. Until the end of your next turn, the first time the targets exist within 30 feet of each other, each target must make a Strength saving throw. A creature has Disadvantage on this saving throw if it is not holding onto an object anchored to a surface. Objects that weigh equal to or less than thirty times your spellcasting ability score in pounds automatically fail this saving throw; objects that weigh more automatically succeed.

On a failure, a target immediately flies 30 feet in a straight line towards the other target and its Speed is reduced to 0 feet until the end of your next turn. Until the end of your next turn, the two targets can only be separated if a creature within reach of a target uses its action to make a Strength (Athletics) check against your spell save DC and succeeds, at which point the spell ends. If both targets fail the saving throw, each takes 2d8 Bludgeoning damage when they collide.

Using a Higher-Level Spell Slot. The range, proximity, and distance flown all increase by 10 feet and the damage increases by 1d8 for each spell slot level above 1.

Zaman's Guide to the End of Time

V, S, M

Material Components

a piece of meteorite

Related Discipline
Artificer, Bard, Sorcerer, Tamer, Warlock, Wizard
Related School
Transmutation
Effect Duration
1 Round
Effect Casting Time
Bonus Action
Range
30 feet
Level
Level 1

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