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Magnetite Shard

You fling a supercooled piece of magnetite at a point you can see within range, where it detonates in an explosion of icy, metallic shards. Each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw, taking 4d6 cold damage and 3d6 piercing damage on a failure, or half as much damage on a success. Creatures made of a ferrous material or wearing ferrous armour have disadvantage on this saving throw.

Using a Higher-Level Spell Slot. The cold damage increases by 1d6 for each spell slot level above 3.

Heliana's Guide to Monster Hunting 511

V, S, M

Material Components

a piece of magnetite

Related Discipline
Artificer, Druid, Sorcerer, Warlock, Wizard
Related School
Evocation
Effect Duration
Instantaneous
Effect Casting Time
Action
Range
90 feet (20-foot-radius sphere)
Level
Level 3

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