You create an orb of powerful, pulsing magnetic energy originating from a place you can see within 60ft., forcing each creature within 30ft of the orb that is carrying or wielding a metal object to make a Strength saving throw. On a failed save, the object is pulled from their hands and sticks magnetically to the orb. The orb automatically attracts any metallic objects within its range that aren't being worn or carried.
Magnetized objects can be pulled free with a DC 14 Strength (Athletics) check.
As a bonus action, you can cause the orb to pulse again, or cause it to reverse polarity, sending each object magnetized to it flying toward a target of your choice within 30ft of the orb. For each object aimed at them, the target must make Dexterity saving throw, taking 2d8 slashing damage on a failed save, and half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4nd level or higher, the damage increases by 1d8 for each slot level above 3rd.
* - (A lump of cobalt)Previous Versions
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