Level
6th
Casting Time
1 Action
Range/Area
120 ft. (30 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
STR Save
Damage/Effect
Combat (...)

Altering the planet’s magnetic field in a localized space, you push metal objects and creatures away from, or pull them to the center of a magical energy field.

An undulating, transparent sphere with a radius of up to 30-feet appears originating from a point within range. When you cast this spell, choose attraction or opposition. Follow the rules for the chosen effect below.

Attraction.
Unattended metal objects in the area are immediately pulled toward the center of the sphere.

Creatures made of metal or wearing metal armor that move into the spell’s area for the first time on a turn or start their turn there must succeed on a Strength saving throw or be pulled 10 feet toward the center of the sphere. Flying creatures that fail their saving throw fall to the ground.

While within the sphere, each foot that a creature made of metal or wearing metal armor moves away from the center of the sphere costs 4 feet of movement.

Ranged attacks using weapons or ammunition with a metal element have disadvantage if they target a creature outside the sphere and pass through the sphere. If the attack targets a creature inside the sphere, it instead has advantage.

Melee attacks within the sphere using weapons with a metal element have disadvantage if the target of the attack is further from the center of the sphere than the attacker.

Attacks that deal lightning damage have advantage against targets inside the sphere and creatures inside the sphere have disadvantage on saving throws made to avoid lightning damage.

 

 Opposition.
Unattended metal objects in the area are immediately propelled away from the center of the sphere. At the start of your turn, any unattended metal objects inside the sphere are pushed to the outside of it.

Creatures made of metal or wearing metal armor that move into the spell’s area for the first time on a turn or start their turn there, must succeed on a Strength saving throw or be pushed 10 feet away from the center of the sphere.

While within the sphere, each foot that a creature made of metal or wearing metal armor moves toward the center of the sphere costs 4 feet of movement.

Ranged attacks using weapons or ammunition with a metal element have disadvantage if they pass through the sphere.

Melee attacks within the sphere made using weapons with a metal element have disadvantage if the target of the attack is closer to the center of the sphere than the attacker.

Attacks that deal lightning damage have disadvantage against targets inside the sphere and creatures inside the sphere have advantage on saving throws made to avoid lightning damage.

The area inside the sphere alters the linear trajectory of effects that deal lightning damage (such as lightning bolt) causing the area of effect to change. When a linear effect that causes lightning damage enters the area of the sphere, treat the remainder of the line as if it originated from the square that it entered the sphere but it now travels at a 45 degree angle away from the sphere (the DM chooses the direction)

 

* - (A magnet)

Spell Tags: Control Movement Combat

Available For: Druid (Legacy) Wizard (Legacy)

Drumitch

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