Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to ionize, and begins to spark, resulting in any creature touching the object to have their hair or fur to stand out from their body and away from other hairs. Any creature in physical contact with the object takes 2d6 lightning damage when you cast the spell. Additionally their movement speed is reduced by one third when there is another manufactured metal object within 15 ft radius, and reduced to 0 when they come within 5 ft of another manufactured metal object. Any creature wearing or holding metal within 5 ft of the magnetized object, or within 5ft of another creature that meets those requirements (referred to hereafter as the circuit), takes 1d4 lightning damage. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw in order to doff or drop the object. The object becomes magnetized, attracting any other metal objects, including those held or worn, within a 15 ft radius. A strength saving throw is required in order to maintain distance or move away from the magnetized object for anyone holding or wearing metal within the radius, and movement speed is halved for that movement. A failed saving throw costs all movement speed and pulls the wearer 5 ft toward the magnetized object. An immovable object, or one that is at least two sizes bigger than the magnetized object, instead pulls the magnetized object towards itself 5 ft. Any flying individuals wearing or carrying manufactured metal objects within the spherical radius automatically fail their strength saving throw to maintain distance, or move away, and potentially take additional falling damage according to normal D&D rules. Movement toward the object has no hinderance.
Every time a worn, held or immovable manufactured metal object comes within 5 ft of the magnetized object, this triggers an additional 1d4 lightning damage to every creature within the circuit. An individual breaking the circuit by successfully moving away from the circuit is not hit by subsequent lightning damage unless they return to within 5 ft of the circuit, and their movement away from the circuit also breaks the chain of lightning damage to any other individuals who were only connected to the circuit through them and their position.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, damage to the primary object holder increases by 1d6 for each slot level above 3rd. (4th level 3d6 lightning damage to the primary object holder. 5th level 4d6 lightning damage to the primary object holder. 6th level 5d6 lightning damage to the primary object holder. 7th level 6d6 lightning damage to the primary object holder. 8th level 7d6 lightning damage to the primary object holder. 9th level 8d6 lightning damage to the primary object holder.)
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the spell's area of effect by 5 ft for every 2 additional spell slots above 3rd. (5th level 20 ft radius. 7th level, 25 ft radius. 9th level, 30 ft radius.)
* - (a piece of copper and a wool cloth)Previous Versions
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