Level
Cantrip
Casting Time
1 Action
Range/Area
Touch
Components
S, M *
Duration
Instantaneous
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Control (...)

You touch one object or creature and manipulate the electric charges within them, causing one of a variety of different effects. An unwilling creature may make a Dexterity saving throw against your spell save DC. Upon touching the object or successfully hitting the creature, you may cause one of the following effects:

  • You can increase the static charge on the object or creature. The next time a creature touches the affected object within the next hour, it will be shocked and have to make a Constitution saving throw against your spell save DC to continue holding the object, and additionally if it fails its saving throw and is concentrating on a spell it loses concentration.
    • If the target is an unwilling creature which fails its saving throw, you can either cause the next creature to touch them to have the effects occur or immediately cause the effects; in the latter case, your target only makes the save against losing concentration.
  • You can add a positive or negative charge to a metal object touched, causing it to become magnetic. Uncharged metal objects will stick weakly to the charged object, but can be removed without difficulty. This effect lasts for 1 hour.
    • Two charged objects of different polarities will stick together strongly if brought into the same 5-foot cube - pulling them apart without dispelling the charge requires a Strength check against your spell save DC. Objects magnetized to each other cannot cause damage to a creature, even if the creature is caught between.
    • Two charged objects of the same polarity will repulse each other if they occupy the same 5-foot cube, and require a Strength check against your spell save DC to bring together.
    • If the target is a willing creature or an unwilling creature which fails its saving throw, you can apply this effect to them if they are wearing metal armor. Objects will still be attracted to or repelled by their armor as appropriate, possibly inhibiting movement, but two creatures will not be attracted to each other with each any significant force.
    • Dealing any fire damage to the affected objects (or the creature wearing / carrying them) dispels the charge.
  • You cause a harmless sensory effect, such as causing hair to stand on end, crackling sparks to erupt from your fingers, or create a sharp buzzing noise.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

* - (a bit of fur and a rod of amber, crystal, or glass)

Spell Tags: Control Utility

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy)

Hydrall

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