Level
Cantrip
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect

You begin channeling the natural energies of the planets core of magnetism to hinder those affected by its magnetic presence.

This spell may target a creature or an object that is not being worn or being carried. When cast targeting a creature, the target must make a constitution saving throw against the casters spell save DC. A willing creature may opt to fail instead of making the saving throw. On a succeed the spell fades and no effects are applied. On  a failed saving throw the target is surrounded by translucent rippling waves of energy emitting a strange magnetic aura in a 5ft radius sphere from the target. If a creature inside the aura's area of effect, other than the target of this spell, were to make a melee attack against any other target besides the target of this spell, must make a strength check against the caster's spell save DC. On a succeed the attack happens normally. On a fail the creature must make a new attack roll against the target of this spell, if the new attack hits it only deals half the damage it would normally. You must use your action each turn to maintain this spell up to its duration. Also, when the target of this spell fails it's Constitution saving throw you may, as a bonus action, expend a spell slot to add additional effects unto the spell as described below.

Spell slots Lvl 1 - 5:

Lvl 1: The aura now affects any physical, non magical range attack that would be made inside or that would travel thru the aura's area of effect. Same rules apply as normal, but the target of this spell may make a dexterity save against the range attack in an attempt to dodge the attack completely.

Lvl 2: the Aura's size increases to 15ft radius sphere.

Lvl 3:  The area inside the aura is considered as difficult terrain and a creature trying to leave the affected area must make a strength check against the caster's spell save dc or be prevented from leaving it. The disengage action may be used to override this effect. This does not apply to the use of any teleportation magic.

Lvl 4: The target of this spell Is now affected by his own aura and must follow the rules of the spell as described above as well as any spell slot bonus effects.

Lvl 5: You no longer have to use your action each turn to maintain this spell, but it still requires concentration.

You may expend any number of spell slots that you have access to when applying this bonus action to gain any or all their affects. Example ( as your bonus action you can spend a Lvl 1 spell slot along with a Lvl 3 and lvl 4 to give each of their effects to the spell)

Available For: Cleric (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Duck3y

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