Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
STR Save
Damage/Effect
Combat (...)

Choose up to three creatures with a drawn weapon within range, they must make a Strength Saving Throw or find their weapon gaining a mind of its own and putting itself away. The creature may make a Strength (Athletics) Check versus your Spell Save DC in order to pull the weapon back out, but it will return to its sheathe at the end of the creature’s turn and causes any attacks made with the weapon to be at disadvantage. If the creature chooses they may draw a different weapon that has not been enchanted by this spell.


At higher levels: For each spell slot above the third you may target an additional three creatures.

* - (a small magnet)

Spell Tags: Debuff Utility Combat

Available For: Bard (Legacy) Wizard (Legacy)

DetectiveWizard

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