Magnetic Field (5e Spell)
6th-level Transmutation | |
Casting time: | 1 action |
---|---|
Range: | Self |
Components: | V, S, M (a small magnet, or a pinch of iron filings) |
Duration: | Concentration, up to 1 minute |
For the duration, you can manipulate nearby magnetic fields to create a variety of powerful effects.
You use magnetic force to steer blades and arrows past you, giving you +2 AC against metal weapons. Additionally you can attempt to catch a metal projectile with magnetism: you can use your reaction to deflect or catch the missile when you are hit by a ranged metal weapon attack. When you do so, the damage you take from the attack is reduced by 2 d10 + your spellcasting ability modifier. If you reduce the damage to 0, you can catch the missile in a magnetic field. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and you add your spellcasting ability modifier to the attack and damage rolls for the attack.
When you cast the spell and as your action on each turn until the spell ends, you can produce one of the following effects:
Attract. Unattended metal objects in a 30-foot sphere—including weapons, armor, and anything made primarily out of metal—are pulled violently toward you, stopping just short of your space and falling harmlessly to the ground. Loose objects weighing more than 500 pounds are not affected.
A creature in the area wearing metal armor, wielding a metal weapon, or holding a metal object must succeed on a Strength save or be dragged 5 feet closer to you in a straight line. A creature can drop a metal object it's holding as a free action to avoid the effect if it's not wearing metal armor. Creatures that fail their saves by 5 or more are pulled an additional 5 feet closer for every increment of 5 by which they failed their saves. Moving away from you counts as difficult terrain.
Repel. This functions identically to the attract effect, except creatures and objects are pushed away from you in a 30-foot sphere. You can instead choose to focus your magnetic power into a 60-foot line; in this case the magnetic field is much stronger, and affected creatures and objects up to 1000 pounds move away from you at 30 feet per round. Creatures must succeed on a Strength check against your spell save DC to move towards you along the line, and doing so counts as difficult terrain.
Disarm. You can focus your magnetic power down to affect a single metal object, disarming a creature within 30 feet. Make a spellcasting ability check against a creature’s Strength check; if you succeed, the opponent’s weapon or an item of equipment not secured to their person is pulled from their grasp. If you have a free hand, the item is pulled into your grasp.
Back to Main Page → 5e Homebrew → Spells → Wizard
Back to Main Page → 5e Homebrew → Spells → Sorcerer
Back to Main Page → 5e Homebrew → Spells → Warlock