Name | Magnetite Shard (HB) |
Level | 3 |
School | Evocation |
Time | 1 action |
Range | 90 feet (20-foot-radius sphere) |
Componenents | V, S, M (a piece of magnetite) |
Duration | Instantaneous |
Classes | School: Evocation, Druid, Sorcerer, Warlock, Wizard |
Text | You fling a supercooled piece of magnetite at a point you can see within range, where it detonates in an explosion of icy, metallic shards. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 4d6 cold damage and 3d6 piercing damage on a failure, or half as much damage on a success. Creatures made of a ferrous material or wearing ferrous armor have disadvantage on this saving throw.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd.
Source: Heliana's Guide to Monster Hunting p. 507 (Homebrew) |