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Magnetic Shard in Dungeons & Dragons 5e

Heliana's Guide to Monster Hunting

Magnetic Shard

3-level Evocation

Casting Time: Action
Range/Area: 90 Feet
Components: Verbal, Somatic, Material
Materials: A piece of magnetic material
Duration: Instantaneous

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 centred 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 armour 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.

Available for: Druid, Sorcerer, Warlock, Wizard

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