Magnetite Shard (TP)
Heliana's Guide to Monster Hunting - Part One p. 507 (Third Party)
- Level
- 3
- School
- Evocation
- Casting Time
- 1 action
- Range
- 90 feet (20-foot-radius sphere)
- Components
- V, S, M (a piece of magnetite)
- Duration
- Instantaneous
- Classes
- Druid, Sorcerer, Warlock, Wizard
Description
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.