School of Magnetism

by Aelthar

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School of Magnetism

Magnetokinesis

You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. In addition, if you use the hand to manipulate something metal, its range increases by 30 feet and the maximum weight it can carry increases by your Wizard level x 10.

In addition, you are able to feel the magnetic fields of the planet and always know which way is (magnetic) north.

Ferrous Momentum

When you adopt this arcane tradition at 2nd level, you can manipulate the velocity of moving metals. When you or a target you can see within 30 feet is hit by a metal weapon or projectile, you may use a reaction to manipulate the attack and reduce or increase (your choice) the damage by 1d6 + your Intelligence modifier.

You can use this reaction a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Electromagnetism

Beginning at 6th level, your mastery has extended to electrical fields and you may designate electric charges to creatures and objects as an action. Choose two creatures and/or objects that you can see within 30 feet of you. Each target gains either a positive or negative charge (your choice) until the start of your next turn. While charged, a creature has its movement speed reduced by 15.

  • Upon receiving a charge, creatures and objects with opposing charges must succeed on a Strength saving throw or take 2d6 force damage and be pulled 30 feet towards each other.
  • Upon receiving a charge, Creatures and objects with the same charge must succeed on a Strength saving throw or take 2d6 force damage and be be pushed 30 feet away from each other.

If the targets collide with anything they take an additional 1d6 force damage. A target takes half damage and is not moved on a successful save.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.

Metallurgy

At 10th level, you gain the ability to manipulate all types of metal. You learn the fabricate spell and you can cast it without expending a spell slot if you choose metal as the raw material once per long rest. If you cast it this way, the casting time also changes to an action.

In addition, you are always considered to be under the Levitate spell.

Lorentz Tear

Beginning at 14th level, you are able to rip and crush your foes with the planet's magnetic forces. As an action, choose a number targets up to your Intelligence modifier that you can see within 60 feet. Each target must make a Strength saving throw or become restrained by a combination of metal and magnetic forces. On a failed save, the target takes 4d10 force damage and is restrained for 1 minute. As an action, you can move any of the restrained targets up to 30 feet and crush them, each which must make a Strength saving throw. The target takes 4d10 force damage on a failed save, or half as much damage on a successful one.
To break out, a restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained.

Once you use this feature, you can't use it again until you finish a long rest.

Art Credit

Magneto by shoze


GMBinder Blackthorn by Blackthorn

 

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