Ferromancy
The Magic of Metal
Ferromancy
Ferromancy at its core is a school of magic that involves the manipulation of metal through arcane means. Practitioners of this art are capable of bending the weave to manipulate the very elements that create the metal at a molecular level, allowing them to craft intricate metal objects with ease. This is a challenging and demanding discipline that requires both an understanding of the fundamental principles of magic and a deep knowledge of metallurgy.
The people who practice Ferromancy are usually steadfast, strong, and reliable individuals who value precision and attention to detail above all else. They are meticulous in their work, and their dedication to the art of metalworking is evident in every piece they craft. Although they may seem reserved and stoic on the surface, Ferromancers are passionate about their craft and take great pride in their creations. They are known to be patient and deliberate, and they are not easily swayed from their chosen path.
Ferromancy spells
*Cantrips at the end
Metallic Bolt
1st-level Ferromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A piece of metal)
- Duration: Instananeous
You draw out a piece of metal and transform it into a spike before hurling it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 piercing damage and, if the target is wearing metal armor, carrying a metal shield, they have disadvantage on attack rolls until the end of their next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Ferroplate
1st-level Ferromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A small piece of metal)
- Duration: 1 hour
You create a set of medium armor made entirely of metal on your body for the duration of the spell. The armor has an AC of 15 + your Dexterity modifier (maximum 2). You are proficient with this armor even if you are not proficient with Medium armor.
While wearing the Ferroplate, you have disadvantage on Dexterity (Stealth) checks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the armor gains a +1 bonus to AC for every two slot levels above 1st up to a maximum of 17 + your Dexterity Modifier (maximum 2) at 5th level. Additionally, the spell's duration increases by 1 hour for every two slot levels above 1st.
Molten Blade
2nd-level Feromancy
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You channel your ferromantic energy into a melee weapon, causing it to heat up and become molten. Choose a nonmagical melee weapon you are holding or that isn't being worn or carried. The weapon becomes imbued with searing heat. On a hit with this weapon, it deals an additional 1d6 fire damage.
If a creature or flammable object is successfully hit by the molten blade, there is a chance it ignites. The target must make a Dexterity saving throw. On a failed save, it ignites and takes 1d6 fire damage at the start of each of its turns until it or another creature takes an action to extinguish the flames.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d6 for each slot level above 2nd.
Metal Manipulation
2nd-level Ferromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (A small magnet or lodestone)
- Duration: Concentration, up to 1 minute
You tap into your ferromantic powers, gaining the ability to manipulate and shape metal objects with precision. You can use this spell in two ways:
Metal Repair: As an action, you can touch a damaged metal object no larger than 5 feet in any dimension. The spell instantly repairs the object, restoring up to 20 hit points of damage. This magical repair closes breaks, fills in gaps, and restores the object to a functional state. This spell can repair damaged armor, weapons, or other metal items.
Metallic Influence: As an action, you can use your magnetic control to interact with metal objects within range. You can move one metal object weighing up to 20 pounds to a distance of up to 30 feet. This movement can be horizontal, vertical, or a combination of both. You can also manipulate metal objects to open or close, lock or unlock, or perform simple tasks that require physical contact.
Additionally, while concentrating on the spell, you gain a magnetic sense that allows you to detect the presence of hidden metal objects within 30 feet of you. This sense does not reveal the exact location or nature of the objects but gives you a general indication of their presence.
Magnetic Animation
3rd-level Ferromancy
- Casting Time: 1 Bonus Action
- Range: 60 feet
- Components: V, S,
- Duration: 1 minute
You infuse a shield with magnetic energy, causing it to float and provide defensive benefits. Choose a shield within range to become animated. The shield hovers near you for the duration, granting you a +2 bonus to your AC.
As a bonus action on each of your turns, you can mentally move the shield up to 30 feet to a space within range. If the shield ends its movement within 5 feet of a creature you choose, other than yourself, that creature gains the benefits of the shield's AC bonus (+2) until the start of your next turn. If the creature already has the effect of a shield equipped, they cannot gain this effect as well.
The shield remains animated for the duration or until you dismiss it as a bonus action.
Armag's Vault
3rd-level Ferromancy
- Casting Time: 1 action
- Range: 10 Feet
- Components: V, S, M (A small metal lock and an intricately crafted metal chest worth at least 300 gp)
- Duration: 8 Hours
You create a magical chest in an unoccupied space within range. The chest is made of metal and can hold up to 500 pounds of weight or 50 cubic feet of volume. The chest can be moved by pushing, pulling, or lifting it, and it levitates up to 3 feet off the ground.
As a bonus action on subsequent turns, you can open or close the chest. When the chest is closed, it becomes magically sealed, preventing anyone other than you from opening it. The chest cannot be picked or forced open by mundane means. You can choose to set a password or command word to allow others to open the chest.
Within a 10-foot radius of the chest, you can use a bonus action to retrieve or store an item from or into the chest. The chest magically expands and creates an opening to access its contents. Only you or creatures you designate can access the chest's contents. Any items placed inside the chest are protected from being stolen or tampered with, as long as the chest remains sealed.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the weight capacity and volume of the chest increase by 500 pounds and 50 cubic feet, respectively, for each slot level above 3rd.
Magnetic Storm
4th-level Ferromancy
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S, M (A carved piece of iron worth 25gp which the spell consumes)
- Duration: Concentration, up to 1 minute
You create a swirling vortex of magnetic energy and metal centered on yourself. The area within a 30-foot radius becomes filled with crackling energy and metal objects are drawn toward the center. When a creature you choose enters the radius for the first time or ends their turn in the radius, they must must make a Dexterity saving throw, taking 3d6 force damage and 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. This area is considered difficult terrain for anyone affected by this spell. Additionally, any creature carrying a metal object or wearing metal armor must succeed on a Strength saving throw or have that object pulled 10 feet closer to the center of the vortex.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Metallic Insight
4th-level Ferromancy
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: 1 hour
You attune your senses to the essence of metal, gaining profound insight into metallic objects and structures. For the duration, you have an intuitive understanding of the composition, craftsmanship, and any hidden properties or secrets of metal objects you encounter. You can discern the purity, alloy composition, and potential magical properties of metals.
Additionally, you gain temporary proficiency with tools related to working with metal, such as blacksmith's tools or jeweler's tools. When interacting with metal objects, structures, or artifacts, you have advantage on ability checks or saving throws related to repairing, dismantling, identifying magical properties, or uncovering hidden mechanisms or enchantments.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th.
Ferrous Defender
5th-level Ferromancy
- Casting Time: 1 Hour
- Range: 60 feet
- Components: V, S, M(A small metal Figurine of the defender worth 500gp)
- Duration: 8 Hours
You create a loyal Ferrous Defender within range. The Ferrous Defender is friendly to you and your allies and follows your verbal commands. In combat the Ferrous Defender shares your initiative count, but takes it's turn immediately after yours. The Defender uses the stat block given at the end of this PDF.
On your turn in combat you can use a bonus action to command the Ferrous Defender to take the Attack, Dash, Disengage, or Help action.
Ferrous Enchantment
5th-level Ferromancy (Ritual)
- Casting Time: 1 hour (Ritual)
- Range: Touch
- Components: V, S, M (a piece of metal worth at least 500 gp, consumed; determines the damage type)
- Duration: 24 Hours (Or until the item is removed from the target)
You touch a non-magical metal item and imbue it with powerful magical properties. The item becomes temporarily enchanted, gaining the following benefits:
The item's damage is increased by 2d6 of a specific damage type based on the metal used as the material component as shown in the table below.
The item gains a +1 bonus to attack and damage rolls.
The item is treated as magical for the purpose of overcoming resistances and immunities.
Once the duration ends or the item is removed from the target for more than 1 minute, the enchantment fades, and the item returns to its non-magical state.
At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, the bonus to attack and damage rolls increases to +2. When you cast it using a spell slot of 8th or 9th level, the bonus increases to +3.
| Metal | Damage Type |
|---|---|
| Iron | Slashing |
| Steel | Piercing |
| Copper | Bludgeoning |
| Silver | Radiant |
| Brass | Acid |
| Bronze | Thunder |
| Gold | Necrotic |
| Platinum | Force |
| Mithral | Lightning |
| Adamantine | Cold |
Iron Maiden
6th-level Ferromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A small iron lockbox)
- Duration: concentration, up to 1 minute.
You summon an iron maiden and attempt to trap a target of Large size or smaller inside it. The target must make a Dexterity saving throw. On a successful save, the target is unaffected, and the spell ends. On a failed save, the target is enclosed within the iron maiden, taking 2d12 piercing damage at the start of each of its turns. All magical effects on the target below 6th level are negated, and then the target is considered restrained, unable to move or take actions. The iron maiden is opaque, blocking line of sight and preventing the trapped creature from being targeted or seen from the outside.
The trapped creature can attempt to break free from the iron maiden at the end of its turn by making a Strength check against your spell save DC. On a success, the creature escapes the iron maiden, the spell ends, and any negated magical effects are restored. The iron maiden can also be destroyed by dealing damage to it. It has an AC of 18, 60 hit points, and is resistant to non-magical slashing, piercing, and bludgeoning damage.
If you hold concentration for the full duration, or if the target falls unconscious, the spikes retract, and the maiden becomes a prison for the target, no longer able to attempt to break out. The iron maiden becomes immune to all damage except force until dispelled from outside or dismissed by the caster. After this transformation, the caster of this spell can move the maiden up to 30 feet with a bonus action on subsequent turns.
Note: The iron maiden can only be transformed after the target is trapped inside and if the caster maintains concentration for the full duration or if the target falls unconscious.
Magnetic Carriage
6th-level Ferromancy
- Casting Time: 10 minutes
- Range: touch
- Components: V, S, M (A small magnet and a piece of ferrous metal)
- Duration: 8 hours
You touch a non-magical vehicle or construct made primarily of metal, transforming it into a magnificent Magnetic Carriage. The carriage hovers above the ground, propelled by magical forces, and is capable of flight.
The Magnetic Carriage has the following features:
Speed: The carriage's speed is 120ft, allowing it to cover long distances swiftly.
Defensive Shield: The carriage generates a magnetic energy shield that provides half cover (+2 bonus to AC and Dexterity saving throws) to all occupants against ranged attacks and magical projectiles.
Occupancy: The carriage can comfortably accommodate up to six Medium-sized creatures, including the caster. It can also carry additional cargo or equipment, up to a total weight capacity of 1,000 pounds.
Maneuverability: The Magnetic Carriage is agile and responsive, able to make sharp turns and maneuvers with ease.
Duration: The Magnetic Carriage remains in this form for 8 hours, requiring concentration to sustain the spell. If the caster loses concentration or dismisses the spell, the carriage returns to its original form.
While the Magnetic Carriage provides a swift and secure mode of transportation, it does not possess offensive capabilities. It is primarily designed for travel and defense rather than combat.
Magnetic Arsenal
7th-level Ferromancy
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M (A handful of iron filings)
- Duration: Concentration, up to 1 minute
You summon metallic particles from the surrounding environment, shaping them into a swirling cloud of shimmering weapons around you. As part of the casting, you choose the type of weapon the particles form: swords, spears, or hammers.
While the spell is active, the weapons orbit around you, granting you several benefits:
- The weapons are +2 magical weapons that can be used as melee or ranged weapons, depending on their type.
- You are proficient with the weapons created by this spell.
- You can use your spellcasting ability modifier instead of Strength or Dexterity for attack and damage rolls with the weapons.
Choose one of the following weapon types for the particles:
Swords: The swords provide exceptional speed and precision. You gain a +2 bonus to your AC as the swords swiftly parry incoming attacks. Each sword deals 1d8 slashing + 1d10 force damage on a hit.
Spears: The spears excel at ranged and melee combat. On your turn, as a bonus action, you can make a ranged spell attack with one of the floating spears. The attack has a range of 60 feet and deals 4d8 force damage on a hit. Additionally, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. Each spear can also be used as a melee weapon, dealing 1d8 piercing + 1d10 force damage on a hit.
Hammers: The hammers are powerful and devastating. As a reaction when you are targeted by a melee attack, you can use your magnetic hammers to make an opportunity attack against the attacker. This opportunity attack deals 3d8 force damage on a hit. Additionally, the target must succeed on a Strength saving throw or be knocked prone. Each hammer can also be used as a melee weapon, dealing 1d8 bludgeoning + 1d10 force damage on a hit.
Additionally, you can use a bonus action on subsequent turns to change the type of weapon the particles form.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the additional force damage increases by 1d8 for each slot level above 7th.
Ferrous Exosuit
7th-level Ferromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a small replica of the exosuit, intricately crafted and adorned with precious metals, worth at least 1,000 gold pieces)
- Duration: Concentration, up to 1 hour.
You summon a magnetic exosuit that envelops your body, augmenting your physical capabilities. For the duration of the spell, you gain the following benefits:
- Your Strength score increases by 6, to a maximum of 24, and your Dexterity score increases by 6, to a maximum of 24.
- You have advantage on Strength and Dexterity saving throws.
- Your base walking speed increases by 10 feet.
- You have advantage on Strength (Athletics) checks and Dexterity (Acrobatics) checks.
- You gain a +4 bonus to your AC.
Additionally, the magnetic energy coursing through the exosuit grants you resistance to lightning damage.
You can use the magnetic energy of the exosuit to manipulate and control metal objects within 30 feet of you. As an action, you can choose to interact with one metal object of Large size or smaller within range. You can move the object up to 30 feet, open or close a door or container, or retrieve an item from a distance, as long as it is not being held or worn by a creature. The weight of the object can't exceed 500 pounds.
Once you cast this spell, you can't do so again until you complete a long rest.
Magnetized Annihilation
8th-level Ferromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (A lodestone and metallic shard)
- Duration: instantaneous
When you cast Magnetized Annihilation, you channel the fundamental forces of magnetism into a devastating beam of destructive energy. A brilliant beam of pure magnetism streaks forth from your outstretched hand, targeting a creature or object of your choice within range.
Make a ranged spell attack against the target. On a hit, the target takes 16d8 force damage and is subjected to intense magnetic forces, causing it to become magnetized for 1 minute. While magnetized, the target's movement speed is halved, and it has disadvantage on Dexterity saving throws and ability checks using Strength or Dexterity. Additionally, any metallic objects or weapons the target is carrying become highly magnetized, causing them to be difficult to handle and giving disadvantage on attack rolls made with them.
At Higher Levels: When you cast this spell using a spell slot of 9th level, the damage increases to 18d8.
magnetic Conduit
8th-level Ferromancy(Ritual)
- Casting Time: 1 hour
- Range: touch
- Components: V, S, M (A series of rune inscribed metal spikes, worth at least 5,000 gold pieces, which are temporarily consumed by the spell)
- Duration: Until dispelled
You create a permanent magnetic conduit between two metallic objects or surfaces within range, allowing the transfer of energy, signals, or magical effects. The two objects or surfaces must be no more than 10 mile apart.
Choose one of the following modes for the conduit
- Communication: The conduit enables clear and instantaneous communication between two points. Any sound, spoken word, or message sent through one end of the conduit is transmitted to the other end with perfect clarity, regardless of the distance between them. This allows for private conversations, long-distance coordination, or secure messaging.
- Power Transfer: The conduit allows the transfer of energy or electrical power between the two linked objects. This can power machinery or devices remotely, recharge magical items, or supply energy to a location. The conduit can transmit various forms of energy, such as electricity, heat, or even magical energy, as long as it is within the limits of the spell's range and the capacity of the objects involved.
- Spell Link: The conduit can redirect magical energy from one source to another. By establishing a connection between a spellcaster and a target location, the conduit enables the caster to cast spells as if they were in the vicinity of the target. This allows for long-distance spellcasting, bypassing physical barriers and obstacles. The conduit can transmit spells of any level, and the caster must have line of sight or knowledge of the target location.
- Remote Sensing: The conduit allows you to perceive and sense what is happening near the other end. By attuning your senses to the magnetic energies flowing through the conduit, you gain a remote sensory connection to the linked location. You can see, hear, and even feel what is happening there as if you were physically present. This allows for remote surveillance, scouting, or gathering of information from a distance.
Once the conduit is established, it becomes a permanent magical effect unless it is dispelled. If the spell is dispelled, either by the caster or someone else, the spikes used as a material component, can be picked back up and used again.
Sword of Destiny
9th-level Ferromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You single out a creature within range, marking it with the Sword of Destiny. A spectral sword, shimmering with an aura of foreboding, materializes above the target and remains suspended by an unseen force.
While under the effects of this spell, the target is aware of the impending threat and feels the weight of the sword's presence. It suffers disadvantage on all ability checks, saving throws, and attack rolls. In addition, the target's speed is halved, and it cannot benefit from any teleportation or dimensional travel.
If the target takes any hostile action or attempts to escape the area, the spectral sword immediately falls, making a melee spell attack against the target. On a hit, the target suffers 20d10 force damage. If the target is reduced to 0 hit points by this damage, it is instantly slain, and the sword vanishes.
The spell ends if you lose concentration or dismiss it as a bonus action. A creature can only be affected by the Sword of Destiny once, and powerful creatures may have advantage on the initial saving throw.
Ferrous Dominion
9th-level Ferromancy
- Casting Time: 1 action
- Range: self (30-foot radius)
- Components: V, S, M (A small lodestone, a shard of adamantine, and a magnetite crown worth at least 1,000 gold pieces.)
- Duration: Concentration, up to 1 minute.
You channel your mastery over ferromancy to assert your dominion over the battlefield. Metallic energy surges from your being, reshaping reality to your whims.
For the duration, a 30-foot radius centered on you becomes a domain under your control. The ground transforms into a powerful magnetic field, causing difficult terrain for all creatures except yourself. Any metal objects or structures within the area become completely malleable, allowing you to reshape or manipulate them as a bonus action. You have advantage on all Strength (Athletics) checks made to interact with metal objects or structures in the area.
Additionally, any creature that starts its turn within the area must make a Constitution saving throw. On a failed save, the creature is restrained as metallic bonds materialize around its body, completely immobilizing it. The creature can repeat the saving throw at the end of each of its turns, ending the restraint on a success.
While within the area of Ferrous Dominion, you gain the following benefits:
- Your AC increases by 4 as a potent magnetic field envelopes you.
- You have resistance to all damage except Lightning.
- You can use a bonus action to make a melee spell attack against a creature within your reach. On a hit, the target takes 12d12 force damage as overwhelming magnetic forces surge through it.
Ferromancy Cantrips
Iron Shot
Ferromancy Cantrip
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
You create a magnetic force and project it as a focused iron projectile toward a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. The damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Metallic Tracing
Ferromancy Cantrip
- Casting Time: 1 action
- Range: 20 feet
- Components: V, S
- Duration: 1 minute
You tap into your Ferromantic abilities to trace and sense metallic objects within range. As an action, you can detect the presence of metal within 20 feet of you. This cantrip allows you to perceive the approximate location and size of metallic objects, even if they are hidden or concealed. It can help you locate hidden weapons, detect traps with metal components, or find valuable metals in the vicinity. 1 foot of stone or wood blocks the sensing ability, while a thin sheet of metals, such as copper, silver, or lead has no effect.
Ferrous Strike
Ferromancy Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, M (A small piece of Lodestone)
- Duration: Instantaneous
You channel your Ferromantic powers into a magnetic charge, empowering your melee strike. Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d8 force damage, and the magnetic energy disrupts its metallic equipment. The target must succeed on a Strength saving throw or have disadvantage on the next attack roll it makes using a metal weapon until the end of its next turn.
The damage of this cantrip increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8
Ferromancy as an Arcane Tradition
Ferromancy, the art of manipulating and harnessing the power of metal through arcane means, is accessible to spellcasters of various disciplines. While Wizards and Artificers are commonly associated with mastering Ferromancy, other spellcasting classes, such as Clerics and Druids, can also delve into its mysteries with sufficient dedication and study. The practice of Ferromancy requires considerable time and effort to attain proficiency, as it involves unlocking the secrets of manipulating and controlling metallic substances using arcane techniques.
Considering this, I have focused on creating a single subclass for Wizards, specifically tailored to the school of magic associated with Ferromancy. However, it is worth noting that the spells detailed in this document can potentially be accessible to Artificers, and with the Game Master's discretion, other spellcasting classes as well. The versatility and application of Ferromancy transcend specific class boundaries, allowing spellcasters from various disciplines to tap into its potential.
School of Ferromancy
The School of Ferromancy, developed and refined by the mage Armag, delves into the mastery of metal manipulation. Ferromancers wield magnetism and command the molecular essence of metal, infusing craftsmanship and steadfast creations with arcane power. They are sought after for their expertise in crafting and rectifying metallic objects, from humble blades to grand structures.
Ferromancers, with resolute minds and unwavering convictions, shape and strengthen metal, forging formidable weapons, unraveling metallic mysteries, and creating intricate constructs. They command the battlefield, control combat dynamics, and bolster their defenses with the fusion of magic and metallurgy. As their powers grow, they unravel enchanted artifacts, reshape raw materials, and summon the essence of metal to shield themselves from harm.
Embrace the path of Ferromancy, become a guardian of craftsmanship, and leave an indelible mark on the world with your creations. Let metal bend to your will and forge your destiny with the might of magnetism.
Ferromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a ferromancy spell into your spellbook is halved.
Ironbound mastery
Starting at 2nd level, you have accumulated knowledge about Ferromancy and have created a permanent shield around yourself. You gain proficiency in Medium armor, Shields, and 2 martial weapons of your choice. While you aren't wearing armor or using a shield, your AC equals 11 + your Dexterity modifier + your Intelligence modifier.
Additionally you can use a weapon as a spellcasting focus for your wizard spells. When you cast a spell that required somatic or material components, you can use a weapon that you are proficient with as a spellcasting focus instead. When you attack with a melee weapon with which you are proficient, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Arcane Tradition Feature
At 6th level, you gain a feature granted by your Arcane Tradition
Magnetic Strikes
Starting at 6th level, your melee attacks become infused with magnetic power. When you hit a creature with a melee attack you can expend a spell slot of 1st level or higher to deal an additional 2d6 force damage, increasing by 1d6 per level of the spell slot above 1st.
Arcane Tradition Feature
At 10th level, you gain a feature granted by your Arcane Tradition
Magnetic Surge
As an action, you can release a surge of magnetic energy. Choose a creature you can see within 30 feet of you. The target must make a Strength saving throw against your wizard spell save DC. On a failed save, the target is pulled 15 feet directly towards you, and it takes 4d8 force damage. On a successful save, the target takes half damage and is not pulled. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Arcane Tradition Feature
At 14th level, you gain a feature granted by your Arcane Tradition
Magnetic Resilience
Starting at 14th level, you have honed your mastery over magnetism, granting you enhanced resilience. You gain resistance to bludgeoning, piercing, and slashing damage. Additionally, you have advantage on saving throws against spells and effects that would move you against your will or restrain you.
Extra information (Not relevant to the book)
This section of the document will be to give a bit of extra information about myself, as well as provide a stat block for the spell "Ferrous Defender".
This document has taken many hours and a lot of work to put together, it may not seem like much but coming up with this many spells as well as balancing them as making sure they follow the conventions of 5th edition Dungeons and Dragons is a real pain sometimes.
For anyone that is curious, my name is Nick. I have been playing DnD for almost 10 years now and GMing for about 4. I'm not the best at it but I am getting better. With that being said I wanted to talk a bit about why I'm putting these up for sale where as before when I created something I just had it for my home games.
If you really want to support me and what I'm doing you can either donate to my paypal or you can buy the book. Either way I'd appreciate anything but don't feel the need to do so. Everything I publish will always be Pay What You Want.
I Really hope you enjoy and use all the spells and abilities in this document, And if you really liked Ferromancy, I also have another book on DriveThruRPG, called Umbramancy. Umbramancy is another book of spells and a subclass based on manipulation of the void between realms to create awesome and terrible effects, although it only has spells up to 6th level as it was my first attempt to create something like this.
With all that being said I hope you get some fun out of this book and maybe it inspires you to create your own spells or monsters. I wish you all the best of luck in your TTRPG games!
Ferrous Defender
Medium construct, Unaligned
- Armor Class 12 + The Level of the spell
- Hit Points 10 x Casters spell attack bonus
- Speed 30 feet
STR DEX CON INT WIS CHA Str 16 (+3) Dex 14 (+2) Con 16 (+3) Int 6 (-2) Wis 10 (+0) Cha 6 (-2)
- Saving Throws none
- Skills Perception +2
- Damage Vulnerabilities none
- Damage Resistances none
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
- Senses Darkvision 60 ft., passive Perception 12
- Languages Understands the languages spoken by the spellcaster but can't speak
Abilities
Magnetic Presence. The Ferrous Defender has a constant aura of magnetism around it. The Ferrous Defender emits a magnetic field within a 5-foot radius centered on itself. Creatures of the spellcaster's choice, that start their turn or enter the area must succeed on a Strength saving throw (DC 8 + spellcaster's proficiency bonus + spellcaster's Spellcasting ability modifier) or have their speed reduced by 10 feet until the start of their next turn. In addition, any metal objects that are not being worn or held within the area are pulled toward the Ferrous Defender, potentially causing them to become dislodged or disrupted.
Actions
Multiattack. The Ferrous Defender makes 2 melee attacks
Slam Melee Weapon Attack: Your spell attack modifier to hit, Reach 5ft., one target. Hit:1d8 + Spellcasters proficiency bonus bludgeoning damage
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
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The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
- Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
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Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
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Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
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Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
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Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
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Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
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Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
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Termination:This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
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Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
- COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. END OF LICENSE