A magnetic field collects iron dust to form a weapon in your grasp. You are proficient with weapons crafted by this spell. A weapon crafted by this spell loses ist form when it is dispelled or more than 100 feet away from you. When the spell ends, the weapon turns to iron dust.
The spell's level determines the weapon's shape:
- a dagger at 1st level (one pound)
- a shortsword at 2nd level (two pounds)
- a morningstar at 3rd level (four pounds)
- a glaive at 4th level (six pounds)
- a greataxe at 6th level (seven pounds)
Choose one non-magical metallic object, weapon or pieceof armor within range. Any object or simple weapon is dispersed into iron dust. For a piece of armor or martial weapon, make an ability check using your spellcasting ability. The DC equals 10 + the weapon's damage die or the target's AC. On a successful check, the target is dispersed.
At Higher Levels: When you cast this spell using a spell slot of 4th level, you automatically disperse metallic medium armor and marrtial weapons. When you cast this spell at 5th level or higher, you automatically disperse heavy armor.
A scarlet streak flashes from your finger to enclose the targets in a giant metal humanoid figure piercing every creature within with iron spikes. Each creature in a 20-footsphere centered on that point must make a Dexterity saving throw. A target takes 6d6 piercing damage on a failed save, or half as much damage on a successful one. Creatures thatstart their turn within the iron maiden must succeed a Strength saving throw to escape or take an additional 2d6 piercing damage and be restrained until the spell ends. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
You craft iron shackles that attach onto the limbs of any creature in a 30 foot cone within range. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the shackles until the spell ends. A creature restrained by the chains can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured chains turn to iron dust, that may be collected.
You create magnetic fields centered around up to two creatures of your choice within range. Whenever a target is attacked using a metallic weapon, the attack is made with disadvantage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You extend a magnetic field between your thumb and index finger. You can place up to two small iron objects in the field to fling them forward, each dealing 1d4 bludgeoning damage on impact. Make a ranged spell attack. You can direct both projectiles at the same target, or different ones.
The field gets stronger at higher levels: dealing 2d4 damage at 5th level, 3d4 at 11th and 4d4 at 17th level.
You apply light magnetic force onto an object you have touched within the last minute bending, pushing or attracting it in the process.