- Casting Time
- 1 action
- Duration
- Concentration, up to 1 minute
- Range
- far · 120 ft
- Components
- V · S
- Saving Throw
- STR · Speed halved; no damage; not restrained.
You impose a Rift-anchored magnetic field on a 60-foot-radius sphere centered on a point you can see within range. For the duration, each creature wearing medium or heavy metal armor within the sphere must make a Strength saving throw at the start of its turn; on a failure, it is restrained until the start of its next turn (its armor is pinned to the nearest large ferrous surface), and on a success its speed is halved until the start of its next turn. Unsecured ferrous objects up to 1,000 lb (including most ground vehicles and small craft) within the sphere are pulled toward the field's center at 60 ft per round; on a contested check, a piloted vehicle can resist with a vehicle-handling check at disadvantage. The first time a creature enters the area on a turn or starts its turn there, it takes 12d8 bludgeoning damage from the field's torsion if it failed its save.
At Higher Levels
When cast using a slot of 8th level or higher, the damage increases by 1d8 per slot level above 7th and the weight limit doubles.