Galvanize Metal

2nd-level transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a piece of magnetized iron)

Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to electrify.

Any creature in physical contact with the object takes 1d8 lightning damage when you cast the spell and can’t take reactions until the start of its next turn. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this effect again. If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a Constitution saving throw or be unable to part with the object.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Section 15: Copyright Notice

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