Casting Time: 1 action
Components: V, S
You enchant a melee or thrown weapon with magic magnetism. The weapon gains a range of 20/60 if it did not have range. You can throw the weapon as a thrown weapon attack to deal normal weapon damage as part of the casting of this cantrip. The weapon returns to your hand at the end of your turn if you have a free hand.
Level 5. Your attacks with Magnetic Boomerang deal a bonus 1d6 lightning damage.
Level 11. 2d6.
Level 17 3d6.