Superior Magnetism

(Alteration)

Range: 30 yds. + 5 yds./level

Components: V, S, M

Duration: 1 rd./5 levels

Casting Time: 6

Area of Effect: Special

Saving Throw: None

Subtlety: +4

Knockdown: None

Sensory: None

Critical: None

When this spell is cast, the wizard designates one inanimate object of stone, earth, or metal within the spell’s range to function as a powerful magnet, attracting all metal. The object affected can be no larger than a 10-foot cube, although a section of wall, floor, or ceiling about 10 square feet will work. Once magnetized, the object exerts a powerful attractive or repulsive force (caster’s choice) against objects of ferrous metal. The effects vary by the proximity of the metal objects to the center of magnetism, as shown below:

Distance to Magnetism

Movement Rate per Round

Effective Strength

Missile Attack Penalty

10 feet or less

40 feet

22 (Garg.)

–40

20 feet or less

20 feet

20 (Huge)

–20

30 feet or less

10 feet

18 (Large)

–10

40 feet or less

5 feet

14 (Medium)

–5

50 feet or less

2 feet

10 (Small)

–2

60 feet or less

1 foot

4 (Tiny)

–1

The movement rate represents how fast objects are drawn to or repelled from the center of magnetism. If the creature or object in question is heavier than the magnetized item, the magnetized item does the moving instead. The effective Strength is the “pull” of the magnetism at that range; the size equivalent refers to creature sizes, not weapon sizes. (All human-sized weapons are considered small or tiny for this chart). A character or creature carrying loose metal items or objects such as weapons, shields, helms, buttons, and so on must win an opposed Strength check (see Player’s Option: Combat & Tactics for information on opposed ability checks) in order to keep his possessions from being wrenched out of his grasp by the magnetism. Securing a weapon in its sheath, holding an item with both hands, and other precautions may give the character a +2 to +4 to his base ability score, at the DM’s discretion.

Characters wearing metal armor must attempt an opposed Strength check to ignore the effects of the magnetism. If the character fails his Strength check outright, he loses his footing and flies towards or away from the object at the full rate indicated. He suffers full falling damage based on the speed with which he hits the item—1d6 for every 10 feet of the movement rate, or half that damage if he is repelled and simply thrown back onto the ground. If the character passes his Strength check but is beaten by the magnetism roll, he is moved one foot for each point he lost by. Again, some precautions or assistance may help iron-wearing characters in their Strength checks. For monsters, compare the creature’s size to the effective size of magnetism.

An armored character who is stuck to a surface or object loses any Dexterity adjustments to AC and cannot make any physical attacks. He can try to wriggle out of his armor and free himself, employ a magical item, or use psionic powers if he has any at his disposal.

Lodestone the fighter is charging a wizard when the dastardly felon magnetizes a sizable boulder about 30 feet from Lodestone’s present position. Lodestone carries a long sword, a shield, and wears plate mail; he has a Strength of 17. First, he checks to see if he holds onto his sword and shield, making two opposed Strength rolls. He loses the shield, but keeps hold of his sword. Now the DM checks to see if Lodestone resists the drag on his armor. At 30 feet, the magnetism has a Strength of 18. Lodestone rolls a 6, but the magnetism roll is a 12. Even though both Lodestone and the magnetism made their Strength rolls, the magnetism roll is higher than Lodestone’s roll and does not go over its target Strength score. As a result, Lodestone is dragged 6 feet closer to it. Next round, Lodestone tries again and blows his roll altogether, moving a full 10 feet closer. Now only 14 feet from the boulder, the magnetism’s Strength is effectively a 20, which means Lodestone is in big trouble. If he blows his roll again the next round, he’ll go flying into the boulder at a rate of 20 feet/round, which will inflict 2d6 points of damage.

If a creature wins its Strength check, it can ignore the spell’s effects and move out of the zone of influence normally.

Sirellyn’s superior magnetism also affects the passage of iron or steel missiles, such as steel-headed arrows or quarrels. Any missile that passes through the zone of influence suffers an attack penalty equal to the movement at the range indicated. For example, if the path of an arrow brings it within 40 feet of a magnetized object, the attack suffers a –5 penalty. Finally, it is possible for the casting wizard to be affected by this spell as well. As a result, the wizard had better make sure that he’s out of the effective area of effect when casting.

The material component for this spell is a small bar magnet, bent into a U-shape and coated with mithral.

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