Electromagnetic Storm

School evocation; Level sorcerer/wizard 3


Casting Time 1 standard action
Components V, S, M (one lb. of iron filings, which the caster flings in the direction of the spell’s area of effect)


Range medium (100 ft. + 10 ft./level)
Area 20-ft. radius emanation
Duration 1 round/level
Saving Throw Reflex half; Spell Resistance yes


You create a whirling storm of strongly magnetized iron filings. Electromagnetic storm has three effects. First, it causes 1d10 points of damage per round to anything caught within the area of effect. A Reflex save rolled each round halves the damage for that round if it is successful.

Second, any attempts to use magnetism within the area of effect (to navigate, for example) are spoiled by the storm’s intense magnetic field unless the opposed magnetic field is generated by a higher level spell than electromagnetic storm.

Third, any electrical currents (magical or otherwise) that pass within 60 feet of the electromagnetic storm are drawn into it, causing anyone within the storm to take whatever damage the electricity would normally deal.

For example, a 6th-level wizard casts lightning bolt within 60 feet of an electromagnetic storm. The bolt is drawn into the storm, and it terminates there, causing 6d6 points of damage to everyone within it.

If the area of effect of a pillar of attraction/repulsion overlaps the area of an electromagnetic storm, the storm is dissipated.

Section 15: Copyright Notice

Book of Lost Spells – Copyright 2015, Frog God Games, LLC

scroll to top