Magnetism

School evocation [earth, force]; Level: sorcerer/wizard 4

Components: V,S,F (a small magnetic object)

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target or Area: One 15 ft. cube

Duration: 1 round/2 levels

Saving Throw: Fort negates; Spell Resistance: yes

This spell causes all Medium and heavy metal armor, shields and weapons within the area to become magnetized and stick to any other metal objects within 5 ft. of them (Fort save negates). Targets failing to save find their metal shields, metal weapons and Medium or heavy metal armor suddenly stick together, requiring a DC 17 Strength check to separate them. Only one check per round is required by each target to successfully separate all its armor, shield and weapons. Stuck weapons are useless and stuck shields provide half their normal armor bonus. Fighting with magnetized metal weapons incurs a –1 attack penalty as the wielder must constantly fight against the force of magnetism to keep them separated from other metal objects. If creatures wearing Medium or heavy metal armor and who failed their saves come within 5 ft. of each other, their suits of armor will stick together and require a DC 17 Strength check to separate them (both targets get one attempt each round). If they cannot separate, both creatures must move together in adjacent squares (using the slowest movement rate for creatures with different rates), and they suffer a –2 armor penalty until they are separated. Magnetized objects automatically demagnetize if they are out of the spell’s area of effect for at least two consecutive rounds.

Section 15: Copyright Notice

Grimoire Viperian: A Tome of Exotic Lore Copyright 2021 Magic Skull Games Author: Steven F. Johnson

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