Table of Contents

Magnetic Spells

You can deflect or attract metal objects. The exact type of metals affected may vary per campaign at the discretion of the GM; normally either “ferrous metals only” (iron and steel), or “all metals” (including gold, silver, bronze, etc.)


Magnetize Object

The number of MP expended during casting determines the strength of the magnetic field. Metallic objects will stick to it at strength equal to the number Of MP spent and will hold 10 lbs per power level.

Time to Cast 3 seconds (Major action)
Difficulty 3
MP cost 1 per power level
Power varies
Duration permanent
Range 3 meters
Other
Prerequisite none

Human Compass

Metallic ions within your body alert you to the direction of magnetic north.

Time to Cast 3 seconds
Difficulty 3
MP cost 1
Power
Duration one day
Range
Other
Prerequisite Magnetize Object

Magnetic Field

Create a magnetic field of any desired shape and of various strength determined by the number of MP expended during casting (Determines the strength of the magnetism and the armor rating of the magnetic field.) The effect of this spell is somewhat at the discretion of the GM. This can be used as a crude form of telekinesis on metal objects only. If you want to be more explicitly defensive, please use Magnetic Shield.

Time to Cast 3 seconds (Major action)
Difficulty 10
MP cost 1 per power level
Power varies
Duration 1 hour or can be cancelled at will of caster
Range 3 meters
Other
Prerequisite Magnetize Object

Magnetic Shield

Creates a magnetic force field around the caster or another person of the caster's choosing. When attacked by a metallic melee weapon, any successful attack rolls will yield half damage (roll/2, rounded up) and will cause the weapon to stick to the defender, disarming the attacker. Weapon may be retrieved by a strength roll vs field power as a Major action

The number of MP expended during casting determines the strength of the magnetic field.

Time to Cast 3 seconds (Major action)
Difficulty 15
MP cost 1 per power level
Power varies
Duration 1 hour
Range 3 meters
Other
Prerequisite Magnetic Field

Magnetic Repulsion Shield

Metallic melee or projectile weapons bounce off and go flying, dealing zero damage. Melee attacks have a 10% chance of damaging the attacker instead.

Time to Cast 3 seconds (Major action)
Difficulty 20
MP cost 20
Power
Duration 1 hour
Range 10 meters
Other
Prerequisite Magnetic Shield

Hurl Blade

Hurls a cluster (up to 10) of small bladed weapons (sold separately) at an opponent. Can be used with any type of metal knife, shuriken, caltrops, shards, or similar object. Improvised objects dmg at the discretion of the GM.

Time to Cast 5 seconds (Major action)
Difficulty 20
MP cost 2 MP per object in cluster
Power each object in cluster deals normal dmg
Duration 1 round
Range 10 meters
Other
Prerequisite Magnetic Repulsion Shield, AND ONE OF Raw Force OR Analyze Space

Blade Storm

Creates a whirlwind of clustered (up to 10) small bladed weapons (sold separately) around a single opponent. Can be used with any type of metal knife, shuriken, caltrops, shards, or similar object. Improvised objects dmg at the discretion of the GM. Each sharp weapon hits the opponent numerous times while buffeting in the wind, dealing 3x their usual damage per round.

Time to Cast 10 seconds (2 rounds)
Difficulty 25
MP cost 5 MP per object in cluster
Power each object in cluster deals 3x normal dmg
Duration 3 rounds
Range 10 meters
Other
Prerequisite Hurl Blade, Whirlwind

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