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) |
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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 |
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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) |
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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) |
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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) |
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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) |
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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 |