Magnetism

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“The One Power comes from the True Source, the driving force of creation, the force the Creator made to turn the Wheel of Time. Saidin, the male half of the True Source, and saidar, the female half, work against each other, and at the same time together to provide that force. Saidin is fouled by the touch of the Dark One, like water with a thin slick of rancid oil floating on top. The water is still pure, but it cannot be touched without touching the foulness. Only saidar is still safe to be used…
The True Source cannot be used up, any more than the river can be used up by the wheel of the mill. The Source is the river; the Aes Sedai, the waterwheel.”

Wheel of time

Magnetism
Fire, Air, Earth, Spirit (Lost)
Level: 4-6
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Effect: Draws metal objects to a person or thing
Area: See Text
Duration: Concentration
Saving Throw: Reflex negates

With this weave you are able to charge the target with an intensely powerful magnetism effect. You can affect only objects made of metal, or creatures wearing or carrying metal armor, weapons, or gear. You can also choose to target a specific attended metal object in a creature’s possession, such as a sword held in the hand. A metal-armored or metallic creature made the target of this weave is instantly grappled (see below).
This weave generates a zone of attraction around the affected creature or object. Every metallic object entering the zone of attraction is pulled toward the target creature or object by this attractive force, which has an effective bonus determined by the Casting Level. Every round in which creatures wearing metal armor remain within the zone of attraction, they must attempt an opposed Strength check against the force. If the attracted creature wins this contest, it suffers no ill effects this round. If it fails, it is entangled and drawn 10 feet closer to the creature or object at the center of the zone, +1 foot for every point by which it failed the opposed Strength check.
Creatures carrying or holding metal objects may choose to release them, in which case the items fly to the creature or object at the center. If they instead hold onto them, they are treated as metal creatures. Unattended metal objects of 50 lb. or less in the zone of attraction (including items voluntarily released, as well as metallic missiles fired through the zone) fly with great force and strike the target, inflicting 1d6 points of damage per 5 lb. of weight (maximum 10d6). Objects heavier than 50 lb. are dragged 10 feet closer each round.
Armored creatures or metal objects that reach the center of the area of effect become stuck fast to the target. (If the target is a metal-armored creature, it is instantly stuck fast to itself by the magnetic force.) Creatures stuck together this way are considered to be grappled and must first escape the grapple by defeating the attractive force in an opposed Strength check before they can try to move away or take any actions prohibited in a grapple. Similarly, an object stuck to the target must be wrested away with a Strength check before it can be used.
If a creature or object within the zone of attraction is more than twice as heavy as the target of this weave, the subject is dragged to it instead of vice-versa. This naturally moves the zone of attraction, which may shift other creatures out of the magnetism’s range of influence.

Casting Level Area of Effect Strength Bonus
4 15 ft. radius circle +5
5 20ft. radius circle +7
6 25 ft. radius circle +10
7 30 ft. radius circle +12

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Magnetism

The Wheel of Time Spotts