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Spellbook
Sirellyn's
Superior Magnetism
By Rich
Baker
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This
spell is just wacky fun: Characters can screw up a bunch of high-level
enemies by targeting a heavy metal object in their vicinity.
Sirellyn's
Superior Magnetism*
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One metallic creature or object
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
You fire
a brilliant blue ray at a single creature or object within range. If your
ranged touch attack succeeds, you charge the target with an intensely
powerful magical 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 is instantly grappled (see below).
The magical
magnetism generated by Sirellyn's superior magnetism creates a
zone of attraction with a radius of 30 feet 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 Strength score of 10 + the caster's level (maximum 25). Every
round in which metal creatures or 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.
Metal
creatures or objects that reach the target of Sirellyn's superior magnetism
become stuck fast to the target. (If the target is a metal or metal-armored
creature, it is instantly stuck fast to itself by the spell.) 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 Sirellyn's superior magnetism, 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.
Material Components:
A small lodestone.
*
This is the fourth of six spells Rich originally wrote for Player's
Option: Spells & Magic and has updated for the new edition
of the D&D game.

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