Lodestone, a 1st level spell, turns a small stone or metal object into a magnet. This can have a number of mundane uses - such as creating an impromptu compass - or combat uses, like magnetizing an arrow head so it strikes just a little harder against an armoured enemy, or sticking a magnetic rock on your opponent's sword to throw off its balance. More importantly, a low-level magnetism spell allows players a chance to mess around with magnet magic early in the game and get a feel for how to creatively use magnetism, thus setting the stage for later spells.
Lesser magnetism allows you to turn a chunk of rock or metal into a powerful magnet, or magnetize a single metal item. As an added bonus, casting it again will reverse the polarity of the magnet. This allows for great versatility with a single spell and opens the door for many creative uses. Casting it on the floor will pull armoured characters to the ground, casting it on the ceiling will yank them off their feet. Touch a guard and watch as he struggles against his own armour. Cast it on your weapon to give it that extra momentum against enemies - but watch out or your weapon will get stuck to their breastplate. Being pursued by enemies down a narrow cliffside path? Cast it twice on the cliff face and watch as they are repelled into thin air.
Greater Magnetism has a longer duration and the added functionality of being a ranged, area-effect spell. Now you can magnetize your whole party's weapons with one spell, or blast a formation of guards and watch them hilariously struggle to walk as their full plate sticks to itself.
Since there is so much possibility with these spells, I have tried to include as much detail as possible in the spell descriptions to aid players and GMs in their use. Even so, much of the effects are likely to be context-specific, and will require GM adjudication (for instance, casting lesser magnetism on a horse's barding armour will not slow its movement speed, but may grant its rider a bonus to checks made to remain in the saddle).
The OGL, PFSRD-compatible spells are available after the jump:
The following text in yellow is available as Open Game Content under the OGL. Open Game Content is ©2013 by Jonah Bomgaars.
lodestone
School transmutation [earth]; Level
druid 1, sorcerer/wizard 1
Casting Time 1 standard
action
Components V, S, M/DF (iron filings)
Range touch
Target stone or metal object weighing no more than 2 lb.
Duration 1 round/level
Saving Throw Will negates (object); Spell Resistance yes (object)
With a touch, you imbue a
single stone or metal object with the mysterious magnetic power of a
lodestone. When freely suspended, one
end of it will aim towards the magnetic north pole, a nearby magnetic
disturbance, or a very close mass of iron or steel. When touched to an iron or steel object, it
will cling to it. Removing the lodestone
from an iron or steel object requires a strength check equal to the spell save
DC (10 + spell level + prime casting stat).
When attached to a weapon, that weapon suffers a -1 penalty on attack
rolls until the lodestone is removed.
When lodestone
is cast on a weapon, that weapon gains a +1 bonus on attack and damage when
used against an enemy wearing iron or steel armor or an enemy comprised of
iron, steel, or magnetic material, but the wielder must succeed on a strength
check or be disarmed as the weapon clings to the armor.
magnetism, lesser
School transmutation (earth); Level
druid 4, sorcerer/wizard 4
Casting Time 1 standard
action
Components V, S, M/DF (iron filings, a magnet, or a lodestone)
Range touch
Target touched stone, metal, stone object, or metal object, up to 1
cu. ft./level
Duration 1 round/level
Saving Throw Will negates (object); Spell Resistance yes (object)
With a touch, you
magically imbue an area of stone or metal with unusually strong magnetic
properties. Any Medium-sized creature
carrying 30 or more pounds of iron or steel may be pulled by this magnetism (Small
creatures are pulled if they have 15 pounds of metal, Large if they have at
least 60 pounds. For creatures of other sizes, modify the weight required as
per the rules for carrying capacity for bigger or smaller creatures). All such creatures within 20 ft. of the
magnetized object are drawn to it as if by the pull special ability. The magnetized object
has an effective CMB equal to the spell’s level plus the caster’s prime casting
stat, and a CMD equal to the spell save DC (10 + spell level + prime casting
stat). Creatures wearing iron or steel
armor suffer a penalty on their checks to resist the pull equal to their
combined armor and shield bonuses (for example a character wearing full-plate
(+9 armor bonus) and carrying a light steel shield (+1 shield bonus) would
suffer a -10 penalty). Affected
creatures are pulled up to 20 feet and slammed against the rock for 2d6 points
of damage and gain the grappled condition.
Creatures not carrying large amounts of metal but holding metal items in
their hands are affected by a disarm maneuver as the items are ripped free.
Freeing a stuck item requires a successful strength check against the magnetized
object’s CMD.
If cast on a suit of armor, the wearer’s
movement speed is reduced to 10 ft. and they must make a successful CMB check
to move. All attacks made against the
wearer with an iron or steel weapon gain a +3 bonus on attack and damage rolls,
but the wielder must succeed on a strength check or be disarmed as the weapon
clings to the armor.
When lesser
magnetism is cast on a weapon, that weapon gains a +3 bonus on attack and
damage when used against an enemy wearing iron or steel armor or an enemy
comprised of iron, steel, or magnetic material, but the wielder must succeed on
a strength check or be disarmed as the weapon clings to the armor.
When lesser
magnetism is cast again on the same object, it reverses the polarity. Instead of drawing iron and steel objects
toward it, it repels them. Creatures
which would be pulled to the magnetized object are instead thrown 20 feet and
knocked prone, taking 2d6 damage. Metal
items successfully disarmed are flung 20 feet away from the magnetized
object. Reversed polarity on weapons gives them a -3 penalty on attack and
damage when used against an enemy wearing iron or steel armor or an enemy
comprised of iron, steel, or magnetic material. Reversed polarity on armour gives it a +3 bonus to AC against attacks made with iron or steel weapons.
magnetism, greater
School transmutation (earth); Level
druid 6, sorcerer/wizard 6
Casting Time 1 full-round
action
Components V, S, M/DF (iron filings, a magnet, or a lodestone)
Range close (25 ft. + 5 ft./2 levels)
Target stone, metal, stone object, or metal object, up to 1 cu. ft./level,
all of which must be within a 30 ft. circle; or metal equipment of one creature
per two levels, no two of which can be more than 30 ft. apart.
Duration 1 minute/level
Saving Throw Will negates (object); Spell Resistance yes (object)
This spell functions like
lesser magnetism, except as noted
above.
I may have to make some adjustments to the wording of the spells at some point to make things clearer or fix loopholes, but for now, I hope you are inspired by all the interesting uses your characters or monsters could make of magical magnetism.
-your attractive d20 despot
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