Magnetism (Wizard Spell)

This spell can be used in two ways, depending on the desires of the wu jen at the moment of casting. If cast upon himself, the spell gives the wu jen the ability to draw iron and steel items to his hand upon command. The item must be in the area of effect. Only one item can be called per round. If the item is held by another, that character is allowed a saving throw vs. spell to resist the effect. Repeated attempts can be made upon the same item, provided each attempt is made in a different round.
A wu jen could attempt to snatch weapons from the grasp of others or change the flight of arrows. If the item summoned has greater mass than the wu jen, the effect is opposite-the wu jen is drawn to the item. Attempting to magnetize a man in metal armor normally results in the wu jen being dragged to the item, not always a desirable result. The spell is powerful enough to pull the wu jen through the air; it can be an effective method of crossing chasms provided there is a sufficient mass of iron on the other side.
If cast upon another, that individual is allowed a saving throw vs. spell to avoid the effect. Thereafter, all iron and steel items within 30 feet of the individual are drawn to that point. Items in the possession of creatures allow the creature a saving throw as explained above. Again, if the mass of any item is greater than that of the target point, the direction of movement is reversed. In either use, weapons drawn by this spell cause no damage since they are not wielded or controlled by a conscious mind.
The material component for this spell is a piece of lodestone.
The reverse of this spell, demagnetize, cancels the effects of magnetism. The material component is a small wooden rod.
Notes: Common in oriental settings; otherwise very rare.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells