Magnetism (Priest Spell)

The magnetism spell imbues an object made of iron or steel with magnetic properties. The object attracts iron and steel items approaching within 30 feet. The caster can affect an object of up to six cubic feet per level of experience; thus, a 7th level priest can affect an object 2x3x7 feet, about the size of a sarcophagus.
Missiles subject to magnetic forces are attracted to the magnetized object and deflected from their intended course. A creature holding an affected item must make a successful saving throw vs. spell each round while in the area of effect, or the item is torn loose and pulled to the magnetized object. An indi­vidual wearing affected armor or similar accou­trements must make a saving throw vs. spell each round or be drawn to the object. The force exerted by the magnetic force at the source is 25 pounds per caster level – this can be used to determine if mag­netically attracted objects can be separated by main strength (see “Maximum Press” on the Strength table in the PHB).
The foregoing assumes the magnetized object is either solidly fixed or more massive than the attracted object. If the object is lighter and not anchored, then it instead moves toward the largest mass of magnetically active material in the area and adheres to it. While the exact effect of this depends on the size of the object, a magnetized object adhering to a weapon may make it difficult or impossible to use, while one adhering to armor may hinder movement or other actions. Typical penalties range from -1 to -4. The reverse of this spell, demagnetize, can temporarily deactivate a source of magnetism up to 6 cubic feet in volume per caster level. Alternately, it
can render one iron or steel object of similar size nonmagnetic for the spell's duration.
Notes: Very rare spell for priests with major access to the sphere of Elemental Earth.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells