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AD&D 2nd Edition » New Spells

Id's Magnetic Field Manipulation
By:

Spell Level: 7

School: Invocation

Range: 20ft / 1ft per level

Components: V, S, M

Duration: 5 rounds/1 per 3 caster levels

Casting Time: 1

Area of Effect: 20ft / 1ft per caster level

Saving Throw: None

This spell causes the casters hands to become a magnetic field genorator (with the lack of a 2ton metal machine), causing objects in the area of effect with a large or small positive magnetic polarity (i.e. anything with water in it or any element with water in it exect air, almost any matter of the prime material plane, almost all metals because the majority of metals of this time were not refined enough to not have some traces of water in them) to become under the control of the caster. This spell does not give the caster a superhuman strength. It does however causes the object or objects under the casters control to be 4 times lighter than they are(adjust damage accordingly). The caster may control one object per hand, and may lift his/her normal amount of material with regards to his/her Max Press(leverage does not apply). The caster may also affect objects already in motion and make them go 4 times faster(i.e. someone running to the edge of a cliff to look over suddenly realizes he/she is run 80mph and cant stop, or a missile speeding to its target gets much more velocity possibly missing the target or even causing more damage). There is no saving throw vs this spell unless, i.e. a mage is magnetizing a poison dagger to speed to a target they would still get thier poison save. This spell does not make the object 4 times weaker, just lighter. Material component is anything that releases a magnetic field ie. a geode.