Magnetize
3-level Psychokinetic
PSP Cost
5
Time to Invoke:
1 action
Range:
90 feet
duration:
1 minute
A psionicist using magnetize can change the
magnetic orientation of a metal object. strongly
magnetizing it. The item remains magnetized for a
number of rounds equal to the psionicist's level
before reverting to normal.
The effects of this power are simple: the psionicist
can make the item attracted to other metal
objects or repelled by other metal objects. Any
metal objects within 20 feet of the magnetized
object are within its magnetic influence. Metallic
creatures gain a Constitution saving throw to
avoid being magnetized.
In deciding how magnetism affects an object,
remember that a heavier object remains
stationary, while a lighter object moves toward or
away from it. If a character's short sword is
magnetized and his friend standing beside him is
wearing plate mail, the short sword will go flying
over to stick to the armored fellow - not the other
way around.
A creature holding or wearing an object under
magnetic influence may attempt a Strength check
versus you psionic DC to retain control of the item.
A character wearing metal armor can be
immobilized if he fails his Strength check. Other
effects are left to the DM’s imagination. but small
objects such as daggers can reach impressive
speeds when attracted or repelled by magnetism.