Magnetic Field

Abjuration
Level: Alchemist* 6, Cleric */Oracle * 7, Magus * 6, Sorcerer */Wizard * 7, Summoner * 6, Warlock * 7
Components: V, S
Casting Time: 1 Standard Action
Range: 30 ft.
Area: 30 ft. radius emanation
Duration: 1 round/2 levels (D)
Saving Throw: Reflex negates (object, see text)
Spell Resistance: yes (object)
  You create a spherical magnetic field that surrounds you to a range of 30 feet and follows you for the duration of the spell.
  Unattended metal objects in range-including weapons, armor, and anything made primarily out of metal-are pulled violently toward you, stopping just short of your space and Falling harmlessly to the ground. Objects secured to a nonmetallic fixture remain where they are unless a forceful tug would be enough to detach them. Loose objects weighing more than 500 pounds are not affected. If the magnetic field would cause a dangerous metal Object such as a sword or anvil to intersect a square occupied by a creature, that creature must succeed at a Reflex Save or take damage as if from an improvised weapon of the Object's size (or smaller or larger, at the GM's discretion).
  A creature in the area wearing metal armor, wielding a metal weapon, or holding a metal Object must succeed at a Reflex Save or be dragged 5 feet closer to you in a straight line, as if affected by the pull universal monster rule (Bestiary 303). A creature can drop a metal Object it's holding as a Free Action to avoid the effect if it's not wearing metal armor; a creature being dragged by its shield can loosen it as a Move Action and drop it as a Free Action. Creatures made entirely or mostly of metal take a -2 penalty on their Reflex saves. Creatures that fail their saves by 5 or more are pulled an additional 5 feet closer for every increment of 5 by which they failed their saves.