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Shadowbranch1
6th November 2005, 03:20 AM
Spell Name: Grim Magnetism

School: Necromancy, Transmutation

Level: Sor/Wiz 3, Clr 2

Components: V, S, M

Casting Time: 1 action

Range: Short

Target or Effects or Area: One Creature

Duration: 1 round per 2 caster levels

Saving Throw: Fortitude (Negates)

Spell Resistance: Yes

By means of this spell the caster is able to make the iron in the victim’s blood magnetized. The result is that all attacks with metal weapons will receive a +2 to hit and damage. The victim will have a -2 on his to hit rolls if using metal weaponry. Also any small metal objects (1.5# or less) within 10’ of the victim will move on their own accord and attach themselves to the victim if a Fortitude save is not made. This will result in the loss of dexterity bonus, and reduced movement rate if there is a sizeable amount of base metal in the vicinity. This can also result in additional damage or higher AC (From metals attaching themselves to a victim), depending on the nature of the metal items around the victim. (This will be up to the DM).

The material component of this spell is a small amount of iron shavings, and a piece of lodestone.

This spell is commonly used by priests of Birkill as a rather devious instrument of torture. The victim is covered with numerous small incisions. Then a metal object (usually a holy symbol of Birkill) is anchored within a 10’radius of them. Their blood will actually begin to drain, and collect on the object. This causes 1D6 points of damage per round, on top of being very painful (Physically and mentally). This type of use is considered an extremely evil act.