
Opening the archive
Innate Aspect · Playtest
Magnetic fields and ferrous material
Start here: Choose an Aspect, set your level and Intelligence score, then open one of its three paths. At level 1, you can spend your 2 points on two rank-I paths. Use Try this Aspect to spend points in the builder; this page previews rules.
2 Mastery Points at this level · Five free basics
1 point total in this path · Earlier ranks required
Manipulate up to 10 pounds of eligible unattended material. Move it up to 10 feet on activation and with each later action, staying within range. Concentration is required while moving it. No automatic creature damage, trained tool work, manufactured wealth, or extra actions. Only ferrous material.
Ends: Concentration loss; duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
Target makes a STR save (DC 13). On failure its speed is reduced by 10 feet. Repeat the save at the end of each turn; success ends the effect. No damage is included. A creature wearing or holding ferrous metal may be affected; this does not target internal anatomy. If the target ceases to wear or hold any eligible ferrous material, restraint ends.
Ends: Concentration loss; duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
Attract or orient a small ferrous object. Action; touch or within 5 feet, normally no more than 1 pound. No damage, conditions, saleable material, or replacement for trained tool work.
Ends: Aspect replacement or dormancy ends access.
Deflect metal impact. When you would take bludgeoning, piercing or slashing damage from a metal weapon or projectile, after damage is rolled but before applying it, use your ordinary reaction and 1 Charge to reduce it by 1d4+3, minimum 1, never below 0. Apply before resistance/vulnerability; only one Aspect reduction per event.
Ends: Aspect replacement or dormancy ends access.
Feel nearby exposed ferrous material. Notice relevant exposed phenomena within 5 feet. Does not automatically reveal hidden creatures, intentions, diagnoses, or facts. A stated touch requirement still applies.
Ends: Aspect replacement or dormancy ends access.
Tap or vibrate metal. Action; simple observable signals within 30 feet. No automatic privacy or language comprehension. Explicit willing-touch thought, dream-image, or mood expressions use touch instead of remote signaling.
Ends: Aspect replacement or dormancy ends access.
Magnetic fields create bodily orientation cues. Descriptive sensory experience only. Grants no immunity, proficiency, compulsory personality, or unstated mechanical benefit.
Ends: Aspect replacement or dormancy ends access.
Proficiency +2; Intelligence modifier +3. Aspect attacks use their sum; saves use 8 + their sum. These are PC level-based examples. NPCs and monsters use their actual proficiency.
3 maximum Charges, restored by a long rest. Pay only the cost printed on the ability. All actions and concentration share your ordinary turn.
Magnetic Dominion: 5 points, one rank-V path and rank II in both others. Natural access begins at level 20; paid ultimate acceleration can permit level 17. One shared annual recovery record and bodily strain apply.
Control up to 10,000 pounds of unattended ferrous material within 120 feet. Each action can move it 30 feet or make one 20-foot-radius attack for 8d10 bludgeoning damage, DEX save for half. No additional action is granted on activation. Choose a visible point within range occupied by controlled material as the center of the sphere; this is a saving-throw effect, not an attack roll. Save DC 13 (DEX).
Ends: Concentration loss; duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.