Aspect Codex
Magnetic Control
Magnetic Control is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Magnetic Control defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Magnetic Tug
Choose one valid Magnetic Control target within range. The target must make a STR save or be pulled up to 10 ft. in a straight line toward you. If it ends this movement within 5 ft. of you, it takes 4 (1d6) lightning damage.
Magnetic Hand
Manipulate one unattended metal object within range weighing no more than 10 pounds. As an action while the effect lasts, move it up to 30 ft., manipulate a simple metal object, open an unlocked metal door or container, retrieve or stow a metal item, or pour from a metal vial. It cannot attack or activate magic items.
Iron Grasp
Control one unattended metal object within range weighing no more than 50 pounds. As an action while the effect lasts, move it up to 30 ft. or slam it into a creature within 30 ft. of the object. Make a ranged power attack; on a hit, the target takes 7 (2d6) bludgeoning or piercing damage.
Polar Push
Choose one valid Magnetic Control target within range. The target must make a STR save, taking 7 (2d6) force damage and being pushed or pulled up to 10 ft. in a straight line on a failed save, or half damage with no movement on a success.
Magnetic Deflection
When you or a creature you can see within range is hit by an attack made with a metal weapon or metal projectile, impose a 1d6 penalty on the attack roll, potentially causing it to miss.
Magnetize
Choose one creature or object within range. An unwilling creature must make a CON save. On a failed save, or automatically if unattended, the target becomes magnetized. The next Magnetic Control power you use against it before the effect ends gains a +1 bonus to its attack roll or save DC.
Ferrous Control
Control one unattended metal object within range weighing no more than 250 pounds. As an action while the effect lasts, move it up to 30 ft., manipulate metal mechanisms, or slam it into a creature within 30 ft. of the object. Make a ranged power attack; on a hit, the target takes 11 (2d10) bludgeoning or piercing damage.
Repulsion Field
When a valid Magnetic Control target enters the emanation or starts its turn there, force it to make a STR save. On a failed save, it takes 9 (2d8) force damage and is pushed 10 ft. directly away from you. On a success, it takes half damage and is not pushed.
Projectile Redirection
When a creature you can see within range is missed by a ranged attack made with metal ammunition or a thrown metal weapon, redirect the projectile toward another creature within 30 ft. of the original target. Make a ranged power attack; on a hit, the new target takes the weapon’s normal damage plus 4 (1d8) force damage.
Magnetic Lock
Choose one valid Magnetic Control target within range. The target must make a STR save or have speed 0 until the start of your next turn. If the target is magnetized, it is also restrained until the start of your next turn.
Metalbind
Choose one valid Magnetic Control target within range. The target must make a STR save or become restrained as metal clamps, twists, or pins it in place. It repeats the save at the end of each of its turns, ending the effect on a success. If magnetized, it has disadvantage on the first save.
Magnetic Burst
Release a magnetic pulse. Valid Magnetic Control targets of your choice in the emanation must make a STR save, taking 18 (4d8) force damage and being pushed 15 ft. away from you on a failed save, or half damage with no push on a success. Unattended metal objects in the area are flung outward.
Magnetic Screen
When you or a creature you can see in the emanation is targeted by an attack made with a metal weapon or projectile, create magnetic interference. Until the start of your next turn, attacks made with metal weapons or projectiles against creatures of your choice in the emanation have disadvantage.
Polarity Snare
Choose two valid Magnetic Control targets within range. Each unwilling creature must make a STR save. On a failed save, the targets become linked. Whenever one linked target moves, the other must spend 1 ft. of movement for every 1 ft. moved or be pulled 10 ft. toward it. A linked creature can use its action to repeat the save, ending the link on a success.
Magnetic Crush
Choose one valid Magnetic Control target within range. The target must make a CON save, taking 22 (4d10) force damage and losing reactions until the start of your next turn on a failed save, or half damage with no reaction loss on a success.
Iron Halo
Metal fragments orbit around you. Attacks made with metal weapons or projectiles against creatures of your choice in the emanation have disadvantage. As a bonus action, make a ranged power attack against one creature within 60 ft.; on a hit, it takes 18 (4d8) piercing damage.
Polarity Field
Create a 20-ft. radius magnetic field centered on a point within range. The area is difficult terrain for valid Magnetic Control targets. When such a creature enters the area for the first time on a turn or starts there, it must make a STR save or be pushed or pulled 10 ft. in a straight line.
Magnetic Disarm
Choose up to three creatures within range holding metal weapons, shields, tools, or other metal objects. Each target must make a STR save. On a failed save, one held metal object of your choice is pulled from its grasp and flies up to 30 ft. to an unoccupied space you choose. Magnetized targets have disadvantage on this save.
Iron Compression
Choose one valid Magnetic Control target within range. The target must make a CON save, taking 27 (6d8) force damage and becoming restrained as metal tightens or pins it in place on a failed save, or half damage with no restraint on a success. The target repeats the save at the end of each of its turns.
Shrapnel Storm
Create a 20-ft. radius storm of metal fragments centered on a point within range. The area is difficult terrain. When a creature enters the area for the first time on a turn or starts there, it must make a DEX save, taking 22 (4d10) piercing damage on a failed save, or half as much on a success. Ranged attacks made with metal ammunition through the area have disadvantage.
Greater Polarity Field
Create a 30-ft. radius magnetic field centered on a point within range. Valid Magnetic Control targets treat the area as difficult terrain. When such a target starts its turn there, it must make a STR save. On a failed save, choose whether it is pulled 20 ft. toward the center, pushed 20 ft. away, or knocked prone.
Metal Command
Choose up to five unattended metal objects within range, each weighing no more than 100 pounds. As a bonus action while the effect lasts, move any number of them up to 30 ft. If you drive objects into a creature, make one ranged power attack against a target within 30 ft. of at least one controlled object. On a hit, the target takes 27 (6d8) bludgeoning, piercing, or slashing damage.
Magnetic Prison
Choose one valid Magnetic Control target within range. The target must make a STR save or become restrained by a suspended cage of magnetic force. While restrained this way, it has disadvantage on attacks made with metal weapons and cannot willingly move more than 5 ft. from its current space. It repeats the save at the end of each of its turns.
Iron Wall
Gather nearby metal into a wall up to 60 ft. long, 20 ft. high, and 1 inch thick, or a ring up to 20 ft. in diameter. The wall provides three-quarters cover, counts as metal for Magnetic Control powers, and has AC 18 and 60 hit points per 10-ft. section. As a bonus action, shift one section 10 ft. along the wall’s path.
Electromagnetic Pulse
Release a disruptive pulse. Valid Magnetic Control targets of your choice in the emanation must make a CON save, taking 40 (9d8) force damage and losing reactions until the start of your next turn on a failed save, or half damage only on a success. Constructs and creatures made of metal have disadvantage on the save.
Polarity Chain
Choose up to four valid Magnetic Control targets within range. Each unwilling creature must make a STR save. On a failed save, the targets become magnetically linked. Whenever one linked target is moved by a Magnetic Control power, you may move one other linked target up to the same distance in the same or opposite direction. A linked creature repeats the save at the end of each of its turns.
Master of Metal
Choose up to ten unattended metal objects within range, each weighing no more than 250 pounds. As a bonus action while the effect lasts, move any number of them up to 40 ft. If you drive objects into a creature, make one ranged power attack against a target within 30 ft. of at least one controlled object. On a hit, the target takes 36 (8d8) bludgeoning, piercing, or slashing damage and may be pushed or pulled 15 ft.
Magnetic Lockdown
Choose up to three valid Magnetic Control targets within range. Each target must make a STR save or become restrained, lose reactions, and have disadvantage on attacks made with metal weapons. A restrained target repeats the save at the end of each of its turns.
Repulsion Dome
Create a magnetic dome. Ranged attacks made with metal weapons or ammunition against creatures of your choice in the emanation have disadvantage. When a valid Magnetic Control target enters the emanation for the first time on a turn or starts there, it must make a STR save or be pushed 20 ft. directly away from you.
Polar Convergence
Create a 30-ft. radius convergence field centered on a point within range. Valid Magnetic Control targets of your choice in the area must make a STR save when the field appears and when they start their turns there. On a failed save, a creature is pulled 20 ft. toward the center and takes 18 (4d8) force damage if it collides with a creature, object, or surface.
Ferrous Storm
Create a 40-ft. radius storm of metal fragments centered on a point within range. The area is difficult terrain. When a creature enters the area for the first time on a turn or starts there, it must make a DEX save, taking 36 (8d8) piercing damage on a failed save, or half as much on a success. Valid Magnetic Control targets have disadvantage on the save.
Iron Bastion
Raise up to ten 10-ft. metal panels on a solid surface within range. Each panel has AC 18, 80 hit points, provides total cover, and counts as metal for Magnetic Control powers. As a bonus action, move one panel up to 20 ft. along the ground. If it moves through a creature’s space, that creature must make a DEX save, taking 27 (6d8) bludgeoning damage on a failed save, or half on a success.
Magnetic Singularity
Create a crushing magnetic singularity at a point within range. Valid Magnetic Control targets of your choice within 30 ft. must make a STR save when the singularity appears and when they start there. On a failed save, a target is pulled 30 ft. toward the center and restrained until the start of its next turn. If it reaches the center or collides, it takes 22 (4d10) force damage.
Electromagnetic Shutdown
Choose up to three valid Magnetic Control targets within range. Each target must make a CON save or become disrupted. While disrupted, it cannot take reactions, its speed is halved, it has disadvantage on attacks made with metal weapons, and it subtracts 1d6 from DEX saves. It repeats the save at the end of each turn.
Meteoric Ironfall
Call down magnetized iron and debris in a 40-ft. radius, 100-ft. high cylinder centered on a point within range. Creatures in the area must make a DEX save, taking 70 (20d6) bludgeoning and piercing damage on a failed save, or half as much on a success. Valid Magnetic Control targets have disadvantage on the save. The area becomes difficult terrain until cleared.
Ferromagnetic Cataclysm
Choose a point within range. Valid Magnetic Control targets of your choice within 60 ft. must make a STR save. On a failed save, you hurl the target up to 60 ft. toward or away from the point. If it collides with a creature, object, or surface, it takes 55 (10d10) force damage and falls prone. On a success, it is moved half as far and takes no collision damage.
Grand Polarity Field
Create a 60-ft. radius magnetic field centered on a point within range. Valid Magnetic Control targets of your choice in the area must make a STR save when the field appears and at the start of each of their turns. On a failed save, choose one: the target is restrained until the start of its next turn, pulled 40 ft. toward the center, pushed 40 ft. away, or forced to drop one metal object it is holding.
Aegis of the Iron Star
When you or a creature you can see within range would be hit by a metal weapon, metal projectile, or metallic object, or would take lightning or force damage, creatures of your choice in the emanation gain resistance to the triggering damage type until the start of your next turn, and attacks made with metal weapons or ammunition against them have disadvantage. If one misses, you may redirect it at a creature within 60 ft.; make a ranged power attack. On a hit, it deals the attack’s normal damage plus 33 (6d10) force damage.
Absolute Magnetism
You become the center of an overwhelming magnetic field. When you use this power, and as a bonus action on each turn for the duration, choose any number of valid Magnetic Control targets in the emanation. Each chosen creature must make a STR save. On a failed save, you pull or push it up to 60 ft. in a straight line, and it is restrained by magnetic force until the start of your next turn. On a success, it is moved half as far and is not restrained. Unattended metal objects move as you choose.
Perfect Polarity
Choose up to six creatures or objects within range and assign each a magnetic polarity. Whenever a polarized target starts its turn within 60 ft. of another polarized target, choose whether they attract or repel. An affected creature must make a STR save. On a failed save, it is pulled 30 ft. toward the other target or pushed 30 ft. away, and takes 22 (4d10) force damage if it collides with a creature, object, or surface.
Iron Dominion
Choose any number of metal objects, weapons, armor pieces, mechanisms, or structure sections within range. For the duration, you control them as extensions of your will. Worn or carried metal resists unless its bearer fails a STR save. On a failed save, you may disarm the bearer, halve its speed, impose disadvantage on attacks made with a metal weapon, or impose disadvantage on DEX saves while it wears metal armor until the start of your next turn. As an action on later turns, repeat this control against affected metal in range.
Magnetic Aegis
When you or a creature you can see within range would take damage from a weapon attack, metal projectile, metallic object, lightning effect, or force effect, raise an absolute magnetic shield. Until the start of your next turn, creatures of your choice in the emanation have resistance to the triggering damage type, and ranged attacks made with metal weapons or ammunition automatically miss them. If a metal projectile or weapon attack misses this way, you may redirect it at one creature within 60 ft.; make a ranged power attack. On a hit, it deals the attack’s normal damage plus 22 (4d10) force damage.