spell name:
DETECT MAGNETISM
list name:
Magnetic Ways
level:
1
realm:
Arcane
type:
closed arcane
spell class:
I
duration:
-
range:
touch
area of effect:
self
sourcebook:
spell user's companion
description: Caster is able to determine how strongly an item is magnetized.

spell name:
LOCATE POLES
list name:
Magnetic Ways
level:
2
realm:
Arcane
type:
closed arcane
spell class:
I
duration:
-
range:
touch
area of effect:
self
sourcebook:
spell user's companion
description: Caster is able to find and identify the poles of a magnetized item.

spell name:
COMPASS
list name:
Magnetic Ways
level:
3
realm:
Arcane
type:
closed arcane
spell class:
I
duration:
-
range:
self
area of effect:
self
sourcebook:
spell user's companion
description: Caster is able to determine the direction of magnetic north on his planet.

spell name:
DETECT ELECTROMAGNETISM
list name:
Magnetic Ways
level:
4
realm:
Arcane
type:
closed arcane
spell class:
I
duration:
1 round / level
range:
10'/lvl
area of effect:
self
sourcebook:
spell user's companion
description: Caster is able to locate and identify any sources of the desired form of Electromagnetism.

spell name:
REVERSE POLARITY
list name:
Magnetic Ways
level:
5
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
permanent
range:
touch
area of effect:
1 object
sourcebook:
spell user's companion
description: Caster is able to switch the polarity of an object, i.e., north becomes south and vice versa.

spell name:
ALTER POLES
list name:
Magnetic Ways
level:
6
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
permanent
range:
10'/lvl
area of effect:
1 object
sourcebook:
spell user's companion
description: Caster is able to move the magnetic 'north' of an object to any position he desires. Magnetic south will then move to its appropriate position on the object.

spell name:
DEMAGNETIZATION
list name:
Magnetic Ways
level:
7
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
permanent
range:
10'/lvl
area of effect:
1 object
sourcebook:
spell user's companion
description: Caster alters the polarity of all molecules in an object, randomizing the direction of their facing. This has the effect of demagnetizing the object.

spell name:
UNIFORM DOMAIN
list name:
Magnetic Ways
level:
8
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
permanent
range:
10'/lvl
area of effect:
1 object
sourcebook:
spell user's companion
description: Caster alters the polarity of all molecules in an object, aligning the direction of their facing. This has the effect of magnetizing the object.

spell name:
MAGNETIZE
list name:
Magnetic Ways
level:
9
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
10 minutes / level
range:
10'/lvl
area of effect:
1 object
sourcebook:
spell user's companion
description: Caster is able to magnetize an object made of material that is not normally magnetizable such as wood, stone, etc. The object may not mass more than 1 cubic foot per level of caster.

spell name:
ATTRACT
list name:
Magnetic Ways
level:
10
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
1 round / level
range:
10'/lvl
area of effect:
1 target
sourcebook:
spell user's companion
description: Caster causes a target to attract iron and steel objects as if he were a normal magnet. This will cause the target to be -1 to all fumble ranges with metallic weapons (not less than one), +10 to be hit with same, and +5 to be hit with missile weapons (+10 for all-metal bolts or arrows).

spell name:
REPEL
list name:
Magnetic Ways
level:
11
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
1 round / level
range:
10'/lvl
area of effect:
1 target
sourcebook:
spell user's companion
description: Caster causes a target to repel iron and steel objects as if he were a normal magnet of opposite polarity. This will cause the target to be +1 to all fumble ranges with metallic weapons, -10 to be hit with same, and -5 to be hit with missile weapons (-10 for all-metal bolts or arrows).

spell name:
MOVE WAVE
list name:
Magnetic Ways
level:
12
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
-
range:
10'/lvl
area of effect:
1 target
sourcebook:
spell user's companion
description: Caster can control the movement of one magnetic wave. This will allow the caster to throw a magnetic 'bolt' (resolved on the Lightning bolt table but instead of using normal lightning criticals use them in this order Impact, Heat, and Electricity).

spell name:
MULTI-POLES
list name:
Magnetic Ways
level:
13
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
1 minute / level
range:
10'/lvl
area of effect:
1 object
sourcebook:
spell user's companion
description: Caster causes an item to develop more (or less) than two magnetic poles. This may have peculiar effects on the item or it's interaction with normal items. The 'adjusted' poles of the item will obey normal laws regarding magnetism, accordingly positive will attract negative and repel other positive poles, etc.

spell name:
INCREASE ATTRACTION
list name:
Magnetic Ways
level:
14
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
1 minute / level
range:
touch
area of effect:
1 object
sourcebook:
spell user's companion
description: Caster may increase the attraction of any magnetized object by up to 100 pounds of pull per level of caster. For example, a 14th level caster may cause a magnet to have 1400 pounds of attraction. Distance makes a great difference when discussed in relation to magnetism, so for every foot of distance between an object and the magnet, reduce the amount of attraction by a factor of 2. Note: This spell can deliver increased effect when used in conjunction with other spells on this list.

spell name:
INCREASE REPULSION
list name:
Magnetic Ways
level:
15
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
1 minute / level
range:
touch
area of effect:
1 object
sourcebook:
spell user's companion
description: As Increase Attraction, but caster may increase the repulsion of any magnetized object by up to 100 pounds of push per level of caster.

spell name:
ELECTRICAL GENERATION
list name:
Magnetic Ways
level:
16
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
varies
range:
10'/lvl
area of effect:
varies
sourcebook:
spell user's companion
description: is able to generate electrical energy from magnetic energy. Caster is able to regulate the speed of this creation from a slow trickle of electrical energy (enough to cause severe static electricity and which will last approximately 1 hr/lvl) through a steady flow of electrons (enough to power a few small appliances for up to 10 min/lvl) to a great crackling bolt of lightning which will do 2x damage on the Lightning bolt table. The stronger the magnetic source used to create the electricity, the stronger the flow of electrons.

spell name:
MAGNETIC VIBRATION
list name:
Magnetic Ways
level:
17
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
varies
range:
10'/lvl
area of effect:
varies
sourcebook:
spell user's companion
description: Caster sets up a field of magnetic vibration which will accomplish many things according to the caster's desires. For example, the field may be set up to clean any item passed through it, cut (even very hard) items (up to 1 linear foot per level), or force one item (a wooden post) through another item (rock-hard soil), etc. Caster is only limited by his ingenuity (or the restrictions of the GM) and the power of this spell.

spell name:
MAGNETIC POWER
list name:
Magnetic Ways
level:
18
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
1 round / level
range:
self
area of effect:
self
sourcebook:
spell user's companion
description: Converts magnetism into PP for the duration of this spell. Caster gains 2 PP per round for the duration of this spell.

spell name:
SHAPE FIELD
list name:
Magnetic Ways
level:
19
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
1 round / level
range:
10'/lvl
area of effect:
varies
sourcebook:
spell user's companion
description: Caster may alter the shape of a magnetic field (up to 10 cubic foot per level in area) as desired. The magnetic field retains this shape while the duration lasts, then instantly returns to normal.

spell name:
MAGNETIC COMPULSION
list name:
Magnetic Ways
level:
20
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
1 round / level
range:
10'/lvl
area of effect:
varies
sourcebook:
spell user's companion
description: Caster may bend magnetic waves and cause light waves (or x-rays, or microwaves, etc.) to follow suit, (as there is equal wave match across the light and magnetic spectrums, the caster may influence any portion of the Electromagnetic spectrum to do his bidding). Of course, the caster must know the exact effects of his magnetic 'tampering' or the probable outcome is random at best (and may harm the caster or his allies at worst).

spell name:
MAGNETIC STORM
list name:
Magnetic Ways
level:
25
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
1 round / level
range:
100'/lvl
area of effect:
varies
sourcebook:
spell user's companion
description: Caster creates a small magnetic storm (up to 100,000 cubic feet per level in area) very similar to the Aurora Borealis. Within the area of effect electrical fields are randomly disrupted (10% of the time or GM option). Bright varicolored lights flash and shimmer in the air. Magnetic effects (including lodestones) are unpredictable.

spell name:
MAGNETIC CONTAINMENT
list name:
Magnetic Ways
level:
30
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
1 round / level
range:
10'/lvl
area of effect:
varies
sourcebook:
spell user's companion
description: Caster creates a magnetic containment field up to 100 cubic foot per level in area. This containment field is very strong (able to contain even anti-matter explosions). If this field is created around a target and he misses his save (at -30), he is stuck within for the duration (unless other than physical means are used to escape it).

spell name:
UNIFORM POLARITY
list name:
Magnetic Ways
level:
50
realm:
Arcane
type:
closed arcane
spell class:
F
duration:
permanent
range:
touch
area of effect:
1 object
sourcebook:
spell user's companion
description: Caster causes a magnetized item to change it's negative polarity to positive. This will have the effect of causing the item to disintegrate into an ultra-fine powder. The item may mass no more than 1 cubic foot per level of caster.