spell name:
DETECT MAGNETISM
list name:
magnetic law
level:
1
realm:
essence
type:
forcemage base
spell class:
i
duration:
1 round / level
range:
50'
area of effect:
1' radius / level
sourcebook:
rolemaster companion 5
description: Caster can detect magnetic fields and their relative strengths. (Strength, for game purposes, will be measured in pounds and the smallest amount of magnetic force that a caster will normally be manipulating is 1 pound / foot^2. This measurement will be referred to in this list as 'Unit'.)

spell name:
MAGNETIZE
list name:
magnetic law
level:
2
realm:
essence
type:
forcemage base
spell class:
f
duration:
1 round / level
range:
touch
area of effect:
1 object
sourcebook:
rolemaster companion 5
description: Caster magnetizes metallic objects together. The force of the bond is equal to 1 Unit (1 pound / foot^2) per level of the caster.

spell name:
MAGNETIC FIELD
list name:
magnetic law
level:
3
realm:
essence
type:
forcemage base
spell class:
f
duration:
1 round / level
range:
touch
area of effect:
1 object
sourcebook:
rolemaster companion 5
description: Caster can magnetize any portion of a metallic object creating a surrounding field with a radius equalling 1 ft per level. Strength is 1 Unit (1 pound / foot^2) per level of caster.

spell name:
DEMAGNETIZE
list name:
magnetic law
level:
4
realm:
essence
type:
forcemage base
spell class:
f
duration:
varies
range:
touch
area of effect:
1 object
sourcebook:
rolemaster companion 5
description: This spell will instantly nullify any magnetic effect for 1 round/level of caster. Affects one Unit (1 pound / foot^2) per level.

spell name:
MAGNETIC BOLT 100'
list name:
magnetic law
level:
5
realm:
essence
type:
forcemage base
spell class:
e
duration:
range:
100'
area of effect:
1 effect
sourcebook:
rolemaster companion 5
description: A bolt of magnetic force is shot from the palm of the caster: results are determined on the reverse Water Bolt Table (i.e., AT(20) is treated as AT(1), AT(19) is treated as AT(2), and AT(1)is treated as AT(20)).

spell name:
SHIELD 1
list name:
magnetic law
level:
6
realm:
essence
type:
forcemage base
spell class:
f
duration:
concentration
range:
self
area of effect:
1 target
sourcebook:
rolemaster companion 5
description: This spell creates a shield of magnetic force which attracts metal weapons. The wielder of any melee weapon must make a RR vs the level of the caster or have his weapon stick to the shield. Melee weapons have 20 subtracted from their attack rolls, and if the resulting attack does not hit the target then it is considered stuck to the shield. The shield hovers in front of the caster wherever he desires at a distance from the caster of no more than I foot. 'Stuck' weapons may be retrieved with a successful Medium (+0) Maneuver modified by strength with a penalty of -5 per level of the caster.

spell name:
MAGNETIC BALL 10'R
list name:
magnetic law
level:
7
realm:
essence
type:
forcemage base
spell class:
e
duration:
range:
100'
area of effect:
self
sourcebook:
rolemaster companion 5
description: A 1' ball of magnetic force is shot from the palm of the caster, it explodes to affect a 10'R area; results are determined on the reverse Shock Bolt Table (i.e., AT(20) is treated as AT(1), AT(19) is treated as AT(2), and AT(1)is treated as AT(20)).

spell name:
WARP
list name:
magnetic law
level:
8
realm:
essence
type:
forcemage base
spell class:
f
duration:
range:
50'
area of effect:
10' radius
sourcebook:
rolemaster companion 5
description: Caster releases a field of super-strength, pulsating magnetic force against the target. All metallic material must make a RR vs the level of the caster. If the RR is failed, the material is warped, and attempts to continue to use the material are at a penalty equal to -1% / 1% failure.

spell name:
MAGNETIC BOLT 200'
list name:
magnetic law
level:
9
realm:
essence
type:
forcemage base
spell class:
e
duration:
range:
200'
area of effect:
1 target
sourcebook:
rolemaster companion 5
description: A bolt of magnetic force is shot from the palm of the caster: results are determined on the reverse Water Bolt Table (i.e., AT(20) is treated as AT(1), AT(19) is treated as AT(2), and AT(1)is treated as AT(20)).

spell name:
BARRIER 10' R
list name:
magnetic law
level:
10
realm:
essence
type:
forcemage base
spell class:
f
duration:
1 round / level (concentration)
range:
75'
area of effect:
1 target
sourcebook:
rolemaster companion 5
description: Caster releases a field of super-strength, pulsating magnetic force against the target shaped like a column around the caster. All metallic material must make a RR vs the level of the caster. If the RR is failed, the material is warped, and attempts to continue to use the material are at a penalty equal to -1% / 1% failure.

spell name:
MAGNETIC BALL 20' R
list name:
magnetic law
level:
11
realm:
essence
type:
forcemage base
spell class:
e
duration:
range:
150'
area of effect:
10' radius
sourcebook:
rolemaster companion 5
description: A 1' ball of magnetic force is shot from the palm of the caster, it explodes to affect a 10'R area; results are determined on the reverse Shock Bolt Table (i.e., AT(20) is treated as AT(1), AT(19) is treated as AT(2), and AT(1)is treated as AT(20)).

spell name:
MAGNEKINESIS
list name:
magnetic law
level:
12
realm:
essence
type:
forcemage base
spell class:
f
duration:
range:
25'
area of effect:
1 object
sourcebook:
rolemaster companion 5
description: Caster can grab metal objects and move them a number of feet equal to his level per round. Strength is equal to 10x the caster's level in Units (1 pound / foot^2).

spell name:
SHIELD 2
list name:
magnetic law
level:
13
realm:
essence
type:
forcemage base
spell class:
f
duration:
range:
self
area of effect:
self
sourcebook:
rolemaster companion 5
description: This spell creates a shield of magnetic force which attracts metal weapons, functioning in all respects as a wallshield (+30 melee, +40 missile), the RR is modified by -10, and missile attack rolls have 30 subtracted. The wielder of any melee weapon must make a RR vs the level of the caster or have his weapon stick to the shield. If a resulting melee attack does not hit the target then it is considered stuck to the shield. The shield hovers in front of the caster wherever he desires at a distance from the caster of no more than 1 foot. 'Stuck' weapons may be retrieved with a successful Medium (+0) Maneuver modified by strength with a penalty of -5 per level of the caster.

spell name:
MAGNETIC BOLT 300'
list name:
magnetic law
level:
14
realm:
essence
type:
forcemage base
spell class:
e
duration:
range:
300'
area of effect:
1 target
sourcebook:
rolemaster companion 5
description: A bolt of magnetic force is shot from the palm of the caster: results are determined on the reverse Water Bolt Table (i.e., AT(20) is treated as AT(1), AT(19) is treated as AT(2), and AT(1)is treated as AT(20)).

spell name:
LESSER WEAPON
list name:
magnetic law
level:
15
realm:
essence
type:
forcemage base
spell class:
f
duration:
1 round / level
range:
self
area of effect:
self
sourcebook:
rolemaster companion 5
description: Causes a broadsword-shaped blade of magnetic force to spring forth from the caster's empty hand. The caster may make melee attacks with it using his directed spell bonus (with an additional +20) delivering damage as a Magnetic Bolt with a +20 OB. Normally. this blade may not parry or be parried. This blade has a percentage chance equal to the level of the caster of ignoring any metal armor it comes into contact with (treat target as AT 1). In any round that the caster has not attacked with this blade as a melee weapon, he may release the blade as a normal Magnetic Bolt.

spell name:
BARRIER 20' R
list name:
magnetic law
level:
16
realm:
essence
type:
forcemage base
spell class:
f
duration:
1 round / level (concentration)
range:
150'
area of effect:
20' radius
sourcebook:
rolemaster companion 5
description: Caster releases a field of super-strength, pulsating magnetic force against the target shaped like a column around the caster. All metallic material must make a RR vs the level of the caster. If the RR is failed, the material is warped, and attempts to continue to use the material are at a penalty equal to -1% / 1% failure.

spell name:
MAGNETIC BALL 40' R
list name:
magnetic law
level:
17
realm:
essence
type:
forcemage base
spell class:
e
duration:
range:
150'
area of effect:
40' radius
sourcebook:
rolemaster companion 5
description: A 1' ball of magnetic force is shot from the palm of the caster, it explodes to affect a 10'R area; results are determined on the reverse Shock Bolt Table (i.e., AT(20) is treated as AT(1), AT(19) is treated as AT(2), and AT(1)is treated as AT(20)).

spell name:
REPULSE
list name:
magnetic law
level:
18
realm:
essence
type:
forcemage base
spell class:
f
duration:
range:
25'
area of effect:
10' x 50' cone
sourcebook:
rolemaster companion 5
description: Caster can release a conical force, beginning at 10' and ending at its base at 50'. All heavily armored targets must make a RR or be thrown away from the caster a number of feet equal to 10x the caster's level. Affected targets will suffer an 'A' severity Impact critical for every 50' thrown.

spell name:
BREAK
list name:
magnetic law
level:
19
realm:
essence
type:
forcemage base
spell class:
f
duration:
range:
50'
area of effect:
1 target
sourcebook:
rolemaster companion 5
description: Caster releases a field of super-strength, pulsating magnetic force against the target. All metallic material must make a RR vs the level of the caster. If the RR is failed, the material is broken and/or useless.

spell name:
GREATER WEAPON
list name:
magnetic law
level:
20
realm:
essence
type:
forcemage base
spell class:
f
duration:
1 round / level
range:
self
area of effect:
self
sourcebook:
rolemaster companion 5
description: Causes a broadsword-shaped blade of magnetic force to spring forth from the caster's empty hand. The caster may make melee attacks with it using his directed spell bonus (with an additional +35) delivering damage as a Magnetic Bolt with a +35 OB. Normally. this blade may not parry or be parried. This blade has a percentage chance equal to the level of the caster of ignoring any metal armor it comes into contact with (treat target as AT1). In any round that the caster has not attacked with this blade as a melee weapon, he may release the blade as a normal Magnetic Bolt (delivering 2x concussion hits).

spell name:
BARRIER TRUE
list name:
magnetic law
level:
25
realm:
essence
type:
forcemage base
spell class:
f
duration:
1 round / level (concentration)
range:
150'
area of effect:
20' radius
sourcebook:
rolemaster companion 5
description: Caster releases a field of super-strength, pulsating magnetic force against the target shaped like a column around the caster. All metallic material must make a RR vs the level of the caster. If the RR is failed, the material is broken.

spell name:
LESSER GLOBE
list name:
magnetic law
level:
30
realm:
essence
type:
forcemage base
spell class:
f
duration:
1 round / level
range:
30'
area of effect:
1 target
sourcebook:
rolemaster companion 5
description: Caster surrounds target with a powerful field of magnetic energy. This globe modifies elemental attacks by -50 and all melee and missile attacks by -75. All metallic material must make a RR vs the level of the caster. If the RR is failed, the material is warped, and attempts to continue to use the material are at a penalty equal to -1% / 1% failure. The globe moves with the target. Maximum diameter of the globe is 1 foot per three levels of the caster.

spell name:
GREATER GLOBE
list name:
magnetic law
level:
50
realm:
essence
type:
forcemage base
spell class:
f
duration:
1 round / level
range:
50'
area of effect:
1 target
sourcebook:
rolemaster companion 5
description: Caster surrounds target with a powerful field of magnetic energy. This globe modifies elemental attacks by -7 5 and all melee and missile attacks by -100. If the RR is failed, the material is broken and/or useless. The globe moves with the target. Maximum diameter of the globe is 1 foot per three levels of the caster.