Employs Magnetism

You command metal and the power of magnetism.

Genre themes: iron mage (fantasy), asteroid miner (science fiction), energy-wielder (superhero)

GM intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Tier 1: Craft Metal

You can manipulate metal easily, allowing you to craft metal objects without heat. You also gain an asset to all tasks involving crafting metal. Enabler.

Tier 1: Move Metal (1 Intellect)

Until you use a one-hour or longer recovery, you can exert force on metal objects within short range as your action. Each use of this ability requires an action, allowing you to move an object at a distance if it contains metal or is made of metal. You can only move or manipulate an object if you could physically do so with your own hands. For example, you could lift and pull a light metal object anywhere within range to yourself or move a heavy object (like a piece of furniture) an immediate distance. This power lacks the fine control to wield a weapon or move objects with much speed, so in most situations, it's not a means of direct attack; however, you could pull a metallic object from another creature's grasp, push a creature in metallic armor an immediate distance, or hinder a creature's attack or defense by applying restraining pressure to an armored leg or arm or to a metallic weapon. Affecting an unwilling creature or their equipment requires an Intellect attack roll.

You can use your action to create a magnetic disruption within short range, hindering electronic devices, electronic machines, and machine creatures (such as robots) by two steps for one round.

Action to initiate; action to move metal or disrupt electronics.

Tier 1: Sense Metal (1 Intellect)

If there is ferromagnetic metal of any kind within short range, you are aware of that fact, as well as the amount, type, and general location. Last action.

Tier 2: Electromagnetic Eyes (2 Intellect)

You sense your environment using the electromagnetic fields that invisibly fill most locations—invisible to others, not to you. You can "see" up to long range even in complete darkness, and you have an asset on perception tasks related to noticing hiding living creatures (which have their own electromagnetic fields) as well as metal and magnetic objects and powered devices. You can see otherwise invisible creatures normally.

You always know which way is north (assuming you're on a planet with magnetic poles).

This ability lasts until you use a ten-minute or longer recovery. Action to initiate.

Tier 2: Electromagnetically Charge (1+ Intellect)

You gather energy from the electromagnetic fields that invisibly fill most locations, then use it to heal yourself, reducing the severity of one of your wounds. You are healed of a minor wound, reduce a moderate wound to a minor wound, or reduce a major wound to a moderate wound.

Alternatively, you can use this ability to restore charge to a mundane handheld device, such as a cell phone or small radio, that uses electricity and has lost its charge or whose batteries have been exhausted.

Each time you use this ability, the Intellect point cost increases by 1. The cost returns to 1 after you take a recovery. Last action.

Tier 2: Repel Metal

By manipulating magnetism, you have an asset to block and dodge rolls against attacks that include metal, such as bullets, thrown knives, metal-tipped arrows and crossbow bolts, and so on. Enabler.

Tier 3: Guide Bolt (3+ Intellect)

When you make an attack with metallic ammunition—including bullets, thrown knives, metallic bolts, or metal-tipped arrows—on a target within short range, you can improve the attack's aim and velocity, which grants an asset to the attack and inflicts an additional 3 damage. You can use this ability only once per round.

Effort: Affect an ally's attack instead of your own if their attack passes within short range.

Enabler.

Tier 3: Rend Metal (3+ Intellect)

You instantly tear, rip, or burst a metal object of up to level 3 that is within short range. You must be able to see the object and it can't be bigger than half your size (or, if part of a larger object like a wall, a section that is no bigger than half your size). The affected object is destroyed; optionally, it also expels shrapnel, inflicting 1 damage per level on all creatures in immediate range (make separate Intellect attack rolls).

Affecting an unwilling creature's equipment requires an Intellect attack roll, but the roll is eased by two steps.

Effort: Increase the maximum level of the metal object you can affect by 1.

Action.

Tier 4: Magnetic Field (5 Intellect)

A field of magnetism around you pulls incoming, ranged, metallic projectile attacks (such as arrows, bullets, a thrown metal knife, and so on) to the ground. It also disperses energy attacks such as electricity, x-rays, lasers, and other attacks that are part of the electromagnetic spectrum. You are immune to such attacks for one round. You must be aware of an attack to foil it. Enabler.

Tier 4: Magnetize (4+ Intellect)

Your touch permanently magnetizes an object (regardless of whether it is metallic) no larger than you with a level 5 magnetic force, or demagnetizes an object no larger than you whose magnetic force is level 5 or less. A magnetized object attracts metal brought within 1 foot (30 cm) of it. Pulling the metal away requires a successful Might task. Magnetizing or demagnetizing electronic equipment destroys it if its level is 5 or less. You can use magnetic abilities (such as Move Metal and Command Metal) on a magnetized object.

Alternatively, you can create a magnetic field that repels metal objects of level 3 or less (in effect, this is much like a force field that only affects metal things).

Effort: Increase the level of a new magnetic force by 1. Increase the maximum level of an existing magnetic force you want to demagnetize by 1.

Action.

Tier 5: Command Metal (5 Intellect)

You reshape a metallic object you can see in short range as you desire. The item's mass can be no greater than your own. You can affect multiple items at once as long as their combined mass does not exceed yours. You can fuse multiple items together. You can use this power to destroy a metal object (as the Rend Metal ability), or you can craft it into another desired shape (crudely, unless you succeed on a sculpting or crafting task). You can then move the new object anywhere within range. For example, you could take a few metal shields or panels, fuse them together, and use the resulting shape to block a doorway.

You can use this ability to attack one target within short range, causing a foe's armor to constrict, rendering a metal item into shards that you fling across the battlefield, and so on. Regardless of the form of the attack, it is an Intellect attack that deals 7 damage.

Last action; action to attack.

Tier 5: Iron in the Blood

You have honed your magnetic senses, allowing you to sense and manipulate the trace amounts of iron in flesh and blood. You can now move creatures with Move Metal and attack them directly with Rend Metal (inflicting 5 damage with a successful attack) and Command Metal (inflicting 7 damage), although your Intellect attack is hindered when doing so. Enabler.

Tier 6: Diamagnetism

You magnetize any nonmetallic object within short range so that it can be affected by your other magnetic powers, as if using Magnetize at range and on the fly (to permanently magnetize an object, you must spend Intellect as noted for Magnetize). Therefore, with Move Metal, you can move any object you can see. With Repel Metal, you have an asset to all block and dodge rolls, regardless of whether the incoming attack uses metal (even pure energy attacks bend slightly to your will). And so on. Enabler.

Diamagnetism supersedes Magnetize, so if you have both, you can exchange Magnetize for another equal or lower-tier ability from this focus.

Tier 6: Iron Punch (8+ Intellect)

You magnetically pick up a heavy metallic object within short range and hurl it at a target within short range. With a successful Intellect attack, you deal 10 damage to the target and the object.

Effort: Affect an additional target that is adjacent to the first target.

Action.