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School evocation [electricity]; Level bard 3, sorcerer/ wizard 3, vanguard 3 CASTING
Casting Time 1 standard action EFFECT
Range close (25 ft. + 5 ft./2 levels) |
Extras |
Magnetic Grasp
DESCRIPTIONYou create a magnetic pulse that attracts objects towards
your hand. Each round on your turn (starting with the round you cast magnetic grasp), you can target a single metallic object
within range. The object is pulled towards you, flying
directly into your hands (or in the nearest available space
if it is too large to hold or you do not wish to hold it).
If you attempt to take an item from a creature, you must make a steal or disarm attempt (as appropriate for
what you are taking). You use your caster level as your
Combat Maneuver Bonus, adding your Intelligence,
Wisdom, or Charisma modifier (whichever is highest)
in place of your Strength or Dexterity modifier. This
combat maneuver attempt does not provoke an attack
of opportunity from its target. If you are successful, you
pull the target object to you, and if you have enough
hands free, you can catch it. Otherwise, the object lands
in your square as if you dropped it. Magic items receive a Fortitude save to prevent either of these effects. If the object is held down in some way (such as by ropes), you can make a Strength check to break the bindings, using 5 + your Intelligence, Wisdom, or Charisma modifier (whichever is highest) in place of your Strength bonus. Section 15: Copyright Notice
Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore |
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