Personal Magnetism
(Alteration)

Range:  5 yards + 1 yard per level
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  5
Area of Effect:  Special
Saving Throw:  Negates

By means of this spell, a wizard is able to endow a single target creature with a magical field which causes all creatures within the area of effect (of the same basic species) to be drawn toward the target creature, much in the say way that metal is attracted to a lodestone. The spell will affect target creatures of up to 4+2 Hit Dice. A saving throw versus spell will totally negate this spell, but the Hit Dice of the target creature modify its saving throw in the following manner:

	Hit Dice	Saving Throw Modifier
	less than 1	-4
	less than 2	-3
	less than 3	-2
	less than 4	-1
	4+	0

Creatures that have magical auras are totally immune to this spell. This includes dragons, cockatrice, etc.
If the spell dweomer successfully affects the target creature it will then attempt to attract all surrounding creatures of the same species, causing them to move at their normal movement rate (and locomotion) toward the target creature. The area of effect is a sphere around the target creature which extends outward up to 1 yard per level of the wizard, up to a maximum of a 10-yard radius. The number of creatures within the area of effect which the dweomer will attempt to attract is equal to twice the current level of the wizard. The wizard is unable to change this number in any way and may himself be affected by the dweomer (if of the same species as the target creature) if caught within the area of effect. For purposes of this spell, hybrids are considered an individual species, so half-orcs would only attract other half-orcs, not other orcs or humans.
The area of effect is stronger near the target creature and therefore has more of a chance to attract a being toward the target than at the outer limits of the sphere. The outer 1 yard of the area of effect will always allow creatures a normal saving throw versus spell against the attraction. But, for every yard closer, the creature is penalised by a cumulative -1 modifier to its saving throw. Here are examples of a 1st-level, 5th-level, and 10th-level (or higher) wizard casting this spell:

1st-level wizard:
distance in yards	0	1
saving throw modifier	-	0

5th-level wizard:
distance in yards	0	1	2	3	4	5
saving throw modifier	-	-4	-3	-2	-1	0

10th-level wizard or higher:
distance in yards	0	1	2	3	4	5	6	7	8	9	10
saving throw modifier	-	-9	-8	-7	-6	-5	-4	-3	-2	-1	0

A successful saving throw against the attraction means that the spell is unable to attract this creature toward the target creature.
Note that the wizard may reduce the size of the area of effect to less than he is able to affect (in one-yard decrements) but the saving throw modifiers are a product of the size of the area of effect, not the level of the wizard casting the spell. This means that if a 10th-level wizard reduces the area of effect to a one-yard sphere it would only be able to affect creatures within one yard of the target creature and they would receive a normal saving throw, but he will still able to try to attract 20 creatures toward the target whereas the 1st-level wizard would only be able to attract 2. Also, remember that the area of effect is three-dimensional, and can affect creatures through any material that does not shield against magic (lead, for example). Creatures that are physically unable to become "stuck" to the target will stick to whatever physical object is blocking their path, such as walls, floors, doors, etc.
If any creatures become "stuck" to the target creature, it and whatever is stuck to it become entangled with each other, effectively reducing their normal movement rate to 0. Creatures being drawn toward the target are totally unable to attack, but may attack from the mass with one attack form per round if the attack does not require melee combat (breath weapon, gaze, etc.). If the combat form requires physical contact, a "stuck" creature is only entitled to attack once per round and only if it is first attacked by someone striking at it while it is entangled. Attacks on entangled creatures are at +4 to-hit, and the creatures are penalised -3 on the return attack. Also, creatures so entangled lose all Armour Class bonuses for Dexterity and cannot cast any spells requiring somatic components.
The material component of this spell is a lodestone of at least 2 gp in weight. It will disintegrate if the target creature successfully saves against the spell. Otherwise, it is reusable, and only need be touched during the casting to act as a focus for the wizard.

