Monopole (3.5e Power)

A magnetic monopole forms, defying all logic and science and immediately setting about magnetizing and drawing in all metallic objects. All creatures wearing armor, carrying metal weapons, or made of metal must make a Fortitude save. On a failed save, the affected creature's load becomes heavy and increases to the minimum weight necessary for the target to achieve a heavy load. The creature suffers all the penalties associated with carrying a heavy load (see Carrying Capacity). If the creature's load is already heavy, it instead becomes over-encumbered, loses its Dexterity bonus to Armor Class and can only move 5 feet per round as a full-round action until its real load decreases to medium or less. A successful saving throw negates the effect, but if they remain in the area they must make an additional saving throw each round.

Those who have become encumbered face another problem. If they remain in the area of the monopole, they must make another saving throw. On a failed save, they are dragged to the center of the effect (or as close as possible, if the square is occupied) and are rendered immobile for the duration of the effect as the magnetic armor power, except they do not gain additional saving throws to break the effect.

If two or more creatures have been trapped in this way, they are magnetically stuck together for 1 minute/level after the monopole vanishes and their mobility is restored. Unless they remove their offending items (armor typically) the joined creatures will have to cordinate their efforts simply to move in the right direction. Those attempting to move in different direction may make opposed strength checks to see who dominates. In any case, the magnetically fused collection of victims can only travel at half the maximum speed of its slowest member.

The manifester is immune to his own monopole.

Augment: By spending 2 PP, the radius may be increased by an additional 5 feet. By spending 4 PP, the duration of the magnetized items collected together becomes permanent.