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An Entity of Type : dbkwik:resource/TGVw_48bfxR4O_s_eW_eZQ==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

__NOWYSIWYG__

AttributesValues
rdf:type
rdfs:label
  • Magnetic Field
  • Magnetic field
rdfs:comment
  • __NOWYSIWYG__
  • A magnetic field is the space surrounding a magnet inside which it produces a magnetic force; than attracts/repels magnets, and attracts magnetic materials. It is the field created by a magnetic object or an object which has current floowing trough it.It attracts other magnetic materials like magnetite.
  • In physics, a magnetic field is an entity produced by moving electric charges (electric currents) that exerts a force on other moving charges.
  • A magnetic field is is a vector field, with the vector at each point crossed with the velocity times the charge of the moving particle equal to the force on the particle (see Lorentz force). Magnetic fields can be generated either by electric currents (see Biot–Savart law) or changing electric fields (see Maxwell's equations). File:Plasma globe.jpg This electromagnetism-related article contains minimal information concerning its topic. You can help the Physics Wiki by adding to it.
  • See also Magnetosphere
  • Magnetic Field creates a strong magnetic field that immobilizes all enemies within the skill range, including the caster. * Requires the player to have Magnetic Field Generator equipped. Consumes 3 Magic Gear Fuel.
  • A magnetic field was a type of containment field used in hangars.
  • By causing motion of the electric charges present within the electricity it produces, the Spirit of Thunder generates a large magnetic field centeralised upon its fist, to repel attacks and so shield itself and others from damage.
  • Level: Galactic Demon 8 Spell Resistance: yes Launching it's foe into the sky with an electric fist, it leaps far above the foe before bringing it colliding back down into the ground in a burst of heavy magnetism. Make a single attack on a creature at your highest base attack bonus, if you hit the creature takes normal damage and you send them into the air a number of feet equal to the damage dealt. You then gain another attack at a -5 penalty. If this attack hits you deal critical damage as well as 10 damage per level (Max 200). Creatures must succeed in a Fortitude save DC:18+ Strength modifier or take 10d6+1 damage per level (Max +20) instead. Creatures take falling damage as normal.
  • A magnetic field is a field in which its particles are charged with electricity, causing them to point to one direction. This field has the ability to influence materials which were sensitive to magnetism, like magnets or iron. All planets and stars, large or small, have a magnetic field. Its strength depended on the mass and materials of the object. The science of field density may be related to magnetic fields. Naturally-occurring magnetic fields, such as from planets' polar regions, can interfere with sensors and transporters. (TNG: "Final Mission" ; DS9: "Whispers"; Star Trek Into Darkness)
  • Magnetic fields are generated by electromagnetism, and can be as small as a refrigerator magnet, or as large as a solar system. In astronomical terms, a magnetic field is one that is generated by a planet, and in a practical sense is useful in deflecting deadly solar radiation. Whereas the Earth has a robust magnetic field which protects us from a all but the most violent solar disturbances, Mars has a magnetic field so weak as to be nearly useless in that respect. Consequently, Mars in bombarded by solar winds, radiation, and meteorites constantly.
  • The magnetic field is a vector field quantity in electromagnetism describing the strength and direction of the magnetic field. A magnetic field B applies a force F on a charge with charge q moving at a velocity v equal to . If the charge has a nonzero magnetic charge qm, such as in the case where a hypothetical but currently nonphysical magnetic monopole exists, then the force from a magnetic field becomes . * * When magnetic monopoles are allowed, then Gauss' Law for Magnetism allows for diverging magnetic fields, so for a magnetic charge density ρm it can be modified to become *
  • A magnetic field is a vector field which surrounds magnets and electric currents, and is detected by the force it exerts on moving electric charges and on magnetic materials. When placed in a magnetic field, magnetic dipoles tend to align their axes parallel to the magnetic field. Magnetic fields also have their own energy with an energy density proportional to the square of the field intensity.
  • Magnetic Fields are energy fields generated by a special type of surface from The Legend of Zelda: Twilight Princess. Found primarily in the Goron Mines, these blue fields are found on certain ceilings and walls. When Link equips the Iron Boots while adjacent to a magnet, he will cling onto it, allowing him to progress through the Mines. While magnetized, Link walks slowly and cannot jump, roll, or flip; but he can wield most of his items, such as the sword. Also, some magnets are controlled by cranes that can transport Link short distances. Some magnetic fields extend a great distance in a single direction, allowing Link to be pulled to the surface from far away. The magnetic fields are strong enough to keep Link from being tilted off the surface in the battles against Dangoro and Zant or
  • In physics, a magnetic field is a vector field that permeates space and which can exert a magnetic force on moving electric charges and on magnetic dipoles (such as permanent magnets). When placed in a magnetic field, magnetic dipoles tend to align their axes to be parallel with the magnetic field, as can be seen when iron filings are in the presence of a magnet (see picture at right). In addition, a changing magnetic field can induce an electric field. Magnetic fields surround and are created by electric currents, magnetic dipoles, and changing electric fields. Magnetic fields also have their own energy, with an energy density proportional to the square of the field intensity.
sameAs
Level
  • 3(xsd:integer)
dcterms:subject
supports archetypes
  • Magnet Warrior
fr name
  • Champ Magnétique
es lore
  • Si controlas un monstruo de Tipo Roca de TIERRA de Nivel 4 o menor: puedes seleccionar 1 monstruo "Guerrero Magnético" de Nivel 4 o menor en tu Cementerio; Invócalo de Modo Especial. Sólo puedes usar este efecto de "Campo Magnético" una vez por turno. Una vez por turno, al final del Damage Step, cuando un monstruo de Tipo Roca de TIERRA que controlas batalló con un monstruo de tu adversario, pero el monstruo de tu adversario no fue destruido en batalla: puedes devolver ese monstruo de tu adversario a la mano.
job class
Romaji Name
  • Magunetto Fīrudo
ja lore
  • 「マグネット・フィールド」の①の効果は1ターンに1度しか使用できない。①:自分フィールドにレベル4以下の岩石族・地属性モンスターが存在する場合、自分の墓地のレベル4以下の「マグネット・ウォリアー」モンスター1体を対象としてこの効果を発動できる。そのモンスターを特殊召喚する。②:1ターンに1度、自分の岩石族・地属性モンスターとの戦闘で相手モンスターが破壊されなかったダメージステップ終了時に発動できる。その相手モンスターを持ち主の手札に戻す。
Cast Time
  • seconds
it lore
  • Se controlli un mostro TERRA di Tipo Roccia di Livello 4 o inferiore: puoi scegliere come bersaglio 1 mostro "Guerriero Magnetico" di Livello 4 o inferiore nel tuo Cimitero; Evocalo Specialmente. Puoi utilizzare questo effetto di "Campo Magnetico" una sola volta per turno. Una volta per turno, alla fine del Damage Step, quando un mostro TERRA di Tipo Roccia che controlli ha combattuto con un mostro dell'avversario, ma il mostro dell'avversario non è stato distrutto in battaglia: puoi far ritornare quel mostro dell'avversario nella mano.
pt name
  • Campo de Junção de Ímãs
Icon Number
  • 71(xsd:integer)
lore
  • If you control a Level 4 or lower EARTH Rock-Type monster: You can target 1 Level 4 or lower "Magnet Warrior" monster in your Graveyard; Special Summon it. You can only use this effect of "Magnetic Field" once per turn. Once per turn, at the end of the Damage Step, when an EARTH Rock-Type monster you control battled an opponent's monster, but the opponent's monster was not destroyed by the battle: You can return that opponent's monster to the hand.
pt lore
  • Se você controlar um monstro de TERRA do Tipo Rocha de Nível 4 ou menos: você pode escolher 1 monstro "Guerreiro Imã" de Nível 4 ou menos no seu Cemitério; Invoque-o por Invocação-Especial. Você só pode usar este efeito de "Campo de Junção de Ímãs" uma vez por turno. Uma vez por turno, no final da Etapa de Dano, quando um monstro de TERRA do Tipo Rocha que você controla batalhou um monstro do oponente, mas o monstro do oponente não foi destruído pela batalha: você pode devolver esse monstro do oponente para a mão.
Mana
  • 360(xsd:integer)
it name
  • Campo Magnetico
trans name
  • Magnet Field
passcode
  • 4740489(xsd:integer)
ko lore
  • "마그넷 필드"의 ①의 효과는 1턴에 1번밖에 사용할 수 없다. ①: 자신 필드에 레벨 4 이하의 암석족 / 땅 속성 몬스터가 존재할 경우, 자신 묘지의 레벨 4 이하의 "마그넷 워리어" 몬스터 1장을 대상으로 하고 이 효과를 발동할 수 있다. 그 몬스터를 특수 소환한다. ②: 1턴에 1번, 자신의 암석족 / 땅 속성 몬스터와의 전투로 상대 몬스터가 파괴되지 않은 데미지 스텝 종료시에 발동할 수 있다. 그 상대 몬스터를 주인의 패로 되돌린다.
de lore
  • Falls du ein ERDE Monster vom Typ Fels der Stufe 4 oder niedriger kontrollierst: Du kannst 1 „Magnetkrieger“-Monster der Stufe 4 oder niedriger in deinem Friedhof wählen; beschwöre es als Spezialbeschwörung. Du kannst diesen Effekt von „Magnetfeld“ nur einmal pro Spielzug verwenden. Einmal pro Spielzug, am Ende des Damage Steps, wenn ein ERDE Monster vom Typ Fels, das du kontrollierst, gegen ein Monster deines Gegners gekämpft hat, aber das Monster deines Gegners nicht durch den Kampf zerstört wurde: Du kannst das Monster deines Gegners auf die Hand zurückgeben.
ko name
  • 마그넷 필드
related to archseries
  • Warrior
de name
  • Magnetfeld
es name
  • Campo Magnético
Stamina
  • 0(xsd:integer)
fr lore
  • Si vous contrôlez un monstre TERRE de Type Rocher de max. Niveau 4 : vous pouvez cibler 1 monstre "Guerrier Magnétique" de max. Niveau 4 dans votre Cimetière ; Invoquez-le Spécialement. Vous ne pouvez utiliser cet effet de "Champ Magnétique" qu'une fois par tour. Une fois par tour, à la fin de la Damage Step, lorsqu'un monstre TERRE de Type Rocher que vous contrôlez a combattu un monstre de votre adversaire, mais que le monstre de votre adversaire n'a pas été détruit au combat : vous pouvez renvoyer le monstre de votre adversaire à la main.
DamageType
  • Energy
Icon Color
  • Green
Icon Border
  • 1(xsd:integer)
Cooldown
  • 25(xsd:integer)
  • 50(xsd:integer)
card type
  • Spell
effect types
  • Ignition-like, Condition, Trigger-like
database id
  • 12578(xsd:integer)
Summoning
  • Special Summons from your hand
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