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
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