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Bullet Magnet

Level 6 curse imposing –2 status penalty to AC and saving throws against ferrous ammunition (bullets, crossbow bolts) and magic-propelled weapons; excludes thrown weapons. The curs...

commonCurseMagicalMental

This curse causes your body to generate a powerful magnetic field in the presence of high-kinetic projectiles. Saving Throw DC 22 Fortitude Effect You take a –2 status penalty to AC and saving throws against attacks that use ferrous ammunition, such as bullets, crossbow bolts, and other projectiles. This doesn't apply to thrown weapons, but it does apply to weapons propelled by magic. You can attempt a new saving throw each time you touch a powerful electromagnet or enter a creature with a significant magnetic field, such as one generated by a ferrofluid ooze.

Curse · Level 6 · DC 22 Fortitude

You take a –2 status penalty to AC and saving throws against attacks that use ferrous ammunition, such as bullets, crossbow bolts, and other projectiles. This doesn't apply to thrown weapons, but it does apply to weapons propelled by magic. You can attempt a new saving throw each time you touch a powerful electromagnet or enter a creature with a significant magnetic field, such as one generated by a ferrofluid ooze.

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