Jiki Jiki no Mi (Magnetism)

Devil Fruit, Very Rare

Type. Environment Alterer Paramecia

Fruit appearance. A stainless steel fruit with tons of bolt-shaped barbs and cloud-like swirls across its surface. It has a yellow coil wrapping around it up to the stem, which appears like a bolt of lightning.

Description. This devil fruit allows the user to control the magnetism and control metallic objects using magnetic forces.

Sea Weakness. You are weak to water and seastone.

Magnetokinesis. You can use the Telekinesis and Levitate spells at will, without expending a spell slot, charge, or material components. You can only target objects made of metal and creatures wearing or holding metal or metallic items using these spells this way.

Magnetic Repel. When targeted and hit by an attack from a weapon or ammo which is made of metal, you can use your reaction and spend 7 devil fruit charges to attempt to repel the attack, causing the damage to become 0. The attacker must make a Dexterity saving throw against your Devil Fruit save DC. On a failed save, the attacker takes half of the damage they would have dealt to you, as the attack is redirected back to them.

Magnetic Assembly. As an action, you can attract a large amount of metal within 120 feet of you toward your body to assemble onto your body. You must spend 1 devil fruit charge for every 5-foot square of metal you attract and assemble onto your body. For each square of metal you assemble onto you, you gain 10 temporary hit points (which only stacks with each additional shadow absorbed) up to a maximum of 30, your weapon attacks deal an extra 1d4 damage (up to a maximum bonus of 3d4), your reach with melee weapons extends by 5 feet (up to a 15 foot total bonus), and your size increases by one (up to gargantuan). While this form is active, you have advantage on strength checks and saving throws. When you lose all temporary hit points granted by this ability, the metal you assembled is destroyed, and this ability ends.

Electromagnetic Cannon. As an action, you can spend 3 devil fruit charges to create a large electromagnetic cannon from metal around you. When you do so, you can fire a beam of electromagnetic energy forming a line of 100 feet long and 5 feet wide out from you in a direction you choose. Each creature in the line must make a Strength saving throw against your Devil Fruit save DC. A creature takes 6d6 bludgeoning damage on a failed save and is pushed back 20 feet away from you, or half as much damage on a successful one and isn’t pushed. You can spend additional devil fruit charges to increase the bludgeoning damage by 1d6 and the push distance by 10 feet for each additional charge spent, up to a total of 12d6 bludgeoning damage and 80 feet.

Spells (Magnetic Techniques). This devil fruit power has 13 charges. You can expend 1 or more of its charges to cast one of the following spells from it without needing to expend material components: Catapult (targeting metal; 1 charges, and can cast at higher levels by spending additional charges), Cloud of Daggers (2 charges, and can cast at higher levels by spending additional charges), Fly (Self; 3 charges), Conjure Barrage (3 charges), Conjure Volley (5 charges), Scrap Metal Hand (as Bigby’s Hand; 5 charges), Blade Barrier (6 charges), or Reverse Gravity (only affecting metallic objects and creatures wearing metal; 7 charges). The devil fruit regains expended charges daily at dawn.

Awakening (Magnetic Assignment). Once you’ve awakened your power, you can use an action to mark two targets, which can be objects or creatures you can see within 120 feet of you, which causes them to become magnetically attracted to each other, even if they aren’t made of metal or wearing metal. This magnetic attraction lasts for 1 minute, or until you fall unconscious. While these two targets are magnetically attracted to each other this way, each target at the start of each of its turns must make a Strength saving throw against your Devil Fruit save. On a failure, it is magnetically pulled up to 120 feet toward the other target, taking 1d6 bludgeoning damage per 10 feet traveled, unless the target is already within 5 feet of it. A target that is slammed into by an object or creature this way must make a Dexterity saving throw, taking the same damage on a failure or half as much on a success. Alternatively, you may force a target that fails its strength saving throw on its turn to be pushed away from the other target, up to a 120 foot gap between the two targets. If it is pushed away this way and crashes into an object, it takes 1d6 bludgeoning damage per 10 feet traveled from the crash.

Additionally, you may spend an action on subsequent turns for the duration to cause metalic objects in the area to crash into a target you have marked this way, forcing the target to make a Dexterity saving throw. On a failure, the target takes 8d6 bludgeoning damage and is knocked prone. On a success, the target takes half as much damage and isn’t knocked prone. If both marked targets are within 5 feet of each other, both must make this saving throw.

Once used, you can’t use this awakening again for another 24 hours.