This is the power, through the control of magnetic fields, to repel, attract, or utilize any inanimate ferrous object. The effects on powered objects are to be determined by the referee. Treat any object to be controlled as having a mental resistance of 12 to determine whether control is successful. There is no weight restriction, and the mutation has a range of 100 meters. Magnetic control lasts up to 25 melee turns and may be used once every 24 hours.
An important note to the uses of this power, GM's should be aware of a basic list of non-ferrous metals which include aluminium, copper, lead, nickel, tin, titanium and zinc, and alloys such as brass. Precious metals such as gold, silver and platinum and exotic or rare metals such as cobalt, mercury, tungsten, beryllium, bismuth, cerium, cadmium, niobium, indium, gallium, germanium, lithium, selenium, tantalum, tellurium, vanadium, and zirconium.