You study the magnetic fields surrounding metal objects and from your exploration of Metal magic, you discover how to manipulate them through natural means, without having to use magical energy to shape and shift them. Your abilities change you, though. Some people feel sickened in your presence, while others find the hairs on their bodies standing up. Iron fillings and similar objects of the same size and composition might slide toward you of their own accord.

Level 7 Magnet

Attributes Choose three attributes and increase each by 1.
Characteristics Health +4, Power +1
Magic You discover the Metal tradition or you learn one Metal spell.
Metal Summons You can use an action to exert magnetic force against one creature or object made of metal or that is wearing metal armor and that is within short range of you. Make a Will attack roll against the target’s Strength. On a success, you drag the target to an empty space within your reach and can make a melee attack against the target as part of the same action.
Magnetic Deflection You impose 1 bane on attack rolls made against you made by creatures using metal weapons.

Level 10 Magnet

Characteristics Health +4
Magic You learn one Metal spell.
Eager Weapons You make attack rolls using metal weapons against targets made of metal or wearing metal with 1 boon and your attacks against such targets with these weapons deal 1d6 extra damage.
Repulsion Field You can use an action to repel metal objects within short range. Each unsecured metal object as well as each creature wearing or carrying metal objects must each make a Strength challenge roll with 1 bane. On a failure, the target falls prone and moves 5 yards away from you, becoming impaired until the end of the next round. On a success, the target becomes impaired until the end of the round. Once you use this talent, you must either cast a Metal spell or finish a rest before you can use it again.