Magnetism
Pull, push and bend metal with magnetic force, from steel beams to a sunken submarine.
Also called Magnetokinesis · Magnetic Manipulation · Magnokinesis · Ferrokinesis · Electromagnetic Control · Magnetism Manipulation
Pull, push and bend metal with magnetic force, from steel beams to a sunken submarine.
Magnetism
Pull, push and bend metal with magnetic force, from steel beams to a sunken submarine.
Magnetism is the power to create and steer magnetic fields. At the low end the user tugs a key out of a pocket or makes a compass spin. At the high end they rip girders out of a bridge, fly on the planet's own magnetic field, wrap themselves in a shield of force, or lift a submarine out of the sea. Anything made of iron or steel is fair game, which in a modern city means almost everything.
For writers, the charm is that the world itself becomes the weapon. Cars, rebar, railings, guns, even the iron in someone's blood can all be pulled into a fight. That also gives the power a built-in rule that readers understand right away: it works on metal and struggles with everything else. A villain with plastic weapons, a wooden room or a glass prison is an instant puzzle.
Magnetism in fiction often comes with history and grudges. Magneto, the best-known user, is a Holocaust survivor who decides mutants must never be victims again, and many later magnetic characters borrow that pull between protecting your people and becoming the tyrant. Others tie the power to a second personality or to anger that leaks out. Decide early whether your character's magnetism is a tool, a burden or a statement.
Metal Bending. Lifting, throwing, twisting and shaping iron and steel. The classic form: crumple a car, peel open a vault, turn a fence into a cage.
Magnetic Flight. Riding the Earth's magnetic field or pushing off metal below to fly. Gives a magnetic character mobility without a second power.
Magnetic Shield. A wall of force that turns aside bullets, shrapnel and even blasts. Strong users can hold one against attacks far beyond any normal armor.
Railgun. Firing a small piece of metal at huge speed with electromagnetic force. A coin becomes a cannon shot, which suits precise, compact characters.
Iron Gathering. Pulling scattered metal into a new shape, like a body, a weapon or a replacement limb built from scrap. Strong visual identity in a fight.
Planet-Scale Fields. Bending the Earth's own magnetic field to cause quakes, storms or blackouts, or to move asteroids. Fits world-threatening villains.
Drawback = the price the Holder pays. Weakness = what stops it from outside.
Drawbacks
A strong field leaks into everything nearby, frying electronics and making life around the user hard.
Seen in Magneton (Pokémon)
Long, heavy use can wear on the user's nerves and mind, feeding paranoia over time.
Seen in Magneto (X-Men (Marvel Comics))
Pushing past the limit can drain the power for a while, leaving the user weak right when enemies return.
Seen in Magneto (X-Men (Marvel Comics))
The power can come bundled with a second, angrier personality that uses it in ways the user would never choose.
Seen in Frankie Kane (Magenta) (The Flash)
Weaknesses
Wood, plastic, glass, stone and other non-metals are hard or impossible to move, so a prepared enemy simply avoids metal.
Anything that disturbs the magnetic field around the user, from special devices to satellites, can cut the power off.
Seen in Magneto (X-Men (Marvel Comics))
Characters who can drain or absorb energy can strip the power away mid-fight.
Seen in Doctor Polaris (Green Lantern (DC Comics))
Precise control needs aim and steady footing; a fall or a shove can make the user drop what they hold.
Seen in Link (The Legend of Zelda: Breath of the Wild)
9 Holders across Game, Film, TV Series, Comics, Anime & Manga. The same character in another Work is listed separately, because the rules can change.
Showing 9 of 9 Holders · tap a Holder for details
Pick a question to see how different Works answer it.
Roughly ordered from smallest to largest reach.
It is called magnetokinesis, or magnetism manipulation and magnetic manipulation in plain English. Ferrokinesis is a narrower word for moving iron alone. Magneto from X-Men is the best-known example, which is why fans sometimes just call it Magneto powers.
Telekinesis moves things with the mind, whatever they are made of. Magnetism moves things through a magnetic field, so it works best on iron and steel and badly or not at all on wood, plastic and glass. Strong magnetic users like Magneto sometimes bend that rule, but the metal limit is the core of the power.
Magneto from X-Men is the usual answer. In the comics he has moved asteroids and lifted a 30,000-ton submarine. DC's Doctor Polaris is a close rival, able to bend the Earth's magnetic field to cause earthquakes.
Iron in the body is a well-known trick for magnetic characters. Magneto's daughter Polaris is described as able to manipulate iron in the body, and the idea shows up across many stories as a dark, high-end use of the power.
Only in a very limited way. Real magnets strong enough to lift cars exist in scrapyards, but they are huge machines that need a lot of electricity. A person creating such fields with their body is not possible, and strong fields would also wreck nearby electronics.
Each Holder links to a page that confirms the Power in that Work. The descriptions, comparisons and writing tips are our own; we drafted them with AI assistance and checked every Holder by hand. Spotted a mistake? Tell us and we will fix it.