Personal Magnetism

The ability to manipulate one’s personal magnetic field. Sub-power of Magnetism Manipulation.

Also Called

 * Personal Magnetic Field
 * Personal Magnetism Control/Field/Manipulation
 * Self-Magnetism Control/Field/Manipulation

Capabilities
User can create, shape and manipulate their personal magnetic field, allowing them to affect ferrous materials, attract/repel objects/entities with dissimilar/similar polar charges and/or damage the workings of mechanical/technological devices.

Applications

 * Self-Magnetism Manipulation
 * Attraction & Repulsion
 * Demagnetization
 * Electronic Disruption
 * Magnetic Force-Field
 * Magnetic Infusion
 * Magnetic Skin
 * Magnetism Generation
 * Metal Manipulation

Associations

 * Charged Particles Manipulation
 * Electricity Manipulation
 * Electromagnetism Manipulation
 * EM Electricity Manipulation

Limitations

 * May be limited to one’s own magnetic field.
 * May not have control over magnetic effects (attraction, repulsion, disruption, etc.).
 * May be tied to one’s emotional state.
 * Loss of control could lead to power loss or uncontrollable magnetic field.
 * Will not affect non-ferrous materials or super-heated ferrous materials.
 * Powerful charge could alter or cancel magnetic field.

Known Users

 * Deedee and Dexter (Dexter’s Laboratory); via magnetism machine & remote
 * Magnos the Magnoceros (Dota 2)
 * Fee and Foo (Harvey Beaks); via lodestones
 * Magnet Man (Mega Man 3)
 * Magnemite, Magneton and Magnezone (Pokémon); via Magnet Pull
 * Magnet-Shroom (Plants vs. Zombies)