Jiki Jiki no Mi (Magnetism Fruit)
Type: Paramecia (Environment Alterer) | Rarity: Very Rare Current User: Gluthoric
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Overview
The Jiki Jiki no Mi is a powerful Paramecia-type Devil Fruit that grants its user complete control over magnetism and metal objects. As an Environment Alterer, it allows the user to manipulate the battlefield itself by controlling metallic materials within range. This Devil Fruit is considered Very Rare due to its versatile applications in combat, construction, and technological innovation.
Japanese Name: ジキジキの実 (Jiki = Magnetism) English Name: Magnetism-Magnetism Fruit or Mag-Mag Fruit
Abilities & Powers
Core Mechanics
Charge System:
- Total Charges: 13 per long rest
- Recharge: Daily at dawn
- Save DC: 12 (8 + Proficiency + CHA modifier)
Passive Abilities
Magnetokinesis (At Will)
- Action: Varies by spell (action or bonus action)
- Range: Spell-dependent (typically 60-300 ft)
- Cost: No charges required
- Effect: Can cast Telekinesis and Levitate at will, but only on metal objects and creatures wearing or holding metal
- Limitations:
- Must be metal to affect
- Creatures in full plate or heavy metal armor are affected
- Individual coins, weapons, or small metal objects can be manipulated
- Tactical Use:
- Disarm opponents by pulling weapons away
- Move metal obstacles
- Levitate self if wearing metal armor
- Create metal barriers from scrap
- Manipulate battlefield terrain
Telekinesis (on metal):
- Concentration, up to 1 minute
- Control one creature/object up to 1,000 lbs within 60 ft
- Move up to 30 ft per turn
- Improvise attack: 1d8+INT bludgeoning, STR save DC 12 or restrained
Levitate (on metal):
- Concentration, up to 10 minutes
- Raise one creature/object up to 500 lbs within 60 ft
- Move up to 20 ft vertically per turn
- Target can make CON save DC 12 to resist
Active Abilities
Magnetic Repel (Reaction, 7 charges)
- Trigger: Hit by metal weapon or metal ammunition
- Cost: 7 charges
- Effect: Negate all damage from the attack
- Secondary Effect: Attacker makes DEX save DC 12 or takes half the negated damage back
- Limitations: Only works against metal attacks (swords, axes, bullets, etc.)
- Tactical Use:
- Emergency defense against powerful metal attacks
- Reflect damage back to attacker
- Discourage melee attackers with metal weapons
Cost Analysis: Expensive (7 charges = 54% of daily charges), reserve for critical hits
Magnetic Assembly (Action, 1-3 charges)
- Action: Action to activate
- Duration: Until temporary HP depleted
- Range: 120 ft
- Cost: 1-3 charges (choose when casting)
- Effect: Attract all metal within range to form armor/weapons around yourself
Scaling Per Charge:
| Charges | Temp HP | Weapon Damage | Reach Bonus | Size Increase |
|---|---|---|---|---|
| 1 | +10 | +1d4 | +5 ft | One category |
| 2 | +20 | +2d4 | +10 ft | Two categories |
| 3 | +30 | +3d4 | +15 ft | Three categories |
Additional Benefits (all levels):
- Advantage on Strength checks and saves
- Size increases (Medium → Large → Huge → Gargantuan at 3 charges)
- Melee reach extends dramatically
Examples:
- 1 Charge: Scrap metal coating, +10 temp HP, fists deal +1d4 damage, 10 ft reach
- 2 Charges: Metal plating armor, +20 temp HP, +2d4 weapon damage, 15 ft reach, Large size
- 3 Charges: Walking metal fortress, +30 temp HP, +3d4 damage, 20 ft reach, Huge size
Tactical Use:
- Pre-combat buffing (use before engagement)
- Melee combat enhancement
- Size advantage for grappling/intimidation
- Absorb environmental metal (battlefields, cities, ships)
Electromagnetic Cannon (Action, 3+ charges)
- Action: Action to fire
- Range: 100-ft line, 5-ft wide
- Base Cost: 3 charges
- Additional Charges: Up to 9 more charges (12 total max)
- Save: STR DC 12
- Base Damage: 6d6 bludgeoning + push 20 ft (failed save) or half damage + no push (success)
Scaling:
- Per Additional Charge: +1d6 damage and +10 ft push distance
- Maximum (12 charges): 15d6 bludgeoning + push 110 ft
Charge Investment Table:
| Total Charges | Damage | Push Distance | Cost Efficiency |
|---|---|---|---|
| 3 | 6d6 | 20 ft | 2d6 per charge |
| 6 | 9d6 | 50 ft | 1.5d6 per charge |
| 9 | 12d6 | 80 ft | 1.33d6 per charge |
| 12 | 15d6 | 110 ft | 1.25d6 per charge |
Tactical Use:
- Line up multiple enemies (100 ft line)
- Knock enemies off cliffs, ships, or structures
- Breach walls and obstacles
- Long-range artillery (only 3 charges for 6d6)
Cost Analysis: Efficient damage-per-charge at base level (3 charges), diminishing returns at higher investment
Devil Fruit Techniques (Spell-Like Abilities)
1st Level Techniques
Catapult (1 charge)
- Hurl one object (1-5 lbs) up to 90 ft
- Creature hit: 3d8 bludgeoning, DEX save DC 12 half
- Best for: Single-target metal projectile attacks
2nd Level Techniques
Cloud of Daggers (2+ charges, can upcast)
- 5-ft cube of whirling metal shards
- Duration: Concentration, up to 1 minute
- Damage: 4d4 slashing to creatures entering or starting turn in cube
- Upcast: +2d4 per slot level above 2nd
- Best for: Area denial, chokepoint control
3rd Level Techniques
Fly (3 charges)
- Target: Self or one willing creature
- Duration: Concentration, up to 10 minutes
- Speed: 60 ft flying speed
- Requirement: Target must be wearing/carrying metal
- Best for: Aerial mobility, reconnaissance, escape
Conjure Barrage (3 charges)
- 60-ft cone of metal projectiles
- Damage: 3d8 (choose damage type: bludgeoning, piercing, or slashing)
- Save: DEX DC 12 for half
- Best for: Multiple enemies in cone formation
5th Level Techniques
Conjure Volley (5 charges)
- 40-ft radius, 150 ft range
- Damage: 8d8 (choose damage type)
- Save: DEX DC 12 for half
- Best for: Large groups, siege situations
Scrap Metal Hand (5 charges)
- Custom technique: Massive metal fist
- Effect and mechanics (DM discretion)
- Best for: Grappling, crushing, grabbing large objects
6th Level Techniques
Blade Barrier (6 charges)
- 100-ft long wall, up to 20 ft high, 5 ft thick
- Duration: Concentration, up to 10 minutes
- Damage: 6d10 slashing to creatures passing through
- Save: DEX DC 12 for half
- Best for: Battlefield control, protecting allies, dividing enemies
7th Level Techniques
Reverse Gravity (7 charges)
- 50-ft radius cylinder, 100 ft high
- Duration: Concentration, up to 1 minute
- Effect: Reverse gravity in area (creatures fall upward)
- Save: DEX DC 12 to grab onto something
- Best for: Ultimate battlefield control, devastating when over water/pits
Awakening
Magnetic Assignment (Level 15+, 1 use per 24 hours)
Effect: Mark two targets (creatures or objects) within 120 ft as bonus action
Duration: 1 minute (concentration)
Options (choose one):
- Attraction: Marked targets are pulled toward each other 30 ft per round
- Repulsion: Marked targets are pushed apart 30 ft per round
Tactical Applications:
- Attraction: Pull enemy into hazard, force melee with ranged enemies, crush between two armored foes
- Repulsion: Separate enemy formation, push off cliffs, create space for escape
Awakening Synergy:
- Combine with Electromagnetic Cannon to line up attracted enemies
- Use Blade Barrier between repulsed enemies
- Magnetic Assembly + Attraction to pull enemies into melee range
Weaknesses
Sea Weakness
- Submersion in Seawater: Cannot swim, sinks immediately
- Partial Submersion: Disadvantage on all ability checks, attack rolls, and saving throws
- Power Suppression: Devil Fruit abilities suppressed while in significant seawater contact
- Standing Water: Rain, baths, and small amounts of water do NOT suppress powers
Seastone
- Contact: Complete nullification of all Devil Fruit abilities
- Physical Drain: Exhaustion and weakness while touching seastone
- Restraints: Seastone handcuffs/chains commonly used by Marines
Other Limitations
- Metal Requirement: Most abilities require metal to be present in environment
- Non-Metal Immunity: Enemies with no metal equipment are immune to many abilities
- Concentration: Several techniques require concentration (can only maintain one)
Combat Applications
Ranged Artillery Build
- Electromagnetic Cannon (3-12 charges): Line damage and massive push
- Conjure Volley (5 charges): AoE bombardment
- Catapult (1 charge): Efficient single-target
Total Investment: 9-18 charges for full barrage Best for: Long-range combat, siege warfare, ship battles
Battlefield Control Build
- Blade Barrier (6 charges): Wall of death
- Cloud of Daggers (2 charges): Chokepoint denial
- Reverse Gravity (7 charges): Ultimate disruption
Total Investment: 15 charges (exceeds daily limit - choose strategically) Best for: Defensive positions, protecting allies, dividing enemies
Melee Juggernaut Build
- Magnetic Assembly (3 charges): +30 temp HP, +3d4 damage, +15 ft reach, Huge size
- Fly (3 charges): Aerial melee superiority
- Magnetic Repel (7 charges in reserve): Emergency defense
Total Investment: 6 charges active, 7 in reserve Best for: Frontline tanking, grappling, intimidation
Utility/Support Build
- Magnetokinesis (at will): Manipulate battlefield, disarm enemies
- Fly (3 charges): Mobility for self or ally
- Catapult (1 charge): Efficient damage
Total Investment: 4 charges Best for: Exploration, reconnaissance, non-combat scenarios
Synergy with Other Abilities
Gadgeteer (Gluthoric)
- Tinker Enhancements: Apply magnetic properties to custom gadgets
- Iron Defender: Levitate/fly companion for aerial reconnaissance
- Mastercraft Weapons: Magnetic Assembly enhances crafted weapons
- Environmental Use: Scrap metal from battles = fuel for powers
Party Synergy
- Armory Fruit (Nora): Control Nora’s metal weapon forms remotely
- Spring Fruit (Flynn): Launch Flynn with Electromagnetic Cannon for combined attack
- Metal Weapons: Disarm enemies, control party’s weapons in emergencies
- Environmental: Attract metal obstacles to create cover
Progression & Mastery
Early Game (Levels 1-4)
- Focus: Magnetokinesis mastery (at-will disarming, levitation)
- Charges: Electromagnetic Cannon (3-6 charges), Catapult (1 charge)
- Strategy: Conservative charge use, rely on at-will abilities
Mid Game (Levels 5-10)
- Focus: Battlefield control, area damage
- Charges: Blade Barrier, Conjure Volley, Cloud of Daggers
- Strategy: Balanced offense and control, short rest recharge
Late Game (Levels 11-14)
- Focus: Maximum damage output, ultimate control
- Charges: Reverse Gravity, fully-charged Electromagnetic Cannon
- Strategy: Devastating combos, awakening preparation
Endgame (Level 15+)
- Awakening: Magnetic Assignment unlocks
- Mastery: Perfect charge economy, ultimate battlefield dominance
- Strategy: Combine awakening with all techniques
Notable Users
Current User
Gluthoric - Gadgeteer inventor from Sphinx Island
- Member of Magnetron Artificer Guild
- Synergy with technological inventions and Iron Defender companion
- Vision: Use magnetism to power self-sustaining vessel fleets
Trivia & Lore
- Real-World Inspiration: Based on Eustass Kid’s magnetic powers from One Piece canon
- Scientific Basis: Electromagnetic force is one of fundamental forces of nature
- Campaign Significance: Only Environment Alterer-type Paramecia in party
- Rarity Justification: Very Rare due to versatile combat, utility, and technological applications
- Charge Pool: Largest charge pool (13) in party reflects power and flexibility
- Creative Uses: Can manipulate Earth’s magnetic field, create electromagnetic pulses, magnetize objects
Related Pages
- Gluthoric (Current User)
- Devil Fruit Encyclopedia
- Magnetron Artificer Guild
- Devil Fruit Mechanics & Rules
devil-fruit paramecia environment-alterer
Last Updated: 2025-11-03