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
Passive Abilities
Magnetokinesis (At Will)
Cost: At Will (No Charges) Range: 60 ft Duration: Instantaneous
You can manipulate metal objects within range using magnetic force. You can move objects weighing up to 50 pounds as an action, and this ability does not require concentration.
Applications:
- Pull metal weapons from enemies’ hands
- Move metal debris to create cover
- Retrieve metal objects from a distance
- Manipulate iron-based materials creatively
Active Abilities
Magnetic Repel (Reaction)
Cost: Reaction (No Charges) Trigger: When you are hit by a metal weapon or projectile Range: Self Duration: Instantaneous
When you are hit by a metal weapon or projectile, you can use your reaction to impose disadvantage on the attack roll. If the attack misses, the weapon is repelled 10 feet away from you.
Magnetic Assembly (Action)
Cost: Action (No Charges) Range: 30 ft Duration: 1 minute
You can assemble nearby metal debris into a protective barrier or crude weapon. The assembled metal grants you +2 to AC or can be used as an improvised weapon dealing 1d8 bludgeoning damage. This ability requires at least 20 pounds of metal within range.
Electromagnetic Cannon (Action)
Cost: Action (No Charges) Range: 120 ft Duration: Instantaneous
You magnetically accelerate a metal projectile at extreme velocity. Make a ranged spell attack. On a hit, the target takes 2d10 force damage. You must have a metal object weighing at least 1 pound to use this ability.
Devil Fruit Techniques
This Devil Fruit has 13 charges and regains all charges daily at dawn.
Catapult (Punk Pistols) (1+ Charges)
Type: Action Range: 60 ft Duration: Instantaneous
Launch a metal object weighing 1-5 pounds at a creature or object. Can cast at higher levels by spending additional charges.
Effect: Target must make a Dexterity saving throw (DC 12). On a failed save, target takes 3d8 bludgeoning damage. Scales with additional charges.
Note: Only affects metal objects.
Cloud of Daggers (2+ Charges)
Type: Action Range: 60 ft Duration: Concentration, up to 1 minute
Create a spinning cloud of metal blades in a 5-foot cube.
Effect: A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. Scales with additional charges.
Fly (Magnetic Levitation) (3 Charges)
Type: Action Range: Self Duration: Concentration, up to 10 minutes
Grant yourself a flying speed of 60 feet using magnetic levitation.
Note: Self only.
Conjure Barrage (3 Charges)
Type: Action Range: Self (60-foot cone) Duration: Instantaneous
Launch a barrage of metal projectiles in a 60-foot cone.
Effect: Each creature in the area must make a Dexterity saving throw (DC 12). On a failed save, targets take 3d8 bludgeoning damage. On a successful save, half damage.
Conjure Volley (5 Charges)
Type: Action Range: 150 ft Duration: Instantaneous
Fire a volley of metal ammunition that rains down in a 40-foot radius, 20-foot high cylinder.
Effect: Each creature in the area must make a Dexterity saving throw (DC 12). On a failed save, targets take 8d8 bludgeoning damage. On a successful save, half damage.
Scrap Metal Hand (Assign and Attract) (5 Charges)
Type: Action Range: 120 ft Duration: Concentration, up to 1 minute
Create a Large hand of scrap metal (functions as Bigby’s Hand).
Effect: The hand has AC 20, HP equal to your HP maximum, and Strength 26. It can push, grapple, punch (4d8 force damage), or provide cover.
Blade Barrier (Punk Inversion) (6 Charges)
Type: Action Range: 90 ft Duration: Concentration, up to 10 minutes
Create a wall of spinning metal blades up to 100 feet long, 20 feet high, and 5 feet thick.
Effect: Creatures passing through must make a Dexterity saving throw (DC 12). On a failed save, take 6d10 slashing damage. On success, half damage.
Reverse Gravity (Metal Only) (7 Charges)
Type: Action Range: 100 ft Duration: Concentration, up to 1 minute
Reverse gravity for metallic objects and creatures wearing metal in a 50-foot radius, 100-foot high cylinder.
Effect: Metallic objects and creatures wearing/holding metal fall upward and hang suspended. On save success, creatures can grab fixed objects. When spell ends, affected objects and creatures fall back down.
Note: Only affects metallic objects and creatures wearing metal.
Awakening
Magnetic Assignment (Level 15+)
Detailed mechanics TBD
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
Focus on Electromagnetic Cannon and long-range metal projectile attacks for maximum distance damage.
Battlefield Control Build
Use Blade Barrier, Cloud of Daggers, and Reverse Gravity to dominate terrain and control enemy movement.
Melee Juggernaut Build
Magnetic Assembly combined with Fly creates an armored aerial combatant with extended reach and devastating melee damage.
Utility/Support Build
Magnetokinesis at-will allows constant battlefield manipulation, disarming enemies, and creative problem-solving without spending resources.
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 on Magnetokinesis mastery with at-will abilities and conservative use of charged techniques.
Mid Game (Levels 5-10)
Develop battlefield control abilities and area damage techniques while managing resource economy.
Late Game (Levels 11-14)
Master high-level techniques and prepare for awakening with devastating combo potential.
Endgame (Level 15+)
Awakening unlocks Magnetic Assignment for ultimate battlefield dominance through target manipulation.
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
- 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: 2026-01-03 - Updated with D&D spell names as primary, One Piece names in parentheses