Here's something homebrew from my campaign. I have it as a base list. Written for RMU so minor adjustments may be needed for other versions. It's not exactly what you asked for but....
Magnetic Mastery
Lvl Spell Area of Effect Duration Range Type
1 Magnetic Throw I * caster -- self U
2 Magnetic Parry * caster -- self U
3 Returning Throw 100’R 1 rnd/lvl self F
4 Constellation of Knives caster 1 rnd/lvl self U
5 Magnetic Deflection I * 1 missile -- 100’ E
6 Magnetic Shield * self C self F
7 Attraction/Repulsion 30’ dia cone -- 60’ F
8 Magnetic Throw II * caster -- self U
9 Magnetic Deflection II * 2 missiles -- 100’ E
10 Aura of Knives caster 1 rnd/lvl self U
11 Returning Shot 1 target -- 100’ E
12 Wall of Blades 10’x10’x5’ 1 rnd/lvl 100’ E
13 Magn. Defllection III * 3 missiles -- 100’ E
14 Magnetic Throw III * caster -- self U
15 Double Throw * 1 extra attack -- self E
16 Magnekinesis 50’R -- self F
17 Mass Disarm 10’R -- 50’ F
18 Mass Magn. Deflect. * varies -- 100’ E
19 Magnetic Throw True * caster -- self U
20 Storm of Knives caster 1 rnd/lvl self U
25 Wall of Steel 20’x20’x5’ 1 rnd/lvl 100’ E
30 Dancing Weapon 1 weapon 1 min/lvl touch F
35 Storm of Steel 20’R 1 rnd/lvl 100’ E
40 Mass Attract./Repulsion varies -- 100’ F
50 Vortex of Steel 50’R 1 rnd/lvl self F
1. Magnetic Throw I: If the caster makes an attack with a metal thrown weapon this round, it gains a bonus of +10 OB and +10 to its base range increment (e.g. a dagger would have a short range of 20’, medium 40’, long 60’, etc). If the attack is with a missile weapon with metallic ammunition (e.g. a metal arrowhead), it gains a bonus of +5 OB and no range modifier.
2. Magnetic Parry: If caster and foe are both using metal weapons, caster’s Parry DB is doubled for the round.
3. Returning Throw: All metal weapons thrown by the caster at targets within 100’ return to the caster. They may be caught for 1 AP or will land nearby.
4. Constellation of Knives: Caster’s metal thrown weapons orbit him and come to hand as needed (as a free action with no AP cost). If Returning Throw is used, returning weapons join the Constellation.
5. Magnetic Deflection I: Caster can deflect any one metal missile that the caster can see and which passes within the 100’ range of this spell; this causes 100 to be subtracted from the missile’s attack. If Constellation of Knives is cast, the missile passes within 10’ of the caster, and the attack misses, the weapon joins the Constellation.
6. Magnetic Shield: Creates a shield of magnetic force which attracts metal weapons. Metal weapons suffer -25, and if they do not hit the wielder of a metal weapon must make a RR or have his weapon stick to the shield. Stuck weapons may be retrieved with a Medium maneuver at -5 per level of the caster.
7. Attraction/Repulsion: A cone of magnetic force blasts from the caster’s hand. Targets wearing metal armor must make a RR or be moved 1’ per 1% failure. The direction of movement will be towards or away from the caster, at caster’s discretion per target.
8. Magnetic Throw II: As Magnetic Throw I, except thrown weapons gain +20 OB and +20 base range increment, while missile weapons gain +10 OB.
9. Magnetic Deflection II: As Magnetic Deflection I, except two missiles.
10. Aura of Knives: As Constellation of Knives, and it grants the caster +10 DB, and any metallic weapon dropped or disarmed within 10’ joins the Aura.
11. Returning Shot: A metallic weapon thrown by the caster and within 100’ returns to the caster, making an attack on one target within 10’ of the return path. This attack uses the caster’s OB with that weapon, and may be treated as flank, rear, and/or surprise depending on the circumstances.
12. Wall of Blades: Caster pulls 1-20 metal weapons into a spinning, moving barrier which forms at the end of the round. Anyone in the barrier or moving into or through it suffers a Krush, Slashing, or Puncture critical depending on the types of weapons present (determine randomly). The severity of the critical is A if 1-6 weapons are used, B if 7-12 weapons are used, or C if 13 or more weapons are used to create the wall.
13. Magnetic Deflection III: As Magnetic Deflection I, except three missiles.
14. Magnetic Throw III: As Magnetic Throw I, except thrown weapons gain +30 OB and +30 base range increment, while missile weapons gain +15 OB.
15. Double Throw: Caster’s next metallic thrown weapon attack this round is mirrored by another weapon (with the same OB) if there is one available within 5’ of the caster.
16. Magnekinesis: Caster can grab a metal object and move it a number of feet equal to his level per round. Strength is equal to 10 lbs force per level.
17. Mass Disarm: All targets in the area of effect must make an RR or be disarmed of any metal weapons in their hands.
18. Mass Magnetic Deflection: As Magnetic Deflection I, except up to one missile per level.
19. Magnetic Throw True: As Magnetic Throw I, except thrown weapons gain +40 OB and +40 base range increment, while missile weapons gain +20 OB.
20. Storm of Knives: As Aura of Knives, and if there are at least 6 weapons in the Storm, anyone within 5’ of the caster failing a RR takes an A critical of an appropriate type based on the weapons.
25. Wall of Steel: As Wall of Blades, except it will incorporate any loose metal within 100’, normally sufficient to inflict C criticals, and the area is 20’x20’x5’.
30. Dancing Weapon: Caster’s weapon will fight on its own. The caster must fight with the weapon for one round prior to casting this spell. The weapon will have an OB of half the caster’s OB, an AT of 10, a DB of +0, and can take 5 hits per level of the caster before ending this spell.
35. Storm of Steel: As Wall of Steel except the area is a 20’ radius. The caster may choose to center it on himself, in which case he is unharmed by the storm.
40. Mass Attraction/Repulsion: As Attraction/Repulsion, except the cone may be as wide as 180 degrees (a half sphere) and the range is 100’.
50. Vortex of Steel: As Storm of Steel, except 50’ radius, and if the caster centers it on himself, by concentrating he may use Magnetic Deflection against every suitable attack within the radius, Attraction/Repulsion on every target in the radius, and Magnekinesis on one object per round.