Wednesday, 25 January 2017

Magic: Earth and Metal Spells

Magic: Earth and Metal Spells

And here are some D&D earth and metal spells! Meld into Stone is good for hiding, spying, ambushing, or sometimes even escaping, if you have 5 spare seconds to cast the spell. Spike Stones can give you time to run away. Repel Stone and Repel Metal can hinder armored opponents. Wall of Stone can hinder unarmored opponents as well. Stoneskin is a good defensive spell, if you have no access to the Protection & Warning College. And Stone Tell is a useful spell for information gathering. If you're not using the Metal college from Pyramid #3-91, then you may integrate the function of repelling metal into Repel Stone but with a 1 energy = 1 ST ratio.

Earth

Meld into Stone
Regular

Meld into stone enables the caster to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate the caster’s body in all three dimensions. When the casting is complete, the caster and not more than his Medium encumbrance of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.
While in the stone, the caster remains in contact, however tenuous, with the face of the stone through which he melded. He remains aware of the passage of time and can cast spells on himself while hiding in the stone. Nothing that goes on outside the stone can be seen, but he can still hear what happens around him. Minor physical damage to the stone does not harm the caster, but its partial destruction (to the extent that he no longer fits within it) expels him and deals him 2d points of injury. The stone’s complete destruction expels him and deals him 4d points of injury.
Any time before the duration expires, the caster can step out of the stone through the surface that he entered. If the spell’s duration expires or the effect is dispelled before he voluntarily exits the stone, he is violently expelled and takes 2d points injury.
Duration: 10 minutes.
Cost: 4 to cast. 2 to maintain.
Time to cast: 5 seconds.
Prerequisites: Magery 1, Walk Through Earth.

Repel Stone
Regular

Like Repel, except that the force only repels stone. Creatures wearing stone armor may be repelled with their armor. A creature must “resist” the spell with a Quick Contest of ST to be able to hold a stone object in its hands and be able to use it.
Duration: 1 minute.
Cost: 1 per 2 ST worth of “repulsion” at the center point.
Time to cast: 5 seconds.
Prerequisites: Magery 2, Repel, 4 Earth spells.

Item
(a) Wand, staff, or jewelry. Usable only by mages. Energy cost to create: 250. (b) An area may be made permanently repelling for 100 times casting cost.

Spike Stones
Area

Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Victims who miss a Vision-2 roll step on a number of spikes equal to margin of failure. Each inflicts thr-3 imp – based on his ST – to the foot. Spikes that penetrate DR continue to do damage each turn until removed (two Ready maneuvers).
Duration: 1 minute.
Base Cost: 2 to cast. Same cost to maintain.
Time to cast: 2 seconds.
Prerequisites: Magery 1, Shape Earth.

Item
Staff, wand, or jewelry. Usable only by mages. Energy cost to create: 200.

Stoneskin
Regular

Transforms the subject’s skin into stone, granting it Damage Resistance. DR from this spell is treated for all purposes like DR from armor, and is cumulative with that from actual armor, but is not cumulative with any natural DR, like tough skin, scales, etc. This spell provides semi-ablative DR. When an attack strikes semi-ablative DR, every 10 points of basic damage rolled removes one point of DR, regardless of whether the attack penetrates DR.
Duration: 5 minutes.
Cost: Twice the Damage Resistance given to the subject, to a maximum DR of 5 (cost 10). Half that to maintain.
Prerequisite: Partial Petrifaction.

Stone Tell
Regular

Communicate with any stone, which relate to the caster who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details the caster is looking for. The caster can speak with natural or worked stone. Each minute of the spell allows one question and answer.
Duration: 1 minute.
Cost: 4 to cast. 2 to maintain.
Prerequisites: Magery 1, 6 Earth spells.

Item
Staff, wand, or jewelry. Energy cost to create: 1,000 for an item that talks to one particular stone type, or 4,000 for an item that can talk to any stone.

Wall of Stone
Regular

Creates a stone wall. The Wall of Stone is four yards high. Higher walls are possible at a proportionately increased energy cost (double for double height, etc). The wall is 3’ thick. Each hex or 10-square-foot area has HP 135 and DR 468. Repeated impaling, piercing, and large piercing attacks against the same small spot (an area with SM 0 or less) lower DR at that specific point as if it were semi-ablative; repeated burning, corrosion, crushing, cutting, or huge piercing attacks at that same spot reduce DR at that point as if it were ablative. DR never falls below 3.
Duration: 10 minutes.
Cost: 2 per yard length to cast. Same cost to maintain.
Prerequisite: Magery 1, Create Earth.

Item
(a) Staff. Usable only by mages. Energy cost to create: 300. (b) A Wall of Stone may be made permanent at an energy cost of 100 times normal.

Metal

Repel Metal
Regular

Like Repel, except that the force only repels metal. Creatures wearing metal armor may be repelled with their armor. A creature must “resist” the spell with a Quick Contest of ST to be able to hold a metal object in its hands and be able to use it.
Duration: 1 minute.
Cost: 1 per 2 ST worth of “repulsion” at the center point.
Time to cast: 5 seconds.
Prerequisites: Magery 2, Repel, 4 Metal spells.

Item
(a) Wand, staff, or jewelry. Usable only by mages. Energy cost to create: 250. (b) An area may be made permanently repelling for 100 times casting cost.

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