Sorcery: Metal Spells III
Even more metal spells. Essential Metal creates orichalcum. Flesh to Metal transforms a living creature into a metal statue, and Metal to Flesh reverses the effects.
Essential Metal
Keywords: None.
Full Cost: 32 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent;
see text.
This spell allows you to create the
magical essence of metal. To do so, take a Concentrate maneuver and roll vs.
IQ. Success means the Essential Metal appears in hand or within arm’s reach
(for example, within a container you are holding). Failure means nothing
happens. Critical failure means the creation happens, but in a way that’s
inconvenient or dangerous – the GM should be creative!
The produced Essential Metal can
weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2,
90 lbs. at level 3, and so on.
Essential Metal is three times as
strong (HP and DR) as iron, and a framework or beam of Essential Metal supports
three times as much weight. This metal is also lighter and brighter than
ordinary metals, having many of the properties of orichalcum.
Created Essential Metal is unstable.
It vanishes in 10 seconds unless you use character points to “stabilize” it. Each
point spent stabilizes a quantity worth 10% of the campaign’s average starting
wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.)
The GM determines the cash value per pound of matter.
Points spent to stabilize matter come
from your “Creation Pool,” a number of points set aside for the purpose. You
can’t apply any modifiers to these points. Points used to stabilize matter are
unavailable until reclaimed – which causes the matter to vanish. If the matter
is crafted into an object, the item is unmade when the matter vanishes. If the
matter is mixed with other materials (e.g., alloyed), you must separate it to
reclaim your points; this can be a tedious process. If it’s destroyed (e.g.,
melts naturally) or transformed (e.g., eaten), you can’t reclaim your points –
they’re gone. You can increase your Creation Pool with unspent points at any
time.
Statistics: Create
Metal (Cosmic, Essential Material, +50%; Magical, -10%; Reduced Fatigue Cost 1,
+20%) [32/level].
Flesh to Metal
Keywords: Resisted (HT).
Full Cost: 61 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.
You can turn a living subject into a
metal statue! If he fails to resist, his body and anything he is carrying
become metal. This cannot be undone via Dispel Magic (GURPS Thaumatology: Sorcery, p. 21); countering it requires Remove
Curse (GURPS Thaumatology: Sorcery, p.
21) or the equivalent of Metal to Flesh (Pyramid
#3-91, p. 25).
Statistics:
Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Extended Duration,
Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant,
+150%; Sorcery, -15%) [61].
Metal to Flesh
Keywords: Resisted (Will or spell).
Full Cost: 28 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
Attempts to reverse the effects of Metal
to Stone and bring the victim back to life (stunned). Cannot be used to animate
a metal statue that was never alive.
Treat the resistance roll as for
Dispel Magic (see GURPS Thaumatology:
Sorcery, p. 21).
Statistics:
Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Cosmic,
Can dispel spells that are immune to Dispel Magic, +50%; Interruption, -50%; One
Ability, Flesh to Metal, -80%; Precise, +20%; Ranged, +40%; Sorcery, -15%) [28].
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