Sunday 24 September 2017

Sorcery: Metal Spells IV

Sorcery: Metal Spells IV

Not done yet! Metal to Stone and Purify Metal are transmutative spells. Move Metal is a limited version of Apportation. Rain of Shards is yet another area attack.

Metal to Stone
Keywords: None.
Full Cost: 6 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.

This spell allows you to turn metal into stone (but not gemstone). The spell must be cast on a whole metal block, rather than a part of it. To do so, touch the matter you wish to transform, take a Concentrate maneuver and roll vs. IQ. Success means you transform the matter successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
Transmutation costs 1 FP per use.
The final product 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. This limits the weight of the matter being transformed.
Statistics: Create (Accessibility, Must be cast on a whole metal block, -10%; Transmute Metal to Stone, +50%; Transmutation Only, -100%; Magical, -10%) [6/level].

Move Metal
Keywords: None.
Full Cost: 1 point/level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.

You can move metal objects without touching them. You lift and move distant metal objects just as if you were grasping them in a pair of hands with ST equal to your Move Metal level. You can move any object you have strength enough to lift at Move 1, modified as usual for encumbrance level (see Encumbrance and Move, p. B17). Regardless of level, maximum range is 10 yards.
Move Metal requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn. Your Move Metal may then perform one standard maneuver as if were a disembodied pair of hands at some point within your range: a Ready maneuver to pick up an object or a Move maneuver to lift and carry it.
No rolls are necessary for ordinary lifting and movement. In situations where you would roll against ST, roll against your Move Metal level instead.
Statistics: Telekinesis 1 (Accessibility, Metal only, -20%; Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; No Fine Manipulations, -20%; Sorcery, -15%) [1]. Each additional level adds Telekinesis 1 (Accessibility, Metal only, -20%; Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; Lift Only, -20%; No Fine Manipulations, -20%; Sorcery, -15%) [1].
  
Purify Metal
Keywords: None.
Full Cost: 4 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.

Removes foreign objects from metal items, including other metal objects (such as nails, screws, and rivets not essential to the item). It also closes holes made by those objects and removes any tarnish, dents, or rust.
To cast the spell, the caster touches the metal he wishes to purify, takes a Concentrate maneuver and rolls vs. IQ. Success means he purifies it successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
Purification costs 1 FP per use.
The caster can purify an amount of metal weighing 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.
Statistics: Create (Accessibility, Only to transform into normal metal, -20%; Transmute Metal to Metal, +50%; Transmutation Only, -100%; Magical, -10%) [4/level].

    Rain of Shards
    Keywords: Area (Leveled).
    Full Cost: 9 points for level 1 + 2 points/level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 seconds.

    You cause sharp metal shards to rain down upon an area. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. Everyone who spends even part of their turn in the area is attacked with an effective skill of 12, modified only for their SM. Anyone hit takes 1d-2 impaling damage. Victims may raise their shields as cover, at the risk of damaging them (p. B484). You may always choose (when casting) to scale back the area affected.
    Statistics: Impaling Attack 1d-2 (Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [9]. Further levels add Area Effect, +50% [+2].

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