Sorcery: Metal Spells VI
Last metal spells. And not only that - these are the last unconverted vanilla Magic spells, including the ones from Pyramid, at least at the time I'm writing this post. The whol system conversion sure took me a while. Smelt Ore transmutes ore into an ingot of metal. Stone to Metal transmutes stone to metal. Transmute Metal converts one type of a metal into another. Walk Through Metal is a useful prison escape tool.
Smelt Ore
Keywords: None.
Full Cost: 6 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.
This spell allows you to extract a
quantity of metal ore into an ingot of the given metal. The stone portions of
the ore crumble to dirt around the ingot. To do so, touch the ore you wish to smelt,
take a Concentrate maneuver and roll vs. IQ. Success means you smelt the ore
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!
Smelting costs 1 FP per use.
The ore 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 ore being smelted.
Statistics: Create
(Transmute Ore to Metal, +50%; Transmutation Only, -100%; Magical, -10%) [8/level].
Stone to Metal
Keywords: None.
Full Cost: 8 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent;
see text.
This spell allows you to turn stone
into simple metal like bronze or iron. 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.
If the product is worth more than
what you started with, it’s unstable and will revert to its original form after
10 seconds unless you stabilize it with your character points – in which case
point cost depends on the difference in value. 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 – a ton of iron costs more to stabilize than a ton of
stone.
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 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
(Transmute Stone to Metal, +50%; Transmutation Only, -100%; Magical, -10%)
[8/level].
Transmute Metal
Keywords: None.
Full Cost: 8 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent;
see text.
This spell allows you to convert one
type of metal into another. 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.
If the product is worth more than
what you started with, it’s unstable and will revert to its original form after
10 seconds unless you stabilize it with your character points – in which case
point cost depends on the difference in value. 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 – a ton of iron costs more to stabilize than a ton of
stone.
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 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
(Transmute Metal to Metal, +50%; Transmutation Only, -100%; Magical, -10%)
[8/level].
Walk Through Metal
Keywords: Buff.
Full Cost: 58 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Nine minutes.
This spell allows the subject to
pass through metal as if they were not even there. He does not automatically
sink into the ground; the metal beneath his feet is as solid as he wishes it to
be. He will need to hold his breath on long trips (this spell does not provide
air) and gains no special ability to see through metal. He may carry up to Light
encumbrance while doing this.
Statistics:
Affliction 1 (HT; Advantage, Walk Through Metal, +440%; Extended Duration, 3x,
+20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [58]. Note: “Walk
Through Metal” is Permeation (Metal; Can Carry Objects, Light Encumbrance,
+20%; Magical, -10%) [44].
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