Sorcery: Metal and Plastic Spells
The College of Technology also encompasses spells of metal and plastic. They are very similar to the existing elemental spells, but we still have to include them in the grimoire. Identify Metal and Identify Plastic determine the type of metal and plastic. Seek Metal and Seek Plastic detect the presence of these materials. Shape Metal and Shape Plastic allow the caster to change the material's shape. Metal Vision and Plastic Vision allow the subject to see through these materials.
The definition of plastic should be noted, as per GURPS Magic: A “plastic” is any artificial nonconducting unliving polymer material. If it isn’t (a) animal, (b) stone/earth/ceramic/glass, (c) water/simple liquid, (d) air/gas, (e) plant/wood (living or dead), or (f) metal, then it’s “plastic.”
Identify Metal
Keywords: Information.
Full Cost: 14 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.
Determines the type metal. The GM
will secretly roll against the caster’s IQ minus range penalties (p. B550) to
the subject, which the caster must be able to see or touch. If the sorcerer is
familiar with the metal in question, this will reveal it. Otherwise, the GM will
use the margin of success to determine how much information to give the
sorcerer.
Statistics:
Detect (Metal; Sorcery, ‑15%; Touch- or Vision-Based, ‑15%) [14].
Identify Plastic
Keywords: Information.
Full Cost: 14 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.
Determines the type of plastic. The
GM will secretly roll against the caster’s IQ minus range penalties (p. B550)
to the subject, which the caster must be able to see or touch. If the sorcerer
is familiar with the plastic in question, this will reveal it. Otherwise, the
GM will use the margin of success to determine how much information to give the
sorcerer.
Statistics:
Detect (Plastic; Sorcery, ‑15%; Touch- or Vision-Based, ‑15%) [14].
Metal Vision
Keywords: Buff.
Full Cost: 17 points for level 1 + 5
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell lets the subject see through
metal. Each level of this spell allows the subject to see through up to six
inches of metal. The subject can just barely see the outline of the substance he
is looking through – not enough to impair vision in any way. This spell
automatically works in conjunction with all of the subject’s other vision
advantages (Infravision, Ultravision, etc.).
Statistics:
Affliction 1 (HT; Advantage, Metal Vision 1, +50%; Fixed Duration, +0%;
Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional
levels add further Metal Vision to the Advantage enhancement [+5]. Note: Each
level of “Metal Vision” is Penetrating Vision 1 (Magical, -10%; Specific, Metal,
-40%) [5].
Plastic Vision
Keywords: Buff.
Full Cost: 17 points for level 1 + 5
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell lets the subject see through
plastic. Each level of this spell allows the subject to see through up to six
inches of plastic. The subject can just barely see the outline of the substance
he is looking through – not enough to impair vision in any way. This spell
automatically works in conjunction with all of the subject’s other vision
advantages (Infravision, Ultravision, etc.).
Statistics:
Affliction 1 (HT; Advantage, Plastic Vision 1, +50%; Fixed Duration, +0%;
Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional
levels add further Plastic Vision to the Advantage enhancement [+5]. Note:
Each level of “Plastic Vision” is Penetrating Vision 1 (Magical, -10%;
Specific, Plastic, -40%) [5].
Seek Metal
Keywords: Information.
Full Cost: 41 points or 51 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against the
sorcerer’s Per, with a penalty based on the distance to the nearest significant
source of metal. The basic (41-point) version of this spell takes standard
range penalties. The improved (51-point) one uses long-distance modifiers. If
successful, the caster knows the exact distance and direction to the source of metal,
and may make a follow-up IQ roll (at no penalty) to learn basic details about
it (e.g., “it’s a piece of iron” or “it’s a golden ingot”).
Any known sources of metal may be excluded
if the caster mentions them before casting.
Statistics:
Detect Metal (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [41]. The
improved version adds Long-Range 1 (+50%) [+10].
Seek Plastic
Keywords: Information.
Full Cost: 41 points or 51 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against the
sorcerer’s Per, with a penalty based on the distance to the nearest significant
source of plastic. The basic (41-point) version of this spell takes standard
range penalties. The improved (51-point) one uses long-distance modifiers. If
successful, the caster knows the exact distance and direction to the source of plastic,
and may make a follow-up IQ roll (at no penalty) to learn basic details about
it (e.g., “it’s a plastic doll” or “it’s a plastic bag”).
Any known sources of plastic may be excluded
if the caster mentions them before casting.
Statistics:
Detect Plastic (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [41].
The improved version adds Long-Range 1 (+50%) [+10].
Shape Metal
Keywords: None.
Full Cost: 25 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
You can shape and move metal. The
higher your level of Shape Metal, the larger the quantity you can affect. You
can affect up to 10 x (level squared) lbs. of metal in the form of a single
object or amorphous mass. For example, Shape Metal 3 would let you affect a 90-lb.
metal slab or even 90 lbs. of metal shavings in a heap . . . but against a foe with
a 8-lb. metal sword and a 15-lb. metal shield you could only affect one target,
even though the total weight is much less than your limit.
Shape Metal doesn’t work on complex,
manufactured artifacts unless they’re made almost entirely of metal. You could
affect a metal sword, but not a complex mechanism with only a few metal parts.
If your target is already under someone
else’s direct control, roll a Quick Contest. You roll against IQ; they roll
against IQ if using Control or Telekinesis, their skill level if using a spell,
and so on. You must win to establish control. Likewise, others can overpower
your spell by winning a Quick Contest against your IQ.
After establishing control, you can reshape
the target. Forming a simple shape (blob, column, sphere, etc.) requires a
Concentrate maneuver but no die roll. If the result is meant to be beautiful or
functional, though, the GM may deem the effort a long task (see p. B346) and
require skill rolls against Armoury, Artist, Machinist, and so on. You can work
without tools, but you must know what you’re doing.
You can also cause the target to elongate
or flow at a Move equal to your Shape Metal level. This requires constant concentration.
You can make a solid metal object ooze, roll, or seep along the ground or a
surface, and even reshape it in ways that defy gravity.
When you stop concentrating, you immediately
give up control. Stable forms become permanent, while unstable ones collapse
instantly.
Defensively, Shape Metal lets you
move or shape metal to obstruct attacks. This requires a Concentrate maneuver.
Such barriers give whatever cover the material normally provides. For instance,
it might let you shape a metal slab into armor with the DR of metal by making
an Armoury roll.
Offensively, Shape Metal is more
limited. By concentrating, you can move an existing metal object to impede your
enemy’s movement, like any object of that weight. In all cases, your foe can dodge.
If a foe is standing in an area
where you control metal, – or if you can move metal onto him – you may inflict
combat penalties on him. This requires flexibility on the GM’s part: Shape Metal
10 might cause a mini-earthquake if your foe is standing on the metal good for
-10 to attack rolls. Tricks like this require a Concentrate maneuver and an IQ
or Tactics roll.
Statistics: Control
Metal (Ranged, +40%; Sorcery,
-15%) [25/level].
Shape Plastic
Keywords: None.
Full Cost: 25 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
You can shape and move plastic. The
higher your level of Shape Plastic, the larger the quantity you can affect. You
can affect up to 10 x (level squared) lbs. of plastic in the form of a single
object or amorphous mass. For example, Shape Plastic 3 would let you affect a 90-lb.
plastic sheet or even 90 lbs. of plastic shavings in a heap . . . but against a
foe with a 8-lb. plastic bow and a 15-lb. plastic shield you could only affect
one target, even though the total weight is much less than your limit.
Shape Plastic doesn’t work on
complex, manufactured artifacts unless they’re made almost entirely of plastic.
You could affect a plastic bow, but not a complex mechanism with only a few plastic
parts.
If your target is already under someone
else’s direct control, roll a Quick Contest. You roll against IQ; they roll
against IQ if using Control or Telekinesis, their skill level if using a spell,
and so on. You must win to establish control. Likewise, others can overpower
your spell by winning a Quick Contest against your IQ.
After establishing control, you can reshape
the target. Forming a simple shape (blob, column, sphere, etc.) requires a
Concentrate maneuver but no die roll. If the result is meant to be beautiful or
functional, though, the GM may deem the effort a long task (see p. B346) and
require skill rolls against Armoury, Artist, Machinist, and so on. You can work
without tools, but you must know what you’re doing.
You can also cause the target to elongate
or flow at a Move equal to your Shape Plastic level. This requires constant concentration.
You can make a solid plastic object ooze, roll, or seep along the ground or a
surface, and even reshape it in ways that defy gravity.
When you stop concentrating, you immediately
give up control. Stable forms become permanent, while unstable ones collapse
instantly.
Defensively, Shape Plastic lets you
move or shape plastic to obstruct attacks. This requires a Concentrate
maneuver. Such barriers give whatever cover the material normally provides. For
instance, it might let you shape a plastic sheet into armor with the DR of plastic
by making an Armoury roll.
Offensively, Shape Plastic is more
limited. By concentrating, you can move an existing plastic object to impede your
enemy’s movement, like any object of that weight. In all cases, your foe can dodge.
If a foe is standing in an area
where you control plastic, – or if you can move plastic onto him – you may inflict
combat penalties on him. This requires flexibility on the GM’s part: Shape Plastic
10 might cause a mini-earthquake if your foe is standing on the plastic floor good
for -10 to attack rolls. Tricks like this require a Concentrate maneuver and an
IQ or Tactics roll.
Statistics: Control
Plastic (Ranged, +40%; Sorcery,
-15%) [25/level].
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