Friday, 23 February 2018

Sorcery: Metal Spells VII

Sorcery: Metal Spells VII

Four metal spells converted from D&D/PF. Chill Metal and Heat Metal make metal objects cold or hot, respectively. Repel Metal creates a metal repulsion zone. Wall of Iron conjures a metallic barrier.

Chill Metal
Keywords: Resisted (HT).
Full Cost: 28 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

When you cast this spell on a metal object, it becomes very cold to the touch. It deals 1 point of burning damage per second to everyone touching it. This damage comes from extreme cold, not heat, so it cannot set anything on fire. Targets injured by this spell must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute). Useful when cast on foe’s plate armor or metal weapon.
StatisticsAffliction 1 (HT; Accessibility, Only on metal objects, -30%; Advantage, Chill Metal, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery,  15%) [28]. Note: “Chill Metal” is Burning Attack 1 point (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%) [5].
  
Heat Metal
Keywords: Resisted (HT).
Full Cost: 26 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

When you cast this spell on a metal object, it becomes very hot to the touch. It deals 1 point of burning damage per second to everyone touching it. Useful when cast on foe’s plate armor or metal weapon.
Statistics: Affliction 1 (HT; Accessibility, Only on metal objects, -30%; Advantage, Heat Metal, +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [26]. Note: “Heat Metal” is Burning Attack 1 point (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [3].

Repel Metal
Keywords: Area (Leveled).
Full Cost: 42 points for level 1 + 12.5 points/additional level* (or more).
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 seconds.

You can create a zone of metal repulsion anywhere within 100 yards of you. To place the zone at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. An intangible force moves metal objects within the area without touching them. The force can move any metal object it has strength enough to lift, at a Move equal to your Repel Metal ST, modified as usual for encumbrance level (see Encumbrance and Move, p. B17).
Repel Metal can only move things directly from its center. It simply causes metal objects to move until they’re in contact with the border of the spell’s area, whereupon they are free to move or they’re held there against a hard obstacle with Repel Metal’s telekinetic ST until the duration runs out. Objects can only move or be moved in the opposite direction if the mover wins a Quick Contest of his ST or TK level against your Repel Metal ST.
The basic (42-point) version of this spell lets you affect an area up to 2 yards across and has ST 5. Each additional doubling of area adds 12.5 to basic cost; the GM sets the cap on this increase, but 128 yards is the recommended maximum. For an additional +100% to cost (including any increased area), rounded up, the ST can be upgraded to 10 or more. This is summarized in the table below.
Repel ST
2 yards
4 yards
8 yards
16 yards
32 yards
64 yards
128 yards
5
42 points
54 points
67 points
79 points
92 points
104 points
117 points
10
83 points
108 points
133 points
158 points
183 points
208 points
233 points
15
124 points
162 points
199 points
237 points
274 points
312 points
349 points
20
165 points
215 points
265 points
315 points
365 points
415 points
465 points
Statistics: Telekinesis 5 (Accessibility, Metal, -40%; Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; Independent, +40%; Persistent, +40%; Repulsion, -60%; Sorcery, -15%) [42]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*].

Wall of Iron
Keywords: Obvious.
Full Cost: 60 points for level 1 + 10 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five minutes.

This spell conjures a wall of iron. You do not have to concentrate to maintain it, Wall of Iron is “fire and forget.” It can be cast repeatedly, allowing the sorcerer to put up multiple walls as needed, but each wall has a certain number of HP and dissipates once those are exceeded (or the duration runs out).
To find the maximum square yardage available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and multiply the given radius by 3. Alternatively, know that Wall of Iron 1 has a maximum area of six square yards, with each additional level doubling that cumulatively. For example, Wall of Iron 3 has a limit of 24 square yards, allowing the sorcerer to conjure a wall six yards long by four yards high, 12 yards long by two yards high, or any other valid combination. The caster may form this into any shape he wishes.
Each wall has DR 12 and HP 2.
Statistics: Crushing Attack 4d (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [60]. Additional levels increase Area Effect (+50%) [+10].


No comments:

Post a Comment