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.
Statistics: Affliction 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].
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