Monday 11 December 2023

Wizardry: Metal Spells I

Wizardry: Metal Spells I

At last, metal spells! Chill Metal and Heat Metal induce extreme temperature in metal objects. There is a delay that may give the subject a chance to remove an affected piece of armor. Iron Body was an incredibly expensive spell that transforms the caster into iron, and a character point cost made it much more affordable. Repel Metal creates a field that repels all metal objects (not only ferromagnetic ones, all metals).

    Chill Metal
    Keywords: Resisted (HT).
    Full Cost: 25 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Unlimited.
    Duration: 13 seconds.

    When you cast this spell on a metal object, it gradually becomes very cold to the touch. For the first 4 seconds of the duration, it is chill to the touch, but does not deal damage. After that, it deals 1 point of burning damage per second to everyone touching it for 9 seconds. 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%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Delay, 4 seconds, +0%; Fixed Duration, +0%; Magical, -10%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/20, -25%; Requires Gestures, -10%; Requires Magic Words, -10%) [25]. 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: 23 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Unlimited.
    Duration: 13 seconds.

    When you cast this spell on a metal object, it gradually becomes very hot to the touch. For the first 4 seconds of the duration, it is hot to the touch, but does not deal damage. After that, it deals 1 point of burning damage per second to everyone touching it for 9 seconds. 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%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Delay, 4 seconds, +0%; Fixed Duration, +0%; Magical, -10%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/20, -25%; Requires Gestures, -10%; Requires Magic Words, -10%) [23]. Note:Heat Metal” is Burning Attack 1 point (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [3].

    Iron Body
    Keywords: Buff.
    Full Cost: 36 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP + 1 character point.
    Casting Time: 2 seconds.
    Range: Self.
    Duration: 3 minutes.

    The caster gains a slightly altered Body of Metal meta-trait; see the footnote below for details. Clothing and gear weighing no more than his BL change with him.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Iron Body, +1,770%; Character point-powered, x1/5; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [36]. Note:Iron Body” is Alternate Form (Iron Body*; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [177]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so.
    * A slightly altered meta-trait from p. 262 of GURPS Basic Set: Affected by Magnetism [-1]; Doesn’t Breathe [20]; DR 9 (Includes Eyes, +10%) [50]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3 [15]; Sealed [15]; Striking Surface [1]; and Vacuum Support [5]. 180 points.

    Repel Metal
    Keywords: Area (Leveled).
    Full Cost: 20 points for level 1 + 12.5 points/additional level* (or more).
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Self.
    Duration: 10 seconds.

    An invisible, mobile field surrounds you and prevents metal creatures and objects from approaching you. 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 you. It simply causes 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 the spell’s telekinetic ST until the duration runs out. Objects and creatures 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 field produces a hum that makes it easy to detect the spell’s effect (base Hearing range of 4 yards), and gives the caster a -1 to Hearing.
    The basic version of this spell has ST 5. 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.

Repulsion ST

2 yards

4 yards

8 yards

16 yards

32 yards

64 yards

128 yards

5

20 points

33 points

45 points

58 points

70 points

83 points

95 points

10

40 points

53 points

65 points

78 points

90 points

103 points

115 points

15

60 points

73 points

85 points

98 points

110 points

123 points

135 points

20

80 points

93 points

105 points

118 points

130 points

143 points

155 points

    StatisticsTelekinesis 5 (Accessibility, Metal only, -20%; Area Effect, 2 yards, +50%; Costs Fatigue, 2 FP, -10%; Emanation, -20%; Independent, +40%; Magical, -10%; Nuisance Effect, Hum, -5%; Persistent, +40%; Repulsion, -60%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [20]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*].
    * Calculate the total cost, then round up.



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