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 (Touch): 17 points.
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
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 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/20, -25%; Requires Gestures, -10%; Requires Magic Words, -10%) [17]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. 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 (Touch): 15 points.
Full Cost (Short-Range): 18 points.
Full Cost (Ranged): 23 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
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 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/20, -25%; Requires Gestures, -10%; Requires Magic Words, -10%) [15]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. 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: 23 points for level 1 + 7.5 points/additional level* (or more).
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Self.
    Duration: 10 seconds.
 
    An invisible, hemispherical mobile field surrounds you and forcefully repels metal creatures and objects away from you. Attacks made with metal melee or ranged weapons directed at anyone in the area take a -1 penalty regardless of whether they originate outside or inside the area. Metal creatures and objects in the area take 2d crushing damage every second. This damage only deals knockback; it deals no injury or blunt trauma. Worn and carried metal objects remain on the creature in question, but the wearer’s or carrier’s HP is used for knockback calculations. Metal objects held in hands, such as weapons, may get dislodged. The holder of the item must make a ST roll modified as follows: +2 for a two-handed weapon or object held in two hands; +2 if the holder knows that his item is being targeted by this spell; -1 per 4 points of damage that the caster rolled. On a failure, he drops his weapon or other item he is holding! On success by 02, his weapon or item becomes unready. Success by 3+ causes him no ill effects.
    Damage dealt by this spell and attack penalties imposed by it can be improved. For an additional +100% to cost (including any increased area), rounded up, the damage can be upgraded to 4d or more, and penalties increased to -2 or more. This is summarized in the table below.

Dmg/Penalty

2 yards

4 yards

8 yards

16 yards

32 yards

64 yards

128 yards

2d/-1

23 points

31 points

38 points

46 points

53 points

61 points

68 points

4d/-2

46 points

61 points

76 points

91 points

106 points

121 points

136 points

6d/-3

69 points

91 points

114 points

136 points

159 points

181 points

204 points

8d/-4

91 points

121 points

151 points

181 points

211 points

241 points

271 points

    Statistics: Crushing Attack 1d (Accessibility, Metal Only, -20%; Area Effect, 2 yards, +50%; Double Knockback, +20%; Emanation, -20%; Link, +10%; Magical, -10%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [4] + Hit Penalty 1 (Area Effect, 2 yards, +50%; Affects Others 1, +50%; Costs Fatigue, 1 FP, -5%; Force Field, +20%; Limited, Metal, -40%; Link, +10%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [19]. Additional levels add more Area Effect (+50%) to both advantages [+7.5*].
    * Calculate the total cost, then round up.
 

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