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 (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 (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.
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.
Keywords: Area (Leveled).
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 10 seconds.
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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