Wizardry: Metal Spells I
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 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 |
* Calculate the total cost, then round up.
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