Friday, 15 December 2023

Wizardry: Metal Spells II

Wizardry: Metal Spells II

And here we have the remaining metal spells. Rusting Grasp decreases HT and DR of metal objects. Transmute Metal to Wood is self-explanatory. Wall of Iron creates a wall of iron, obviously. In D&D, this is a permanent spell. Typically, you create wall effect in GURPS by using Innate Attack with the Wall enhancement. However, the DR and HP provided rarely are appropriate for the material in question, there are no enhancements to change these ratios, and the cost would be extremely high for something like a proper iron wall that is consistent with the DR and HP values from p. B558. Instead, I decided to calculate how much a wall would weigh and try statting this spell up with the Create advantage. Now, you have a wall that is much more consistent with the existing values, much cheaper that what its Innate Attack counterpart would cost, and also has a mechanism of making it permanent. Isn't that great? For a good measure, I also added the Shrapmetal spell from the Might and Magic series.
 
    Rusting Grasp
    Keywords: Resisted (HT).
    Full Cost: 19 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch.
    Duration: Three minutes.
 
    The caster touches a metal item or creature, causing it to rust and become fragile. The metal in question must be of a type that weakens in time with exposure to oxygen; copper, for example, changes color to green but does not weaken. Objects resist with their (HT+SM), while creatures use HT. If the target’s HT is unknown, assume that machines have HT 10 and simple objects have HT 12, modified for quality: -2 for cheap, +1 for fine, +2 for very fine.
    If the caster wins, for the next three minutes the subject’s HT is at -5 and its DR is reduced by 10; if it’s a weapon, treat it as cheap for breakage purposes, or an extra +2 to break if already cheap. If he loses or ties, there is no effect.
    Rusting Grasp must affect objects as a whole; it cannot target part of an object. The GM has the final say over what constitutes a “whole” object.
    Statistics: Affliction 1 (HT; Accessibility, Rusting objects and creatures only, -40%; Attribute Penalty, HT-5, +25%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Advantage, Reduced DR 10, +50%; Requires Gestures, -10%; Requires Magic Words, -10%) [19].
   
    Shrapmetal
    Keywords: Cone, Obvious.
    Full Cost: 10.5 points/level.
    Casting Roll: Skill. Use Innate Attack (Beam) to hit.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Instantaneous.
 
    You fire a cone of metal shards that do 1d cutting damage per level. This is a 7-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). The caster targets a hex right in front of him, at +4, and the cone extends out from there. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10). This spell has the 1/2D range of 5 yards.
    Statistics: Cutting Attack 1d (Cone 7, +120%; Costs Fatigue, 2 FP, -10%; Increased 1/2D, 5x, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10.5/level].

    Transmute Metal to Wood
    Keywords: None.
    Full Cost: 4 points/level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch.
    Duration: 10 seconds or permanent; see text.
 
    This spell allows you to turn metal into wood. The subject can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on.
    If the product is worth more than what you started with, it’s unstable and will revert to its original form after 10 seconds unless you stabilize it with your character points – in which case point cost depends on the difference in value. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.) The GM determines the cash value per pound of matter – a ton of iron costs more to stabilize than a ton of stone.
    Points spent to stabilize matter come from your “Creation Pool,” a number of points set aside for the purpose. You can’t apply any modifiers to these points. Points used to stabilize matter are unavailable until reclaimed – which causes the matter to vanish. If the matter is crafted into an object, the item is unmade when the matter vanishes. If the matter is mixed with other materials (e.g., alloyed), you must separate it to reclaim your points; this can be a tedious process. If it’s destroyed or transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can increase your Creation Pool with unspent points at any time.
    Statistics: Create (Transmute Metal to Wood, +50%; Transmutation Only, -100%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [4/level].
 
 
    Wall of Iron
    Keywords: None.
    Full Cost: 24 points.
    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: 10 seconds or permanent; see text.
 
    You cause a flat, vertical iron wall to spring into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.
    A Wall of Oron is 1 inch thick, 1 yard tall, and 1 yard wide. You can double the wall’s area by halving its thickness. Each 1-hex square or 10-square-foot area of the wall has DR 50 per inch of thickness. An iron wall 1” thick has HP 58, an iron wall ½” thick has HP 46, and an iron wall ¼” thick has HP 36.
    If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. The wall weighs 360 pounds.
    Created iron is unstable. It vanishes in 10 seconds unless you use character points to “stabilize” it. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.) Iron costs $6.9 per pound. Thus, a typical casting of Wall of Iron costs $2,484.
    Points spent to stabilize matter come from your “Creation Pool,” a number of points set aside for the purpose. You can’t apply any modifiers to these points. Points used to stabilize matter are unavailable until reclaimed – which causes the matter to vanish. If the matter is crafted into an object, the item is unmade when the matter vanishes. If the matter is mixed with other materials (e.g., alloyed), you must separate it to reclaim your points; this can be a tedious process. If it’s destroyed (e.g., melts naturally) or transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can increase your Creation Pool with unspent points at any time.
    Statistics: Create Iron 6 (Accessibility, Only flat, vertical walls, -20%; Magical, -10%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [24]
 


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