Lore Of Metal

Lore of Metal

The Lore of Metal is based on the Yellow Wind of Chamon, the wind of transmutation, metal and logic. The Wizards of Metal have logical, rational minds and approach things with the ironclad mindset of scientific curiosity. Many human metal-casters find their bodies slowly becoming stiff and rigid over time.

Empire Wizards who study the Lore of Metal are known as Gold Wizards or Alchemists.

Tier 1

Curse of Rust

Name Curse of Rust
Phase Ranged
Modifier +2
Targets Object
Range 5m
Effect
You corrode one non-magical metal object per spell dice in range, which must have a weight of roughly 1kg per Spell Dice or less. Corroded objects become useless.

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Fault of Form

Name Fault of Form
Phase Ranged
Modifier +1
Targets Weapon
Range 5m
Effect
You alter a single weapon in range, making it less reliable. Affected weapons temporarily lose the effect of beneficial Qualities for spell dice turns, and attacks with the weapon take a -1 penalty. Baneful qualities are worsened: Heavy and Slow double their values, and unreliable now explodes a weapon on a roll of 9-10.

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Guard of Steel

Name Guard of Steel
Phase Passive
Modifier N/A
Targets Self
Range Self
Effect
You gain the Natural Armour (+1) trait.

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Metal Logic

Name Metal Logic
Phase Passive
Modifier N/A
Targets Self
Range Self
Effect
You gain the ability to sense and work with metal on a keen, mystical level. You can now sense metal around you for 20m per Spellcasting score. You can touch a metal object to look into its past, seeing a vision of its forging and creation. You can magically carve inscriptions into metal with a wave of the hand, and make these inscriptions visible only to those of your choosing. Finally, you can, in a second, transmute a held or touched object into having the weight and strength of steel, making heavier and harder. This is enough to make an improvised weapon out of something not battle-worthy, but that's about it.

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Tier 2

Armour of Lead

Name Armour of Lead
Phase Ranged
Modifier +1
Targets Armoured enemies
Range 10m
Effect
You transmute the armour of Spell Dice number of enemies, making it leaden and slow. The enemies- who must be wearing armour- take a -1 penalty to their Melee, Ranged and Agility scores, and their armour all gains the Slow (+2) trait. This lasts for Spell Dice turns.

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Rigidity of Body and Mind

Name Rigidity of Body and Mind
Phase Utility
Modifier +1
Targets Self
Range Self
Effect
You make your body and mind rigid like metal for Spell Dice*2 turns. Physically, this gives you +1 Armour score. Mentally, it gives you +1 to Willpower tests. It makes you stubborn, and whilst this spell is in effect you are very unlikely to change your mind on things.

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Silver Arrows of Arha

Name Silver Arrows of Arha
Phase Ranged
Modifier +0
Targets Enemy
Range 20m
Effect
This is a Magic Missile spell attack, generating spell dice number of Strength 3 arrows that count as being made of silver. You can fire these arrows at different targets if you prefer.

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Transformation of Metal

Name Transformation of Metal
Phase Utility
Modifier +0
Targets 1 Metal item
Range Touch
Effect
With a touch, you transform a metal object into a different shape. This does not change the type of metal, only the shape; thus you could transform an iron flagon into an iron buckler, but not into a gold flagon. This does not work on magical items. The craftsmanship of the new shape, if important, depends on Spell Dice: if you spend 2 or more Spell Dice then it is of Superior quality. This change is permanent. This spell takes slightly longer than is viable for use on equipment held by an enemy.

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Tier 3

Enchant Item

Name Enchant Item
Phase Non-Combat
Modifier -2
Targets 1 item
Range Touch
Effect
In the course of a minute, you enchant a single non-magical item, which now grants a +1 bonus to any one of the bearer's Ability scores. Function must follow form: A sword can grant a +1 to Melee, for example, whilst a ring might grant a +1 to Fellowship. This enchantment lasts for one hour per Spell Dice, and an item can only benefit from a single enchantment.

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Law of Lead

Name Law of Lead
Phase Utility
Modifier -3
Targets 1 Magical Item
Range 10m
Effect
You enshroud a magical item within range with a magical leaden wind- lead being the magical insulator. This suppresses the item's magical abilities for Spell Dice turns.

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Law of Preservation

Name Law of Preservation
Phase Utility
Modifier -2
Targets 1 Item
Range Touch
Effect
This spell can do one of two things: firstly, it can vastly improve the quality of an object. What this means is being able to turn any item, no matter how poor the make, into a Superior item. It has no obvious effect on already-superior items. Secondly, it can temporarily cause a solid, inanimate object to become brittle and weak, such as a wall, door, window etc. This makes the object very easy to break: those wishing to break it take a +2 bonus to Strength tests, +1 per Spell Dice, which lasts for Spell Dice minutes.

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Transmutation of Metal

Name Transmutation of Metal
Phase Utility
Modifier -3
Targets 1 Metal item
Range Touch
Effect
With a touch, you transform a metal object into a different sort of metal. This does not work on magical items. You could, for example, convert a coin of copper into a coin of solid gold, or convert iron into steel. You must know the composition of both metals, meaning you cannot transmute ithilmar or gromril without special training. Transmutations of this nature are temporary, lasting one hour per Spell Dice.

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Arcane Marks

Name Effect Prerequisite Cost
Metal Sympathy Your body, so used to channelling metal, becomes more metal-like itself. Your skin starts to take on a golden sheen, your tears and sweat take on the appearance of mercury and your limbs become stiff and rigid. You no longer have to memorise Guard of Steel and Metal Logic, and furthermore Guard of Steel provides an extra point of Natural Armour, but you reduce your Agility by 1. Guard of Steel, Metal Logic 1 XP
Aura of Magnetism You manifest an aura of magnetism around yourself, attracting metal to your flesh. You can summon metal objects of 1kg of less within 10m to yourself, or repel them in the same way. Furthermore, those making attacks against allies (but not you) within 5m of you take a -1 penalty with non-magic weapons. You gain an Aspect named 'Aura of Magnetism', which is used just like other Aspects. However, Compels for this Aspect involve metal involuntarily bending and attracting toward you, with sometimes tragic results. Silver Arrows of Arha, Transformation of Metal 1 XP
Mark of Chamon You manifest the rune of the wind Chamon on your body, giving you a +1 bonus to casting Lore of Metal spells. Any Tier 3 Lore of Metal spell 2 XP

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