The Lore of Metal
From benscondo.wiki-rpg.com
What follows is the list of the spells for Lore of Metal in The Tiger Eye Cameo of Ibn-al Azrad and The Warhammer World using the Deadlands hybrid system I am currently developing.
Difficulty | Time | Components | Description | |
---|---|---|---|---|
Armor of Lead | Pair | Action+ | A miniature lead helmet (+2) | A number of enemies covered by the large tent have their armor converted to lead. Their Nimbleness is reduced by 1 die type and their Fighting and Shooting levels are reduced by 1. Duration one minute. Power Level 2. |
Breach the Unknown | Pair | 1 Minute | A dram of ruby sulphur extract (+3) | Find all mundane properties of a single object, no matter how secret. On a 2 Pair result the caster may begin to determine magical properties as well, increasing as the success level increases. Power Level 3. |
Curse of Rust | Ace | Action | A rusty nail (+1) | One object of 75 pounds or less is rusted beyond repair. Range 12 yards. Power Level 1. |
Enchant Item | Pair | 1 Minute | A griffons feather (+3) | You may temporarily enchant an item to give it +2 to a single appropriate characteristic check. Power Level 3. |
Fault of Form | Ace | Action | A small metal file (+1) | You may subtly alter the quality of a weapon within 24 yards. Any bonuses it is owed are rendered null and any penalties are doubled in effectiveness. Users go bust on rolls of 1 or 2. Power Level 1. |
Fool's Gold | Pair | Action+ | A petrified flower (+2) | Increase the perception of value of a single object temporarily by a factor of 10. Actual value is unchanged, duration is 1 hour per level of Casting + 1 per extra success level. Power Level 2. |
Guard of Steel | Ace | Action | A steel ball (+1) | You summon steel balls that rotate around you and deflect ranged attacks. Difficulty to hit you is raised by 2 for 6 rounds. Power Level 1. |
Inscription | Ace | Action+ | A chisel (+1) | You may inscribe a metallic item with a message permanently. Power Level 1. |
Law of Age | Pair | Action+ | A fossilized bone (+2) | Make an item extremely brittle. Add 1d10 to any Strength roll to break the object. Power Level 2. |
Law of Form | Ace | Action+ | An iron rod (+1) | Imbue a single inanimate object with the strength of steel. Power Level 1. |
Law of Gold | Two Pair | Action+ | A gold sheath worth at least 75gc (+3) | A single magic item within 24 yards is rendered inert. Duration 10 rounds. Power Level 4. |
Law of Logic | Ace | d10 Actions+ | A blank piece of paper (+1) | Target gains +2 per success level on a single mental attribute test. Power Level 1. |
Rigidity of Body and Mind | Pair | Action+ | A small steel disc (+2) | You get the equivalent of 1 level of armor in all locations and +1 die type to Spirit. Power Level 2. |
Secret Rune | Pair | Action+ | A vial of ink infused with gold (+3) | Allows caster to either inscribe an invisible rune on an item or read an invisible rune which has been inscribed. Power Level 3. |
Silver Arrows of Arha | Pair | Action | A silver arrowhead (+2) | Create a number of silver, magic missiles equal to Casting + (number of extra success levels) with a range of 48 and damage 3d8. Power Level 2. |
Stoke the forge | Ace | Action | A breath of hot air (+1) | Cause a fire to burn as hotly as earthly possible for d10x10 minutes without consuming any additional fuel. Power Level 4. |
Tale of Metal | Pair | 2 Action+ | A lens (+1) | Peer into the past of a single metal object. Power Level 1. |
Transformation of Metal | Pair | 1 Minute | A charm in the shape of a hammer and anvil (+2) | A single metal item is transformed into a single other metal item of the same approximate size and shape. Power Level 2. |
Transmutation of the Unstable Mind | Pair | 10 Minutes | A page from a book written by a madman (+3) | You may attempt to remove insanity from the mind of another being. Power Level 3. |
Trial and Error | Pair | Action+ | An empty glass vial (+2) | Until your next action all other players are allowed one free white chip. This chip may not be saved or used for bounty. Power Level 2. |
*Target is allowed an opposed Spirit test to resist.
+No movement is allowed while performing this action.