Metalmancy

Elementalism - Earthmancy Ability The ability to control and manipulate base Metals in their refined forms.

Earth - Elementalism

XP Cost: 1   Prerequisites: Earthmancy

Action Type(s) Motion, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Requirements 1 Free Hand
Sustain No
Traits Visible, Audible

You have the ability to Move and Manipulate Non-Alloy Metals, Such as Iron, TIn and Copper.

Using a Motion: You can cause up to 4 kg of Metal within range to move up to 6 Meters or  take on simple shapes such as Shields, Weapons or Armor. You Cannot Manipulate or Target Residual, Trace or Unrefined Metals using this ability.

Shaped Metal Armor: If you have the Metal take on Shapes or Structures they Remain until Reshaped or Reforged

Each kg of Metal arranged into a Shield or Armor Grants 2 Armor Points to the wearer.

Shaped Metal Weapons: Weapons made deal standard damage for a weapon of that type.

.5 kg of Metal will make about 10 arrowheads, or a horseshoe or a small knife.

You need at least 1 kg of Metal to Make a Dagger, 1-2 for a Sword and so on. Heavy or Oversized Weapons require 3+ kg of Metal to create this way.

Blade Bolt: You can make a Ranged or Melee Spell Attack vs a Target within Range while within Range of a Source of Metal.

Hits deal 2d8 + Spellcasting Modifier Blunt, Slash or Puncture Damage.

Overpower : You can Spend an Additional Attribute Resource Point to Overpower this Spell Ability and Increase the Range by +5 Meters,

Or Increase the Damage Dealt by +1d6 Blunt, Slash or Puncture,

Or Increase the number of kg of Metal Movable with a Motion by 2.