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.