Introduction
Spells
Absorption
Acidproof(F)
Adhere to Metal
Adhere to Stone
Alloy(M)
Assay
Blade Barrier(M)
Cast Iron Stomach
Coldmelt
Color Metal(M)
Dancing Weapon(M)
Delectrification(M)
Destroy Metal
Find Metal(F)
Find Ore(F)
Forge
Frictionless Metal
Harden Metal(M)
Heal Metal(F)
Heat Metal(F)
Instant Armor
Instant Arms
Iron Golem
Make Mirror
Metal Hide
Metallic Manashield
Metalglass(M)
Metalize
Metalwrite(F)
Noble Golem
Polish
Refine
Returning Weapon(M)
Rust(F)
Rustproof
Stabilize Metal(M)
Summon Metal
Summon Sky Iron
Traction Metal(M)
Vital Metal(M)
Vorpal Weapon(M)
Metal magic is the subset of alchemistry that deals with forging, modifying, and improving metal. Some of the best known spells in the area are those that are used to make better armor, sharper weapons, or render metal immune to the somewhat detrimental effects of lightning and acid. Spells in this area also allow the creation of metal with bizarre properties and weapons with special properties such as returning, dancing, and vorpal. Metal magic can also create metallic monsters such as iron, steel, and and more dangerous golems. Some of the spells in this area have an "M" after the name of the spell. This means they must be cast during a melt and affect metal objects made from the metal cast from the melt or subsequently forged from it. Re-melting the metal will tend to destroy the special properties.
A number of the spells in this area do something weird or inconvenient to metal that disrupts it function. Enchanted metal may use its intrinsic save, described in the mage's guide, to resist such spells. Unenchanted metal does not get a save of zero but certain arcane metals may have innate nonzero saves. Such metals, along with some possibly interesting skills, are described in the section on comapign color.
This spell allows the caster to cause a metal object to absorb a fluid or gas in which it is immersed. This requires 5 DP of preparations over the object per deciliter absorbed. A deciliter is the size of a flask of oil or five vials of alchemical base. If anyone other than the caster touches the object in question it will be as if they had quaffed or breathed whatever the absorbed substance was. In some situations the object will act as if it were made of the substance; e.g. a dagger that absorbed lamp oil could be made to burn like a torch.
The number of doses in an object is the number of doses absorbed. The spell absorbs five doses of a substance initially and requires +1 mana per +5 doses absorbed. If this spell is made permanent it will yield an object permanently able to affect people, requiring a recharge time per dose of from hours to days, at referee discression. The caster may optionally only absorb the substance into a piece of an object, e.g. the blade of a dagger. For +1 mana the caster may trigger the release of the absorbed substance with an appropriate magic item trigger in which case it may affect the caster at the casters option, detirmined when the absorption spell is cast.
The DPs spent on this spell need not be contiguous; the caster spends them engraving and meditating over the object. The actual absorption is done at the end and is quite rapid. Special failure mode one causes an incubation period of 2-20 days before the absorbed substance becomes effective. Special failure mode two forces the substance absorbed to have a roll on the spell failure table and the item will act as if the substance, as modified, was absorbed. Mode three causes the first release of the substance in question to release all the doses at once as if they had been gasified by the alchemical spell of the same name.
This spell affects a piece or pieces of metal in physical contact up to the mass limit. Both mass and duration may be doubled from +1 mana. This spell gives the metal an armor against acid damage of 3, +1 per +1 mana. Special failure mode one divides the duration by 2-20. Special failure mode two makes the treated metal resist acid for three rounds after it makes contact and then loose it's resistance. Special failure mode three causes the metal to resist acid but to rust or tarnish (as appropriate) doing essentially cosmetic damage.
This spell, cast on a rock, gem, or metal object, causes said object to permanently bond to the next piece of metal it touches, though the bond will not stiffen up until the caster's fingers leave the object, permitting him to position it. A typical use of this spell is to magically set gems in a ring. The object may weigh up to 100 grams, 2x mass per +1 mana. Special failure mode one causes the object to de-adhere after 2d100 days. Special failure mode two causes the caster's hand to adhere, for 2-20 hours, to the metal as if the spell affected his hand too. Special failure mode three causes the metal the object of the spell touches to stick, permanently, to any earthen object it touches in 2-20 hours after the spell is cast.
This spell, cast on any metallic object, causes said object to permanently bond and fuse with the next piece of stone or metal it touches, though the bond will not stiffen up until the caster's fingers leave the object. A typical use of this spell is to magically affix hooks, rings, chains, etc. to a stone wall. The object may weigh up to 1 kilogram, 2x mass per +1 mana. Special failure mode one causes the object to de-adhere after 2d100 days. Special failure mode two causes the caster's hand to adhere, for 2-20 hours, to the surface he is placing the matal upon as if the spell affected his hand too. Special failure mode three causes the metal affected by the spell to devlop a 3d6 eletrical charge in about an hour. This charge lasts until discharged be someone touching the matal, after which time is builds again.
This spell enhances by 25% the probability of two metals forming an alloy. If the metals naturally mix this spell is a little pointless. The spell is cast while the melt is going on. The caster may add +10% to the probability for +1 mana. The referee should generate a set of rules for probability of alloying (including negative "probabilities" for truly horrible combinations) and the properties of any arcane metals in his campaign. Some examples of these sorts of rules appear in the section on campagn color. Some typical such metals are mithril, adamantine, orchallium, tsargo, tarnril and they are often alloyed with iron, copper, tin, lead, gold, platinum or silver to make metals with special properties. Special failure mode one divides the added probability of alloying by 10. Special failure mode two modifies the properties of the alloy in some horrifying referee-spawned fashion. Special failure mode three causes the metals to separate after they cool to form a bimetal or two separate pieces.
This spell allows the character to know, with a perception roll, the metal and/or mineral content of a rock, crystal, ore sample, or other naturally occurring mineral. He may get +10 to this perception roll for +1 mana but the referee may also assign penalties as he feels appropriate for enchanted or bizarre materials (particularly those the caster is unfamiliar with).
This spell is cast during the melt of metal to be used to make the blade barrier. The spell requires 20DP+1DP per added mana spent to permit multiplication of enchantment (e.g. runes of wounding, absorbed poison). The spell requires +1 added mana for each two mana connected with added damage or abilities to be placed in the blade barrier weapon to be forged - these are the mana spent on multiplication of enchantment. A weapon forged from such a melt may be finished into a blade barrier focus by engraving a simple roune into it. If thrown into the air in a twisting fashion, once activated, it causes a large number of exact copies of itself to spring up and whirl about through the air filling a surface defined by the wielder. Activation requires mana be dumped into the rune equal to that used in the melt, excluding adds for extra metal, duration, or area. The surface fills 6 square inches, 2x area for +1 mana, and may be flat or curved but not too weirdly shaped; getting other than a flat barrier requires practice exercising one's will on the weapon. The extra blades fade in over the remainder of the round the main weapon is flung; this gives potential victims a chance to step out of the way with an agility save. The barrier lasts 6 rounds, 2x per +1 mana. The caster may affect +50kg for +1 mana.
The barrier is immobile once cast but the charaster may get a per round movement of 1" per +1 mana with said movement under the control of the wielder. Changing the way the barrier is moving requires concentration or a stress save if the wielder is attending to other tasks. The blades do the damage the original blade does with any magical adds paid for in the creation of the metal, but with no strength adds. A person attempting to pass through the blade barrier is hit d3 times and must make a stress save to pass through. He is hit one more time if he makes the stress save but passes through. The caster may add +1 more hit for +2 mana with +2 becoming +d3 but no more d3's than half his rank with metal magic. If destroyed, the individual blades in the barrier are replaced instantly but breaking the original weapon ends the spell. It's really hard to tell which of the whirling blades is the original. This spell does not copy venom (or other substances) on the original blade unless it is absorbed into the blade in which case the mana used to do this counts as "connected with added damage".
Special failure mode one causes the blade barrier to hit d3 times fewer. Special failure mode two divides the size and hence damage of the blade by 10 including spell damage but leaving absorbed chemical damage intact. Special failure mode three causes the blades to form in a cloud about the caster hitting him and those within 2d3" to be hit 2d3 (plus any added hits in the spell) per round.
This spell is thrown on a small bar of metal that the caster consumes. For the next day his G.I. tract will function normally except that it will have the resistance to harmful materials of the metal in question. The referee will need to do a great deal of interpretation of this spell. The metal is incorporated into feces at the end of the duration and in fact up to one deciliter of metal can be smuggled this way, though recovering it may be an unpleasant task. The duration may be extended +1 day for +1 mana. Special failure mode one divides the duration by 2-20. Special failure mode two makes the inside of the mages mouth and lips coated with metal that is quite visible (normally it does not coat the lips and the inside of the mouth is optional). Special failure mode three causes the metal to revert completely to normal rather than passing smoothly.
This spell allows a mage to cause metal in a stone or glass container to melt, as if over a super hot fire, without the fire and without the metal getting warmer. The metal can be cast normally and metal added into the vat will melt rapidly. Special failure mode one multiplies the time before the metal hardens by 2-20 times. Special failure mode two cancels any "melt" based spell (with an "M" after the spell name) cast on the cold-melted metal. Mode three causes the metal to grow into filmy fern-like shapes as it cools.
This spell allows the caster to give molten metal any color he likes. Arcane metals, e.g.Mithril, may be resistant to this spell. It is also a crime to color certain metals, e.g. coloring lead gold colored, in some jurisdictions. The color will be retained by the metal after it is cast. The caster may add +100 kg of effect for +1 mana. Special failure mode one creates a metal with swirled color - its original color and the one the mage wanted. Special failure mode two causes the metals color to change to something else, selected randomly, as it cools. Special failure mode three causes the metal to become white with rainbow highlights as it cools.
This spell requires the caster to spend 10 DPs plus 2 DPs per mana that the resulting dancing weapon will be able to accept preparing the metal feedstocks to be melted. The spell is cast during the melt, and any weapon made from that metal can be finished into a dancing weapon by spending one DP engraving a particular rune on it. Activating the weapon requires dumping the same amount of mana that was used during the melt into the rune with a delay of (-3). An activated dancing weapon must be assigned a target by it's user; this is done by attempting to use the weapon against the target once. A dancing weapon must have all it's separate pieces activated separately - a bow and quiver of arrows make a poor dancing weapon - and will fight on by itself for the remainder of the spell duration (even hacking at a dead corpse) unless recalled by it's owner. The owner may freely re-target during the spell's duration by re-grasping the weapon and attacking a new target for a round.
The basic dancing weapon has a movement of 6". The dancing weapon uses the damage bonus, hit adds, and movement of its wielder. The mage may get +3" of movement or double the duration of dancing for +1 mana each. Dancing weapons normally hover at at a height their wielder can reach but may fly if their wielder is naturally able to fly. For +3 mana the dancing weapon can fly even if it's wielder can't. Unless the weapon has been given a controlling intellect in some fashion it cannot activate itself or use any other special abilities that require triggering. The wielder can use them remotely while the weapon is dancing. The wielder of a dancing weapon is the last person to hold it while the spell was inactive unless the caster of the spell designates a specific wielder when activating the spell. Special failure modes give the weapon a contrary or hostile personality or turn the weapon into a prankster. In particular special failure mode three gives the weapon a rudimentary mind (usually a twisted copy of the casters) so that it can auto-trigger and re-target itself.
This spell, cast during a melt, causes the resulting metal once cast (and possibly forged) to be nonconducting. The adds 5DP to the time needed to prepare the feedstoks that go into the melt. This means the natural magic armor of the metal counts as armor against lightning and the metal does not impair the ability of someone wearing it to resist lightning. The caster may affect +100kg of metal for +1 mana. Special failure mode one causes the metal to be brittle (like ceramic) after it hardens. Special failure mode two causes the effect to be partial; the metal is a bad conductor: half armor for lightning. Special failure mode three causes the resulting metal to be extremely susceptible to oxidation. Iron treated thusly would tend to rust away in damp air in a matter of a few days, for example.
This spell causes a single piece of metal or metal object all in contact to fall to fine dust (metallic oxide or halide). There is a mass limit of one ton but this may be doubled for +1 mana. Metal with mana in it gets its intrinsic save to resist the effect. The caster may take 5 off this save for each +1 mana. Special failure mode one creates a partial effect with a lace doily pattern of destruction. Mode two causes a release of elecrical energy in a 2d3" radius doing 3+2d3 dice of electrical damage. This radius starts at the edge of the metal object. Mode three shrink the metal object slightly without really damaging it.
This spell gives the caster the ability to "smell" a type of metal that he has a small sample of on hand. The caster may add +30 minutes duration or get +5 perception save to smell metal for +1 mana. Special failure mode one causes the mage to smell the wrong sort of metal. Special failure mode two causes the mage to smell the metal if it's there or not. Special failure mode three causes the mage's nose (or appropriate organ) to feel congested so that he is -50 to the smell perception roll but otherwise permits the spell to work.
Except as noted above and in that it allows the caster to locate unrefined ores, this spell is like find metal. There is a chance (referee generate a minus to the preception save) that the caster can smell out ore when using efined metal as a sample.
This spell causes a metal object the mage is working on to heat up to red or white heat, as the mage wills, so long as he is concentrating on working it. It takes about a three rounds to move from cold to red heat or from red heat to white. The metal cools normally. If used as an attack this spell does 8d6 while white hot and 4d6 while red hot, but the metal cools quickly and has it's temper ruined. The primary use of this spell is to allow the caster to do metal forging without a fire and bellows. This is particularly useful for field repair of armor. Special failure mode one causes the metal to melt as it enters red heat and cool where it falls. Special failure mode two causes metal that stays hot ten times as long as normal. Special failure mode three causes the metal to burst into flames as it achieves red heat. See the Burn Metal spell in fire element for details on burning metal.
This spell causes a piece of metal to become frictionless. If a person is stuck down and part of the area stuck is frictionless metal then there is +30 to saves to get loose. If everything stuck or being is frictionless metal the save is +60. Interpolate if necessary. A suit of frictionless plate gives +60 to slide through giant spider webs, for example. Walking or climbing on frictionless metal is either impossible or causes a huge penalty to the relevant save or skill roll. The caster may double duration or mass for +1 mana. Special failure mode one divides the duration by 2-20. Special failure mode two causes the effect to be patchy. Special failure mode three is a fizzle.
This spell requires 20 DPs of preparation of the metal feedstocks to be melted. The resulting metal is harder and stronger. The progression of mechanical properties is approximately gold, silver, tin, copper, aluminum, iron, with referee mediation. Metals suitable for weapons and armor gain +3 impact, +2 edge, +1 point, +0 fire, +0 necro, and +1 magic armor, x0.8 weapon delay, x1.2 break. For +5 mana the caster may add +2 impact +1 edge +1/2 point +1/2 magic and 0.05 better delay and break modifier. This spell takes 10 off the skill roll to work the metal, -7 more per +5 mana. The caster may affect +100 kg of metal for +1 mana. This spell can be used on mgical metals but check with the referee for added penalties. Special failure mode one doubles the penalty to work the metal. Special failure mode two causes the metal to suddenly lose its hardness if it is hit by anything containing bound mana (e.g. a magic weapon). Special failure mode three causes the metal's density to increase, inverting the weapon speed penalty.
This spell restores broken, bent, stressed, or shattered metal to it's original state as if it had just been finished. Magical metal gets it's intrinsic save to avoid being healed; it's hard to rebuild disrupted spells in a shattered magic sword, for example. The referee may give a penalty to the metal's save if it has oxidized or been severely disrupted. The caster can double the upper bound on the mass for +1 mana. This spell requires the caster to concentrate on the object while touching it. The caster may knock five off the intrinsic save of a magical piecve of metal for each +1 mana. Special failure mode one partially repairs the damage. Mode two heals the object inappropriately. Mode three causes the metal to gain the ability to grow by absorbing other metal with unpridictable effects.
This spell is cast on a piece of metal weighing not more than 10 kg. The round it is cast it feels warm to hot. The second it does d6 of fire damage, adding +d6 each round until it reaches 5d6 per round at which point it glows dull red. It hangs there for a round and starts down exactly as it went up. If the metal in question is armor the victim may not use it's fire armor against the damage.
While the damage is at 3d6 or more anyone touching the metal, unless fireproof, must save vs stress to do anything except try to get out of contact with the metal. Immersion will reduce the damage by 3d6 and cause a lot of steam. This spell may be cast on a weapon and it will do 1/2 the dice full contact would do, in addition to its normal damage. The caster may extend the time at full heat by +3 rounds for +1 mana. Weapons with less than two magical pluses will have their temper spoiled by this spell an loose d6 off their break after cooling. For +2 mana the caster may increase the maximum damage by one die (and with it the time to finish heating).
Special failure mode one is to break or warp the target item immediately upon heating (at 2-4d6) making it easy or impossible to remove or use (luck save, anyone), two is to have the spell take two rounds to gain each die of heat on the way up, three is to have the spell ignite the metal as per "ignite metal".
This spell allows the caster to cause metal he has handy to flow over his body creating instant armor. The armor gives the caster defense values equal to their base value plus half the armor values of the material structure chart of the metal or the plate mail armor value for the metal given in the armor properties section of the rules on metal under campaign color. It takes 10kg of armor for a size zero creature, +10 per +1 size, 1/2x as much per -1 size. The armor wears like spandex and has openings for eyes and orifices at the caster's whim. For +3 mana the caster can see and breath through the metal; it counts as sealed armor. The metal keeps any special properties, like delectrification or hardening, the mage has given it. The duration is 2x per +1 mana. At the end of the duration the metal runs off the mage, pools like fluid, and hardens as it clears the mages body or for +1 mana the caster may give it a shape to resume after the spell ends. Special failure mode one causes the metal to harden at the end of the duration, necessitating the mage being sawn out (very bad if the armor is sealed). Special failure mode two divides the duration by 3d6. Special failure mode three causes the metal to sublimate at the end of the duration.
This spell causes metal to reshape itself into a weapon (or tool of whatever), shedding bits as needed. This spell is mass conservative and the weapon returns to as close to it's normal shape as possible at the end of the duration. The duration and upper mass limit are 2x per +1 mana. Special failure mode one divides the duration by 2-20. Mode two causes the metal to shape itself into an image of whatever was on the casters mind recently instead of the intended weapon. Mode three causes the weapon formed to have the consistency of a ripe banana the second it hits something.
This spell allows the mage to create an iron golem. It requires 1 DP of effort per three design points the golem has and one mana per 20 balanced design point or 10 unbalanced design points. The golem should have roughly the armor values of iron from the material structure chart and must purchase immunity to necromancy. It should also have damage reduction against most sorts of physical damage. The golem gets a +2 cost advantage on such damage reduction and immunities. The spell endows the golem with the same suite of senses as it's creator. Other abilities of the golem are limited to combat ability, increased size, immunities of any sort, and a single spell like effect or arcane attack. The caster may add +1 spell like effect or arcane effect for +5 mana. The spell like attack must be roughly one the caster can produce. The golem must take an appropriate susceptibility and the reduced intelligence (automaton) disadvantage. An iron golem is not an earth elemental. Special failure mode one makes the golem misinterpret its orders if given the least chance. Mode two gives the golem its own personality which forms slowly. Mode three makes the golem a berserker automaton; it won't be a berserker the second it awakens but rather at some inconvenient time.
This spell allows the mage to transfer metal to glass at a rate of one square meter per DP or to finish metal at the same rate so as to create a flawless mirror (assuming the glass is up to it). The area of effect is +1 square meter per +1 mana. Special failure modes create flaws; mode three creates truly bizarre ones, possibly with magical properties.
This spell permits the caster to place a small object into a piece of metal. The object cannot be too delicate, e.g. no flowers. The object will pop out of the metal when a pass word, determined when the spell is cast, is spoken. The object may also be retrieved with a second casting of the spell even if the password is forgotten, as long as its approximate location is known. The object is preserved, away from light and air, until released. The size of the object is +1 kg per +1 mana. The metal must, of cuorse, be large enough to contain the object. Special failure mode one deletes the password, requiring a second casting to release the object. This failure is unknown to the caster until the password is attempted. Special failure mode two is like one but the object pops out in response to any spell casting within 2" of its resting place. Special failure mode three causes the object to become part of the metal so that it must be cut out, possibly a dellicate operation.
This spell transforms the recipient's mana into ablative armor against damage done by metal or metallic weapons. This is visible as a pale silver aura in dim light. The number of points of protection is twice the recipient's mana. This protection is outside any other relevant armor and each point of damage stopped removes a point of protection. This spell uses up the recipient's mana; unwilling recipients get a magic save to avoid the effect. The caster may add +2 points of protection for +1 mana. Special failure mode one causes there to be one point of shielding per mana in the spell recipient. Special failure mode two uses up half the recipient's mana with the shielding figured normally from the mana. Special failure mode three causes the spell to affect the caster.
This spell, cast during a melt, renders the metal completely transparent. This adds 6DP to the time needed to produce the metal. The maximum mass may be increased by +100kg for +1 mana. Special failure mode one makes the metal translucent. Mode two causes the metal to cloud as it is exposed to sunlight. Mode three causes the metal to distort images that pass through it like a fun house mirror, far more then the usuall change-of-refractive-index effects.
This spell allows the caster to cause metal he has on hand to evenly coat an object. If the object thrashes or resists during application, the metal falls off. Once the coating is on the metal stabilizes. Such an application of metal will kill a living creature, slowly. The mass limit on the metal may be doubled for +1 mana. This spell may be cast a second time to remove a metal coating applied with this spell. Special failure mode one causes the thickness of the coating to vary irregularly. Special failure mode two makes the coating fit a little bit loosely. Mode three causes the coating to contract slightly as it stabilizes exerting a remarkable crushing force on the object inside.
The special focus of this spell is a stylus or pen of some sort. The spell allows the special focus to engrave (write on) metal. The duration may be doubled for +1 mana. Special failure mode one causes the special focus to slip easily and makes the engraving sloppy. Special failure mode two makes the stylus write like an over moistened felt pen; it blots if you leave the tip on the metal. Special failure mode three makes it easy to snap the special focus (ruining it). Roughly 20% chance per "page" worth of writing, roll each page separately.
This spell allows the caster to make a golem out of noble metals (copper, silver, gold, platinum, mithril, etc.). Except for the following differences this spell is like Iron Golem. The mana cost is 1 per 25 balances or 15 unbalanced points. There is no limit on the powers, armor, etc. the golem may buy save that the referee must feel them to be appropriate (no undead golems, for example). The cost advantage for damage reduction is +3 for a noble golem. Since the mage must come up with the metal somehow, many noble golems are smallish.
This spell removes tarnish, surface rust, grime, grease, blood, etc. from the surface of metal and polishes it to a bright shine with a touch. The maximum surface area may be doubled for each +1 mana. Normally the spell affects a single metal object ``charging'' the casters hand with a dose of cleaning. The caster may double the number of charges for +1 mana. These charges require the caster use them before cating another spell of they are lost. Special failure modes one does a ptachy job. Special failure mode two causes the dirt to leap off an adhere to other nearby objects. Special failure mode three cleans everything off but then tarnishes the surface of the metal rendering it dull.
This spell causes all the metal in a given chunk of ore to flow out of the ore and form a blob-shaped ingot or fill molds if they are available. The metal is at ambient temperature and hardens in a few rounds after flowing out. This spell does not count as a ``melt'' of the metal. The upper bound on the mass can be increased by 100 kg for +1 mana. Special failure mode one causes the metal to separate from the ore but it hardens in the ore matrix in viens and nuggets. Mode two causes the metal to plate out on the surface of the lumps of ore. Mode three causes the ore to crumble into tiny fragments (but it's still the same ore).
This spell requires the caster to spend 5 DPs plus 1 DPs per mana that the resulting returning weapon will be able to accept preparing the metal feed stocks to be melted, cast, and subsequently forged. The spell is cast during the melt, and any weapon made from that metal can be finished into a returning weapon by spending one DP engraving a particular rune on it. Activating the weapon requires dumping the same amount of mana (excepting mana used to increase the mass limit and returning duration) that was used during the melt into the weapon with a delay of (-3). If thrown they will attack at range as if wielded hand to hand (save for a -1 per 1" range modifier) and return to their owner on the next round. They will fall at his feet or may be caught with an agility save. The caster may add +10 to this agility, add +10 kg mass, improve the range modifier to +1" per -1 to hit, or double the duration of the returning effect for +1 mana. Special failure mode one causes a penalty of -30 to agility saves used to catch the weapon. Mode two causes the wepon to leave its target in a random direction but go the proper distance. Mode three causes the weapon to return as an attack with the same attack bonus it left with.
This spell causes armor, arms, strong boxes etc. to rust and become weak. It may only affect metals that normally rust or contain at least 50% alloy components that rust. The surface appearance of the metal doesn't change but the next time it is stressed it will buckle or snap revealing rust. After 3d10 hours the rust will become visible on the surface of the metal object. This spell is good at parting chains, snapping swords, etc. Enchanted metal recieves its intrinsic save at -5 per +1 mana. The spell may affect 2x as much metal for each +1 mana. Special failure mode one gives any metal a save of 50 to resist the rust and adds +30 to intrinsic saves. Special failure mode divides the mass afftected by 3d6. Special failure mode three gives the spell a radius effect, 3d3" radius, centered on the caster.
This spell renders metals capable of rusting unable to rust. The duration is 2x per +1 mana. This spell also gives a save of 50 to normal metal or adds +30 to enchanted metal's intrinsic save against a rust spell. This save bonus is +15 per +1 mana. Special failure mode one divides the duration by 3d6. Mode two causes the metal to warp and change shape (but it is protected from rust. Mode three causes the spell to act as a rust spell.
This spell requires +3 DP of preperation over the metal feedstocks going into a melt. It grants unenchanted metal an intrinsic save, as if the metal were magic, of 50. If the metal is enchanted the spell instead grants +30 to such saves. Either sort of save is +5 per +1 mana and the mass limit on the spell is 2x per +1 mana. Special failure mode one halves any save due to the spell (original or bonus). Special failure mode two causes the metal's intrinsic save to be zero for one particular area of magic selected at random. Special failure mode three causes the added stability to fade after 5d6 days.
This spell summons metal from any ores in the area of effect to the surface in refined form. Typically this is in ingots about the caster. Arcane metals get their intrinsic save, if any, to avoid the effects of this spell. The caster may, with a stress save, bring up a single type of metal. Special failure mode one tends to melt or deform refined metal in the area of effect. Mode two misses about half the metal. Mode three imprisons the caster deep beneath the earth in a preserved state. Getting him back requires mighty magic.
This spell calls down a (3d6)x(3d6)+3d6 kilogram nickel-iron meteor within the next 2d6 days. It will hit within 2d6 kilometers of the point the spell was cast. See the section on metals for the special properties of ``sky iron'' in your campaign. Special failure modes tinker with mass, composition, and arrival profile of the meteor in an evil, referee controlled fashion.
This spell requires +3 DP spent preparing metal feedstocks. It causes a piece of metal to become super high traction. Climbing on or fighting across such metal gives a bonus to any agility saves or skill rolls that involve not slipping. The caster may double the mass limit for +1 mana. This type of metal is very popular for weapon hilts. Special failure mode one causes the special property to fade after 3d6 days. Special failure mode two causes the effect to be patchy. Special failure mode three causes the metal to be adhesive to animal or plant matter, doing 2d6 hits when forced off of flesh. It takes 2d6 rounds to adhere.
This spell requires the caster to spend 8 DP preparing metal feedstocks to be melted. The resulting metal will be able to move in a slow deliberate manner and will do so at the behest of the caster or anyone whose blood is spilled (a few drops suffice) into the melt while the spell is being cast. The caster may instruct the metal to obey commands from anyone as well or may create the mnetal so that it obeys tigger conditions. The metal cannot levitate and does exert force to move. It can bend freely and can pucker and create openings. Thus vital metal could create will triggered portals that appear as metal walls until willed to move. Vital metal can also change its shape to conceal its function. The caster may double the mass limit for +1 mana. Special failure mode one creates metal that moves at random. Special failure mode two creates metal that tries to follow its creator around. Special failure mode three casues the metal to occasionally repeat a move it was asked to make in the past if it is no currently being willed to do anything.
This spell requires the caster to spend 10 DPs plus 2 DPs per mana that the resulting vorpal weapon will be able to accept preparing the metal feed stocks to be melted, cast, and subsequently forged. The spell is cast during the melt, and any edged weapon made from that metal can be finished into a vorpal weapon by spending five DP engraving a particular rune on it. Activating the weapon requires dumping the same amount of mana that was used during the melt (except mana for added mass of metal and added duration) into the weapon with a delay of (-3). On an 8 on the ones die a vorpal weapon severs a limb or neck, if it hits them (i.e. must be doing hitpoints and roll the needed location). It automatically puts out an eye if it does a head hit (interpolate for odd body types). If it does a body hit with an 8 it does +d3 extra dice. Vorpal weapons hit creatures with the ``magic weapons to hit '' ability as if they are +3. The mass limit or effect duration may be doubled for +1 mana. Special failure mode one reduces the magic class to +1. Special failure mode two makes the weapon shatter the first time it vorpalizes. Mode three makes the weapon weirdly rounded so that it does no damage except when it vorpalizes.