Cantrip | |
Theme(s) | Arcane Divine Occult Primal
|
Domain(s) |
Metal
|
Casting Time | Standard Action (3 AP) |
Range | 4X meters |
Component(s) | V, S |
Duration | Instantaneous |
Effect
You create one of the following effects:
Damage
- Metal Barrage: You manipulate metal shards, fragments, or create small pieces of metal within range to attack. Make a ranged spell attack against a target. On a hit, the target takes Xd8 piercing or slashing damage (your choice). If a creature is wearing metal armor, you have advantage on the attack.
- Crushing Wave: If a target is in contact with metal or wearing metal armor, you can use your magic to crush the metal around them. The target must make a contested Fortitude check or take Xd6 bludgeoning damage as the metal constricts, or half as much on a success. This attack cannot be avoided if the target is heavily armored.
Control
You exert control over any metallic object or surface within a 1-meter-cube within range:
- Shape Metal: You mold and reshape non-magical metal into new forms. This allows you to bend, stretch, or even fuse metal to form simple tools, weapons, or structures. Metal manipulated this way retains its shape until it is remolded.
- Magnetize: You magnetize a metallic object, either attracting or repelling other metal objects within range. You can pull a loose metal object weighing up to X kg towards the magnetized object or push a metal object away from it. This effect lasts for T(+2).
- Lock & Unlock: You can instantly lock or unlock any non-magical metal lock within range.
Shaping
You alter the properties or behaviors of metal within a 1-meter-cube. If you cast this spell multiple times, you can have up to three Shaping effects active at once, and you can dismiss one as a Minor Action. Each effect lasts for T(+2).
- Strengthen Metal: You reinforce the metal’s structure, making it stronger and more durable. For T(+2), the material becomes harder to break or bend, granting it resistance to non-magical damage and a bonus to its AC or durability checks.
- Heat or Cool: You can rapidly heat or cool metal, making it glowing hot or icy cold. Heated metal deals Xd4 fire damage to any creature touching it, while cooled metal deals Xd4 cold damage. This effect lasts for T.
- Metal Sculpting: You can create basic shapes from metal, such as simple figures or geometric designs. These forms can be made to move, rotate, or shift in simple, mechanical ways.
At Higher Levels
When casting this spell at higher levels, you may add the following changes. You may only choose one area of effect and one upgraded effect. Some effects may be enhanced versions of earlier effects.
1st Level
- Emanation: Your chosen effect instead affects a 2X-meter-radius sphere around you.
- Line: Your chosen effect instead affects a 4X-by-S-meter line from you.
2nd Level
Your effects gain the following upgrades:
- Magnetic Pull (Damage): You can target creatures carrying or wearing metal objects. The target must make a contested Reflex check or be pulled up to X meters towards you or another metallic object.
- Rust (Control): You can cause non-magical metal to corrode, weakening it. For T, the affected metal loses durability, gaining vulnerability to physical damage and suffering a penalty to AC.
- Detailed Shaping (Shaping): You can create more intricate designs, such as mechanical gears, chains, or complex symbols. These metal shapes can perform simple tasks like rotating or locking into place.
3rd Level
- Burst: Your chosen effect instead affects a X-meter-radius sphere from a point of your choice within range.
- Cone: Your chosen effect instead affects a 2X-meter-cone in the direction of your choice from you.
4th Level
Your effects gain the following upgrades:
- Piercing Shrapnel (Damage): If your target fails a contested Reflex check, they take additional Xd4 piercing damage at the start of their next turn, as metal fragments dig deeper into their flesh.
- Animate Metal (Control): You can animate a non-magical metal object to move according to your will. The object can take simple actions like blocking or attacking, dealing Xd6 damage. You must concentrate to maintain this effect.
- Harden Metal (Shaping): You can make metal even more resilient, granting it immunity to non-magical damage and a higher AC for T.
5th Level
- Wall: Your chosen effect instead creates a 5X-meter long, 2X-meter high, and 1X-meter thick wall of solid metal in a shape of your choice within range. This wall is durable and can be used for defense or blocking passage.
- Split: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range.
6th Level
Any effect originating from you may instead originate from any metallic object within range. Additionally, metal manipulated by your Shaping effects persists for T+4 without requiring concentration.
7th Level
- Chain: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range, with each successive target within X meters of the previous target.
- Cylinder: Your chosen effect instead affects a X/2-meter-radius by 3X-meter-high cylinder from a point of your choice within range.
8th Level
Your effects gain the following advanced upgrades:
- Molten Metal (Damage): You can heat metal to the point of liquefying it. Any creature in contact with this metal must make a contested Reflex check or take Xd8 fire damage as the molten metal burns them. The molten metal cools down after T.
- Magnetic Field (Control): You create a powerful magnetic field in a X-meter radius. Any metallic object that enters the field is pulled to the ground or pinned in place unless a creature succeeds a contested Strength check.
- Metal Constructs (Shaping): You gain the ability to craft intricate metal constructs that can become solid, interactive structures, such as ladders, cages, or barriers. These constructs can be used to trap enemies or fortify your position.
9th Level
At this level, Control Metal gains a unique area-of-effect bonus:
- Metal Storm: You create a violent storm of metal shards and fragments in a 10X-meter-radius sphere within range. Each creature within the storm must make a contested Reflex check or take Xd10 piercing damage at the start of their turn. The storm lasts for T.