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Elemental Magic: Metal

Complete List of Metal Elemental Spells

Level One

Color Metal (5+)

Cleansing Luster (6)

Dull Appearance (4)

Fool's Gold (5)

Increase Weight (4)

Locate & Identify Minerals (3)

Phantom Armour (5)

True North (2)

Tuning Fork (2)

Weightless (6)

 

Level Two

Armour of Stealth (6)

Dull Blade (7)

Harden Skin (6)

Manipulate Metal (8)

Open and Close Lock (8)

Resistance Transfer (5)

Seal (7)

Turn Limb to Steel (10)

Weapon Growth/Shrink (8)

 

Level Three

Blade Lock (15)

Buoyancy (8)

Circle of Spikes (10)

Increase Durability (10)

Instantaneous Weapon (15)

Metal Invisibility (6)

Metal Meld: Minor (10)

Phantom Army (18)

Refine Blade (10)

 

Level Four

Bypass Armour (15)

Capture Image (10)

Create Shackles (20)

Fly (15)

Iron Will (15)

Rust (15)

Shards of Metal (15)

Transform Metal (20)

 

Level Five

Clay to Lead (20)

Instant Armour (35)

Healing Metal (30)

Little Iron Knight (40)

Metal Resistance (15)

Spinning Blades (20)

 

Level Six

Clay or Stone to Iron (40/60)

Magnetism (40)

Mend Metal (30)

Metal to Flesh (Varies)

Metal Meld: Superior (50)

 

Level Seven

Flesh to Metal (45)

Melt Metal (50)

Metallic Wings (40)

Metal to Clay (40)

Sculpt Metal (35+)

Swords to Snakes (50)

Wall of Iron (45)

 

Level Eight

Armorbane (60)

Create Golem (80)

Liquid Metal (80)

Familiar Link (120)

Possess Metal Object (50)

Walking Juggernaut (80)

 

Level One: Metal

Color Metal

Range: Touch only.

Duration: One hour per level of experience/Permanent.

Saving Throw: None

P.P.E.: Five/five plus one permanently spent

With this spell a warlock can magically change the color of a metal object through touch. The altered color will remain for the duration of the spell, even if the warlock leaves the area. Despite the color being magically altered it is not considered a magical object. Alchemists have a variation of this spell which they use to color armour and weapons with the main difference being the warlock has a wider range of item and color options. It lasts for only one hour per level of the warlock, unless the warlock is willing to spend one P.P.E. permanently at the time of casting. This sacrifice of P.P.E. allows the spell to become permanent.

 

Cleansing Luster

Range: 5 feet (1.5 m).

Duration: Instant.

Saving Throw: None

P.P.E.: Six

A simple but useful spell designed to clean and polish metal objects. Magic energy flows over the metallic object and removes dirt, grime, blood, and just about anything the spell caster considers "unclean." The object will appear spotless from top to bottom and have a shiny polish as if brand new. It does not remove scrapes, dents, or other damage. If used on armour, the spell will only clean the armour and not the person wearing the armour. Maximum weight is 25 pounds (11.3 kg) per level of experience. This spell can only work on one object at a time. Note: Even though metal armour is composed of several pieces, it still counts as one object.

 

Dull Appearance

Range: 5 feet (1.5 m).

Duration: Five minutes per level of experience.

Saving Throw: None

P.P.E.: Four

The opposite of Cleansing Luster this spell causes a metal object to lose any shine, have faded coloring, and look worn and dirty for the duration of the spell. Maximum weight is 25 pounds (11.3 kg) per level of experience. This spell can only work on one object at a time. Note: Even though metal armour is composed of several pieces, it still counts as one object.

 

Fool's Gold

Range: Five feet (1.5 m).

Duration: 20 minutes per level of experience.

Saving Throw: Standard; a successful roll means the character can tell the item is not really gold.

P.P.E.: Five

See the Level One: Earth Warlock spell of the same name for details.

 

Increase Weight

Range: Self or on others up to 100 feet (30.5 m) away.

Duration: Two minutes (8 melee rounds) per level of experience.

Saving Throw: Metal objects have no saving throw, but living beings made of metal have a standard saving throw.

P.P.E.: Four

The warlock is able to increase the weight of any one specific object composed at least 75% of metal by 100 pounds (45 kg) per level of experience. This can be used to make an object too heavy or difficult to move, to slow down a pursuer, and similar mischief. Note the item does not change, only its mass.

 

Locate & Identify Metals

Range: Self only.

Duration: Three minutes per level of the warlock.

Saving Throw: None

P.P.E.: Three

This spell is capable of enhancing the warlock's natural ability to sense raw, unprocessed metal. Range is doubled (80 miles/320 km) and accuracy is increased by 10% (98% maximum). In addition, the warlock also possesses the ability to sense processed metals such as armour, weapons, and gold coins within a 5 mile (8 km) area at the warlock's unaltered success rate.

 

Phantom Armour

Range: 15 feet (4.5 m).

Duration: One minutes per level of experience.

Saving Throw: Standard

P.P.E.: Five

Mysterious sounds of clanking armour are conjured in the distance. It can be cast up to 15 feet (4.5 m) away. Those who fail to save will hear the sound of a single suit of armour in the distance. Though the warlock can chose which direction the sound will originate the warlock will not be able to control anything else. The sound of the armour will always sound to be about 15 feet (4.5 m) away from the person who failed the save. The spell only works on one person per casting.

 

True North

Range: Self only.

Duration: Ten minutes per level of experience.

Saving Throw: None

P.P.E.: Two

This is a magically induced ability to sense true north like a human compass. Since this is a magical ability, the ability to sense north cannot be thrown off due to certain surroundings.

 

Tuning Fork

Range: Touch only.

Duration: Three minutes per level of experience.

Saving Throw: None

P.P.E.: Two

The warlock can cause any metal object to display the properties of a tuning fork. Once the metal object is struck, it will emit the same pitch as a tuning fork. Though the pitch emitted will end as normal, the object will retain the properties of a tuning fork until the end of the spell.

 

Weightless

Range: 60 feet (18.3 m).

Duration: 30 seconds (two melees) per level of experience.

Saving Throw: Metal objects have no saving throw, but living beings made of metal have a standard saving throw.

P.P.E.: Six

Weightless is the exact opposite of the Increase Weight spell. The warlock is able to reduce the weight of any object composed at least 75% of metal by 100 pounds (45 kg) per level of experience. See the Level Two Invocation: Weightlessness spell for further details.

 

Level Two: Metal

Armour of Stealth

Range: 5 feet (1.5 m).

Duration: 10 minutes per level of experience.

Saving Throw: None

P.P.E.: Six

The warlock is able to make any one metal object make no noise when being moved. This is most commonly cast upon the armour of soldiers. This does not give those soldiers a natural prowl. It simply removes the penalties that the armour normally provides.

 

Dull Blade

Range: Touch only.

Duration: Permanent.

Saving Throw: None

P.P.E.: Seven

This spell allows the warlock to dull a blade's edge simply by touching it. A dulled blade loses its razor sharp edge and is reduced by one die of damage (a minimum of 1D4). This spell can only be used once on a weapon and it must rely on a sharp metal point or edge for damage. An iron staff will not be affected by this spell nor will blades composed of bone, stone, or other non-metallic substance. Note: Even though the effects of the spell are considered permanent, simply re-sharpening the blade will negate the dull blade.

 

Harden Skin

Range: Self only.

Duration: One minute per level of experience.

Saving Throw: None

P.P.E.: Six

The warlock can temporarily raise his natural A.R. against metal objects by two points (A.R. 18 maximum). In addition, the S.D.C. of the warlock is temporarily doubled or increased by 100, whichever is lower. This means that even if the warlock has 102 S.D.C. naturally, only 100 additional S.D.C. will be added, not 102. Damage is removed from the increased S.D.C. first. Even after the spell wears off, the damage received to the increased S.D.C. is not removed from the warlock's base S.D.C. On the negative side, the speed attribute of the warlock is reduced by 25% for the duration of the spell.

 

Manipulate Metal

Range: 60 feet (18.3 m)

Duration: One minute per level of experience.

Saving Throw: Dodge

P.P.E.: Eight

This is similar to the invocation of Telekinesis. The main difference is that this spell only works on objects made of at least 75% metal. It is most commonly used to have a weapon fight for the warlock while keeping a safe distance. See the Level Three Invocation: Telekinesis for further details.

 

Open and Close Lock

Range: Touch only.

Duration: Instant.

Saving Throw: None

P.P.E.: Eight

This spell allows the warlock to lock and unlock any metal locking mechanisms. This includes doors (if a metal lock), prison cells, manacles, trunks (if a metal lock), etc. One lock can be locked or unlocked per each casting of the spell. Magic locks are unaffected by this spell.

 

Resistance Transfer

Range: 30 feet (9 m)

Duration: Two minutes per level of experience.

Saving Throw: Standard, but only voluntary.

P.P.E.: Five

This spell allows the warlock to transfer his/her natural resistance of metal onto another individual. This is not the same as giving someone else the same resistance. The warlock is actually giving away his/her own natural resistance, leaving the warlock without a natural A.R. A saving throw is only required if the target does not wish to receive the metal resistance of the warlock. The warlock can cancel this spell at anytime ending it before its full duration has elapsed.

 

Seal

Range: 60 feet (18.3 m)

Duration: Two minutes per level of experience.

Saving Throw: None

P.P.E.: Seven

A spell similar to the invocation of the same name with the main difference being that this spell is limited to objects made of metal. See the Level Four Invocation of the same name for further details.

 

Turn Limb to Steel

Range: Self only.

Duration: One minute per level of experience.

Saving Throw: None

P.P.E.: Ten

This is a spell with two variations. The first is to transform a single arm or leg into steel. The limb deals increased damage (an additional die of damage) and can be used to parry weapons. This can come in handy when the warlock does not have a weapon and needs to defend against swords and other bladed weapons. Unfortunately for the warlock, the limb transformed is frozen in the same position as when the spell took effect. This means that a hand in a closed fist can only punch because the hand cannot open to hold a weapon or for an open handed chop.

The second method is to transform the chest of the warlock into steel for additional main body A.R. and S.D.C. The A.R. is increased by only one point, but is effective against all attacks, not just metal objects. The metal chest also provides an additional 50 S.D.C. This increased A.R. and S.D.C. only works for attacks on the main body. Attacks to the legs, arms, head, or neck do not receive any additional bonuses. In addition, the chest is a larger area to maintain and decreases the duration time by half (only two melee rounds per level of experience).

The head and neck cannot be transformed into steel at any time. Also note, only one limb can be transformed at a time. It cannot be used several times on the arms and legs and chest for an attempt at an early level eight Walking Juggernaut spell. If the warlock is using the spell on an arm and casts it a second time on the chest, the arm will turn back to flesh immediately.

 

Weapon Growth (Shrink)

Range: 5 feet (1.5 m).

Duration: One melee round per level of the warlock.

Saving Throw: None

P.P.E.: Eight

This spell transforms the size of a weapon composed at least 75% of metal. The spell is able to increase the size of a human sized weapon into a giant sized weapon or a Gnome sized weapon into a human sized weapon. Damage is increased accordingly, as are the penalties for using oversized weapons. Alternatively, the warlock can decrease the size of the weapon making a human sized weapon Gnome sized or a giant sized weapon into a human sized weapon. Damage and penalties are decreased accordingly. This spell can only be used on a weapon once per duration. It cannot turn a Gnome sized weapon into a giant sized weapon even if the spell is cast more than once on the same weapon.

 

Level Three: Metal

Blade Lock

Range: Up to 5 feet (1.5 m) away.

Duration: One minute per level of experience.

Saving Throw: None

P.P.E.: Fifteen

This spell allows the warlock to temporarily magnetize one metallic object, usually by touch but can be cast up to 5 feet (1.5 m) away. This magnetism is very limited and will not draw any metal objects to the magnetized item. Instead, the item will become magnetically locked to the first metal object it touches and cannot be separated by any means. Once the magnetized object touches another metal object and the two are locked together it will not lock together with another piece of metal, only the first metal object will be linked to the magnetized item.

The two will remain linked until the remainder of the spell duration elapses. No amount of force can physically remove the two metal objects. Not even the warlock who cast the spell can cancel the magic until the full duration of the spell elapses. Only a spell such as Negate Magic can cancel the effects of the spell before the spell duration is complete. If the magnetized object does not come in contact with another metal object before the duration of the spell elapses, the magnetic effects will fade regardless.

This spell is typically cast on the weapon of the warlock and used to parry an enemy weapon. This can effectively remove a weapon from the hands of an attacking soldier. If the blade of the weapon is locked to the blade of the warlock, it cannot very well be used for attacking. It can also be cast on the weapon of another and used to help break up a fight between two others. The spell does not only work metal weapons, but any metal object. This can also work to the disadvantage of the warlock if the blade is accidentally locked to an unintended object by touching a different target than intended. Since the warlock cannot undo the spell, such a mistake can be the difference between life and death.

 

Buoyancy

Range: 60 feet (18.3 m).

Duration: Five melees per level of experience.

Saving Throw: None

P.P.E.: Eight

This spell can cause any object composed of at least 75% of metal to float on water. Maximum weight is 250 pounds (113.3 kg) per level of experience. It can be used as a life saving technique, to bring up a heavy metal object from underwater, to prevent an enemy in weightless armour from diving down, or for many other reasons. Note: Weightless merely makes the metal become lightweight; this spell causes the object to float on water regardless of weight.

 

Circle of Spikes

Range: 90 feet (27.4 m) and encircles a 30 foot (9 m) area.

Duration: Three minutes per level of experience.

Saving Throw: None

P.P.E.: Ten

The warlock can create a ring of metal spikes that has a 30 foot (9 m) diameter with five foot (1.5 m) thick walls extending seven feet (2.1 m) high. The dagger-like spikes inflict 4D6 damage if someone falls into them, but even pushing through the gaps and trying to climb it in armor can be time consuming; must inflict 15 S.D.C. per each foot (3 m) of spikes.

 

Increased Durability

Range: 10 feet (3 m).

Duration: Two minutes per level of experience.

Saving Throw: None

P.P.E.: Ten

This spell allows the warlock to increase the durability of any metal object by increasing its S.D.C. by 25%. It is most commonly used on armour, but can be used on any metal object, typically when someone is making an effort to break it.

 

Instantaneous Weapon

Range: Self only.

Duration: 10 minutes per level of the warlock.

Saving Throw: None

P.P.E.: Fifteen

Through this spell the warlock is able to summon and command a simple version of an essence fragment. The essence fragment will remain in this world until the spell's duration ends or the warlock sends it back, whichever comes first. It has no free will and cannot follow orders. It is simply a physical manifestation that appears in the shape of a weapon of the warlock's choosing. Regardless of the weapon's appearance, it will have the following capabilities:

  • Natural A.R. 12
  • Hit Points: 20; S.D.C.: 10
  • Damage: 4D6
  • Things of note: The warlock is +2 to strike and parry with the weapon. Since it is an essence fragment it is considered a magical weapon and can damage creatures vulnerable to magic. Its natural A.R., S.D.C., and Hit Points are only applicable when someone is intentionally trying to destroy it.

Note: This is perhaps one of the most unique spells that the Warlocks of Five Elements are capable of. Like the traditional warlocks a metal warlock is capable of summoning an essence fragment. However in the case of the Instantaneous Weapon spell the essence fragment has no visible consciousness. It is simply a physical manifestation into this realm. Warlocks will be able to sense the Instantaneous Weapon as an Elemental as normal. Since all the essence fragments that a traditional warlock can summon all have a consciousness, even if subservient to the warlock, this ability is truly a mystery.

 

Metal Invisibility

Range: Touch only.

Duration: Three minutes per level of experience.

Saving Throw: None

P.P.E: Six

This works similar to the Invisibility invocations, but instead only turns one object made of metal invisible. Only the warlock who cast the spell and those who can see the invisible are able to still see the invisible metal object. It can be cast on a weapon, a suit of metal armor, or any other object. Small non-metal pieces on the object will be turned invisible. This includes straps to the armour and wrappings to a weapon. Impressions caused by the object can still be seen. This includes the indentations straps can make in clothing or the way an ear hangs due to the weight of an earring.

 

Metal Meld: Minor

Range: Self only.

Duration: Two minutes per level of experience.

Saving Throw: None

P.P.E.: Ten

The warlock can merge with metal to a limited extent. With this spell, the warlock is able to enter into a solid metal object. The warlock must be able to physically fit inside the object or it will not work. Only half melding with an object is not possible. While inside the object, the warlock is unable to move within the object or the object itself, but is capable of seeing and hearing what is going on outside of the object. It is not possible to exit the other side and walk through a wall. The warlock must exit the same spot as entered. In addition, the warlock can only see and hear what is going on from the side entered. If a metal wall, the warlock cannot see or hear anything on the other side. It is as if the warlock created a small hole when entered which can be viewed from and sound can enter.

This is typically used to hide or as a method to spy on someone without being seen. The warlock can chose to leave the metal hiding spot at anytime instantly canceling the spell. If the duration of the spell elapses before the warlock willing exits, the warlock will be forcefully spit out from the object. When being forced out, the warlock will be spit out 1D6 feet (0.3 to 1.8 meters) and receives 1D4 damage.

 

Phantom Army

Range: 120 feet (36.6 m) plus 20 feet (6 m) per level of experience.

Duration: Five melees per level of experience.

Saving Throw: Standard

P.P.E.: Eighteen

This is a higher level version of Phantom Armour. With this spell the warlock can still conjure the sound of clanking armour, but with much greater control. The warlock can regulate the number of armour heard by those who fail to save vs. magic. At third level, the warlock can make it sound like two suits of armour. Each level after that the warlock is able to double the amount of suits of armour that are heard. This means that at fifteenth level the warlock can produce enough sound to imitate 8,192 suits of armour. So many suits are probably uncalled for in most situations, but it can be done when the warlock so desires.

The warlock is also able to more accurately control the direction and distance of the sound. The warlock can chose to make the sound move in any direction and at any speed. It could be made to sound like a couple of individuals are running from a military patrol to lure them away or to make it sound like an entire army is charging a group of bandits for intimidation. Changing direction and speed of the armour requires a melee action for the warlock to properly refocus. Keep in mind, this is only the sound. There are no visual illusions to make a victim see the armour.

 

Refine Blade

Range: Touch only.

Duration: Permanent.

Saving Throw: None

P.P.E.: Ten

This spell enables the warlock to touch a metal weapon and attempt to improve its quality. If successful, the warlock can improve the quality of the weapon by one level of Dwarven quality. This means that a Dwarven sword with superior balance offering a +2 to parry can be increased to a +3 to parry or take a sword of ordinary quality and turn it into a Dwarven quality sword of +1 damage. The weapon can only be increased by one level. This means that a Dwarven ball and chain with a +1 to damage cannot be increased up to a +5 damage weapon.

The warlock can only improve the metal parts of a weapon. This means that the warlock cannot increase the balance of a long spear with only a metal spear head because most of the weapon is made of a non-metal material. However, the long spear can receive a damage bonus due to a sharper blade. Similarly, a wooden staff could not be altered, but an iron staff could be adjusted to a different level.

At third level, the warlock only has a 35% chance of success. Each additional level of experience the warlock receives an additional +5% chance of success. If the warlock fails, there is a 50% chance of ruining the weapon. A ruined weapon can be lowered one level possibly making a Dwarven weapon ordinary quality or it could even ruin the weapon entirely making it impractical for use (up to the G.M.). This spell can only be cast upon a weapon once. A second attempt will not work, whether the first attempt was successful or not.

 

Level Four: Metal

Bypass Armour

Range: Self only.

Duration: One minute per level of experience.

Saving Throw: None

P.P.E.: Fifteen

The spell allows a warlock to completely ignore the A.R. and S.D.C. of metal armour. Armour of mixed materials like Studded Leather has its A.R. reduced to half when involving attacks from the warlock. This can prove invaluable when the warlock is forced to fight someone in heavy armour. The main downside is that it only allows the warlock to bypass the armour, not the warlock's armour, clothing, or weapons. This means that the warlock cannot use a sword to attack and bypass the victim's armour.

The warlock must attack with bare hands or feet in order to successfully bypass the opponent's armour. Even if the warlock is only wearing gloves or boots it will prevent the warlock from hitting directly passed the armour. It is only the warlock's own body which can pass through the metal armour. Clever use of spells, such as Turn Limb to Steel, can still be used without negating the effects of the spell because it is still an extension of the warlock.

 

Capture Image

Range: Touch.

Duration: One day per level of experience.

Saving Throw: None

P.P.E.: Ten

With this spell, the warlock can capture any image he sees cast in the reflection of metal. This is similar to taking a picture with a camera, the main difference being that the image is stored within the metal object which the reflection was cast. If the warlock wishes to take the captured image somewhere else, it must be cast on an object that can be moved. If the image is captured on a wall, the wall will display that image and anyone who wishes to see it must travel to that wall.

With clever manipulation a weapon, such as a sword or dagger, could be positioned right to cast the reflection the warlock wishes to capture. The main trick is that the object must be able to cast a reflection. A dull looking dagger or a suit of armour with no shine is not likely to work very well. Also, if the object is able to cast a reflection, it may cast a reflection of light as well allowing others to locate the warlock if stealth is what is desired.

 

Create Shackles

Range: 5 feet (1.5 m) per level of experience.

Duration: 20 minutes per level of experience.

Saving Throw: Special; there is no save vs. magic, but intended victims can try to dodge being shackled by rolling a 16 or higher.

P.P.E.: Twenty

This is once again an unusual summoning of an essence fragment. The essence fragment will appear in the shape of metal shackles. It can be summoned to appear directly upon an opponent's arms and legs. The essence fragment will remain in this world until the spell's duration ends or the warlock sends it back, whichever comes first. It has no free will and cannot follow orders. It is simply a physical manifestation. The shackles will have the following capabilities:

  • Natural A.R. 12
  • Hit Points: 40; S.D.C.: 20
  • Strike: There is no save vs. magic required. If an opponent wishes to avoid being ensnared a successful dodge must be rolled of 16 or higher. This dodge only works if the victim knows the shackles are coming.
  • Things of note: Since the shackles are in actuality an essence fragment they are considered magical bonds. They are immune to such things as Open and Close Lock or the invocation Escape. Only the warlock who cast the spell is able to open and close the shackles.

Note: This is perhaps one of the most unique spells that the Warlocks of Five Elements are capable of. Like the traditional warlocks a metal warlock is capable of summoning an essence fragment. However in the case of the Create Shackles spell the essence fragment has no visible consciousness. It is simply a physical manifestation into this realm. Warlocks will be able to sense the Created Shackles as an Elemental as normal. Since all the essence fragments that a traditional warlock can summon all have a consciousness, even if subservient to the warlock, this ability is truly a mystery.

 

Fly

Range: Object by touch.

Duration: 6 minutes per level of experience.

Saving Throw: None

P.P.E.: Fifteen

A spell similar to the invocation of the same name with the main difference being that this spell is limited to objects made of metal. See the Level Five Invocation of the same name for further details.

 

Iron Will

Range: Touch only.

Duration: 3 rolls vs. coma recovery.

Saving Throw: None

P.P.E.: Fifteen

The spell gives a character in a coma a better chance for survival. This magic functions exactly like the psychic healing ability Lust for Life. Exactly how this spell relates to the metal element is not exactly clear. It is one of the mysteries of the Warlocks of Five Elements.

 

Rust

Range: 20 feet (6 m).

Duration: Instant and permanent.

Saving Throw: None

P.P.E.: Fifteen

See the Level Four: Earth Warlock spell of the same name for details.

 

Shards of Metal

Range: 30 feet (9 m) per level of experience.

Duration: One melee round per level of the warlock.

Saving Throw: Special; a dodge or parry is possible if the victim knows hi is under attack and rolls a 17 or higher.

P.P.E.: Fifteen

A spell similar to the Level Four: Water Warlock spell Shards of Ice. The difference is that razor-like shards of metal are shot from the palm of the hand instead of ice.

 

Transform Metal

Range: Touch only.

Duration: 10 minutes per level of experience.

Saving Throw: None

P.P.E.: Twenty

This spell allows the warlock to alter the physical shape of any metal object nearly instantly. The object transforms in a matter of seconds to fit the warlock's will. Once the new shape is taken, it will remain in that same shape until the spell duration ends or the warlock cancels the spell. It cannot continue to be changed into new shapes even if the duration of the spell has not yet ended. The appearance of the object can be nearly anything from turning an iron staff into a bow or a harmless looking harp. Despite its shape, it will still always appear to be made of metal.

The item will always appear to be made of metal and must remain in the general size restraint as the original object. It can only increase or decrease in mass by 25%. This means that a giant statue cannot be turned into a sword nor can a dagger be turned into a metal cage to hold someone. It is simply too great of a size difference.

One of the main troubles with this spell is that it is difficult to maintain. The item will revert to its original shape if the spell's duration ends, the warlock cancels it, the object leaves the warlocks hand, or the warlock casts another spell. The transformed item needs constant contact with the warlock to remain transformed. Gloves or armour worn by the warlock still count as contact, but if dropped it will instantly turn back to normal. In addition, the warlock needs to keep a constant P.P.E. focus on the transformed item or it will revert. Though actions such as talking and combat are possible, casting another spell will cause the spell to end immediately.

 

Level Five: Metal

Clay to Lead

Range: 10 feet (3 m) per level of experience; line of sight.

Duration: Instant and permanent.

Saving Throw: None

P.P.E.: Twenty

See the Level Five: Earth Warlock spell of the same name for details.

 

Instant Armour

Range: Self only.

Duration: 5 minutes per level of experience.

Saving Throw: None

P.P.E.: Thirty-five

This spell is another unusual summoning of an essence fragment. It cannot follow orders and has no free will. The essence fragment will remain in this world until the spell ends or the warlock willing sends it back, whichever comes first. It is simply a physical manifestation that takes the form of a metal suit of armour that appears in the shape of the warlock's choosing. Despite its appearance it cannot deal any extra damage even if it is lined with spikes. Even if the warlock elbows an opponent with spikes on the magical suit of armour, it will only deal normal damage from an elbow. The Instant Armour will have the following capabilities no matter what shape it may have:

  • Natural A.R. 17
  • S.D.C.: 100
  • Immunities: Any metal weapon that does not strike higher than the A.R. will deal no damage to the Instant Armour.
  • Vulnerabilities: Weapons designed to damage creatures of magic will deal full damage to the Instant Armour regardless of the roll to strike.
  • Things of note: Since the essence fragment is a living being it receives a +3 to all saving throws from magical attacks directed at it. The wearer receives no bonuses.

Note: This is perhaps one of the most unique spells that the Warlocks of Five Elements are capable of. Like the traditional warlocks a metal warlock is capable of summoning an essence fragment. However in the case of the Instant Armour spell the essence fragment has no visible consciousness. It is simply a physical manifestation into this realm. Warlocks will be able to sense the Instant Armour as an Elemental as normal. Since all the essence fragments that a traditional warlock can summon all have a consciousness, even if subservient to the warlock, this ability is truly a mystery.

 

Healing Metal

Range: 10 feet (3 m).

Duration: Three minutes per level of the warlock.

Saving Throw: None

P.P.E.: Thirty

This spell allows the armour it is cast upon to regenerate. The armour will regain 2D6 S.D.C. per melee round as long as the spell is still active. It cannot bring back a destroyed suit of armour nor can it prevent a suit from being destroyed. If the armour is reduced to 0 S.D.C. the spell will automatically end. The spell is most commonly cast upon armour, but can technically be cast upon any metal object.

 

Little Iron Knight

Range: Immediate area.

Duration: 30 minutes per level of experience.

Saving Throw: None

P.P.E.: Forty

The warlock is able to summon and command a fragmented essence from a greater metal elemental to create a smaller minion. This walking metal assistant can be sent to scout ahead, spy, hunt, defend, attack, carry items, etc. There is no limit to the distance it can travel away from the warlock.

Little Iron Knight

  • Natural A.R. 15
  • Hit Points: 100, S.D.C.: 75
  • Attribute Equivalents: I.Q. 8, M.A. 3, M.E. 10, P.S. 24, P.P. 17, and Spd 18.
  • Natural Abilities: Its natural state is one of living metal, eight feet (2.4 m) tall, nightvision 600 feet (183 m), can see the invisible, doesn't fatigue, impervious to cold, heat, poison and disease, bio-regenerate 4D6 S.D.C. per melee round, and can carry up to 1200 pounds (540 kg) and still moves at its maximum speed! Obeys the warlock only. It cannot follow orders from another even if the warlock orders it to listen to them.
  • Bonuses: +1 on initiative, +4 to strike and parry, +2 to dodge, three attacks/actions per melee round and inflicts 3D6 damage from punch of 6D6 from a power punch (counts as two attacks).
  • It will remain in this world until the spell's duration elapses or it is sent back by the warlock, whichever comes first.
  • Can cast all level one metal elemental magic; 120 P.P.E.

 

Metal Resistance

Range: 30 feet (9 m).

Duration: Two minutes per level of experience.

Saving Throw: Standard, but only voluntary.

P.P.E.: Fifteen

This spell enables the warlock to cast the same natural resistance to metal as a metal warlock onto another. Unlike the second level metal elemental spell Resistance Transfer, the warlock is not giving away his/her own resistance, but duplicating it for another. A saving throw is only required if the target does not wish to receive the metal resistance. The warlock can cancel the spell at anytime ending it before its full duration has elapsed.

 

Spinning Blades

Originally printed as a Rifts Invocation Spell

Range: Varies

Duration: One melee round per level of experience or until used up in offensive attack.

Damage: 1D6 per blade.

Saving Throw: Parry (when applicable) and dodge.

P.P.E.: Twenty

The Spinning Blades spell temporarily transforms an ordinary knife or short sword into a magical weapon of defense and/or destruction. The enchanted weapon floats in the air and one new, additional blade appears for each level of the spell caster, creating a circular fan of blades. The blades then spin in place near the warlock, waiting for use.

Used for defense, the blades magically move to parry all physical attacks, including attacks from other blades, arrows, bullets, and energy blasts; +6 to parry most hand to hand attacks, but only +2 to parry energy blasts and projectiles.

When used as an offensive weapon, the fan of blades can be sent hurling like a single buzz-saw blade at a single target. This attack is impossible to parry (although a dodge can be attempted) and inflicts double damage (2D6 times the total number of blades)! Maximum range is 60 feet (18.3 m) per level of experience. The magic blades disappear after they strike, which means if the buzz-saw attack misses, the warlock can mentally direct the weapon to try to strike again. Each buzz-saw strike counts as one of the warlock's own melee actions. A pair of dueling warlocks sending this attack against each other will cause a clash of blades that negates each other.

An alternate attack is to fire each of the blades like rocketed projectiles, one at a time or in pairs (pairs count as one melee attack). Each firing of the blades counts as one melee attack/action, but has an impressive range of 100 feet (30.5 m) per level of the warlock. Once the magical blade (or pair of blades) is fired, it disappears after it has hit or missed; +3 to strike (no other bonuses applicable), but can be dodged or parried. Note: Shooting blades can be used with the Ricochet spell, but only with a single blade at a time. Metal warlocks do not have access to the Ricochet spell requiring the warlock to cooperate with a conventional spell caster for this combination to work.

 

Level Six: Metal

Clay or Stone to Iron

Range: 10 feet (3 m) per level of experience.

Duration: Instant and permanent.

Saving Throw: None

P.P.E.: 40 for clay; 60 for stone.

See the Level Six: Earth Warlock spell of the same name for details.

 

Magnetism

Range: Affects a 40 foot (12 m) area and can be cast up to 300 feet (91.5 m) away.

Duration: One minute per level of experience.

Saving Throw: None

P.P.E.: Forty

See the Level Six: Air Warlock spell Electro-Magnetism for details.

 

Mend Metal

Range: Touch or 10 feet (3 m).

Duration: Instant and permanent.

Saving Throw: None

P.P.E.: Thirty.

See the Level Six: Earth Warlock spell of the same name for details.

 

Metal to Flesh

Range: Touch or up to a 12 foot (3.6 m) distance.

Duration: Varies.

Saving Throw: None

P.P.E.: Varies.

The warlock can magically transform 100 pounds (45 kg) per level of experience of metal to flesh. It has three different purposes. The first is to animate a metal statue to life. The statue must resemble a person or animal and can be no more than 8 feet (2.4 m) tall and/or long. The statue is under the warlock's mental control and must be within 100 feet (30.5 m). This particular mental manipulation is very simple so that the warlock can cast other spells or engage in other activities. The metal statue has 20 S.D.C. per level of the warlock, speed 3 per level of the warlock, two melee attacks, +1 to strike, parry, and dodge, and damage: 1D6. Average I.Q. 7, P.S. 22, P.P. 18, Spd 22. P.P.E.: Forty. Duration: Five hours per level of the warlock.

The second purpose is to temporarily mobilize a person who has been turned into metal via a Flesh to Metal spell. The animated individual is not under the control of the warlock and has complete free will. However, the animated individual will return to an immobile metal statue unless the warlock makes it permanent or renews the spell. This can give the warlock great control over the animated person in terms of leverage. The animated individual will have a natural A.R. 12 and the same stats as when he/she was living. P.P.E.: Twenty-five. Duration: Four hours per level of experience. The final purpose is to completely restore people who have been turned to stone via a Flesh to Metal spell.  P.P.E.: Thirty, five of which are lost permanently. Duration: Instant and permanent.

 

Metal Meld: Superior

Range: Self only.

Duration: Two minutes per level of experience.

Saving Throw: None

P.P.E.: Fifty

The warlock is able to merge with metal to a much greater extent compared to the third level spell. With this spell the warlock is still able to enter a solid metal object the same as the minor version. But with this spell, the warlock can pass through the item and onto the other side. The rate is 30 feet (9m) per melee round. Unlike the minor spell the warlock will not be forcibly removed from the object. If still in a metal object when the spells duration ends, the warlock will materialize and die instantly. He/she cannot cast spells while traveling through solid matter.

Alternately, the warlock can chose to merge with metal armour or a weapon. Though this is not nearly as common, it has been known to be done. If the warlock merges with metal armour the S.D.C. of the armour is added directly to the warlock for the remainder of the spell. In addition, the warlock's metal resistance is transformed into a natural A.R. The metal armour looks as if it fuses with the skin of the warlock. A warlock fused with metal armour is not hindered by the negative casting effects. However, once the spell elapses, the warlock will again suffer the penalties from wearing metal. These penalties also affect the spell while it is being cast causing the duration to be reduced as well as additional P.P.E. for casting.

If the warlock fuses with a metal weapon, the weapon becomes an extension of the warlock's body for the duration of the spell. Since the weapon is a part of the warlock's body, it is impossible to disarm the weapon without completely removing the limb which the weapon is attached. While merged with the weapon the warlock is an additional +2 to strike and parry with the fused weapon. This is in addition to any previous bonuses, but count toward the fused weapon only. The spell's duration is doubled if used with a weapon (for a total of four minutes per level of the warlock). Regardless of the bonuses, the amount of P.P.E. required causes this to be the least used aspect of the spell.

The spell will not allow the warlock to use more than one of these variations at the same time. This means that the warlock cannot fuse with metal armour and then pass through a metal wall nor can the warlock meld with armour and a weapon at the same time. The spell can be cast again before the first duration ends, but will offer little benefit except for renewing the currently active spell or to cancel the current spell and switch the variation being used. The warlock can only physically meld with so much metal preventing a weapon and armour to be fused at the same time. On the other hand, if the warlock cast the spell to walk through metal, this would also cause the warlock to pass through the metal item already melded to the warlock.

 

Level Seven: Metal

Flesh to Metal

Range: 40 feet (12 m) plus five (1.5 m) feet per level of experience.

Duration: Permanent, unless restored by a Metal to Flesh spell.

Saving Throw: Standard; if a successful save, the person is not affected at all

P.P.E.: Forty-five

A frightening transformation spell that changes mortal living creatures to solid metal! This spell is similar to the Level Seven: Earth Warlock spell Petrification. The main difference is that this spell transforms the victim into metal instead of stone. The transformed person or animal typically has an A.R. 16 and 180 S.D.C. It can only be undone by a Metal of Flesh spell.

 

Melt Metal

Originally printed as a Rifts Fire Elemental Spell

Range: 15 feet (4.6 m) plus five feet (1.5 m) per level of experience.

Duration: Four melee rounds per level of experience.

Damage: 1D6x10, but only to metal, nothing else.

Saving Throw: None

P.P.E.: Fifty

This elemental spell enables the warlock to melt up to forty pounds (18 kg) of metal per each level of experience. The metal will immediately become too hot to hold or touch and will melt into slag within seconds. The warlock does this by staring at the metal object to e melted. This spell does not melt or harm magic weapons or items, but will inflict 1D6x10 to metal alloys. Can be used twice per melee round.

 

Metallic Wings

Range: Self only.

Duration: 15 minutes per level of experience.

Saving Throw: None

P.P.E.: Forty

This is a sort of metamorphosis spell which enables the mage to grow a pair of metal wings. The wings are attached to the warlocks back and allow him/her to fly. They are connected directly to the skin, but mystically do not damage any of the clothing or armour being worn by the warlock. Flying speed depends on the strength of the warlock. For every point of strength, the warlock gains 5 points of flying speed. There is no distinction between mortal P.S. and supernatural P.S. They possess the following abilities:

+1 to strike in flight.

+4 to dodge in flight.

+2 to parry using the wings.

Each wing possesses 50 S.D.C. and can be used as a shield when not flying.

 

Metal to Clay

Range: Touch or 12 feet (3.6 m).

Duration: Instant and permanent.

Saving Throw: None

P.P.E.: Forty

See the Level Seven: Earth Warlock spell of the same name for details.

 

Sculpt Metal

Range: Touch only.

Duration: Permanent.

Saving Throw: None

P.P.E.: Thirty-five or more

This elemental magic enables the warlock to sculpt any type of metal with his/her hands. Nothing larger than an object 10 feet (3 m) tall and/or long can be sculpted. The duration of this sculpting will last permanently, but the ability for the warlock to sculpt metal is only limited. The ability only lasts for one object. If the warlock takes a break or switches to a new object, the spell will end and the warlock will need to recast it in order to finish the already started project. Due to the magical nature of the spell, the warlock can typically finish a project in only 4 hours, depending on the difficulties (a G.M. can chose to roll 1D4 to determine the time required). This spell allows the warlock to perform the sculpting with an automatic art skill at 70% proficiency or the warlock receives a +20% proficiency if the art skill was already known, whichever is higher.

With the ability to sculpt metal, the warlock also becomes instilled with such knowledge similar to a blacksmith. The warlock knows the special metalworking skill listed in Northern Hinterlands at 60% proficiency. Historically, the +10% still applied for Dwarves. In order to create a weapon of Dwarven quality, the warlock must spend an additional 10 P.P.E. for every extra 200% that is added to the price. Increase the time needed to finish by 30 minutes for every 10 P.P.E. spent in this way. The warlock must still succeed the metalworking proficiency. In order to increase the chances for success, the warlock can spend 5 P.P.E. for every 1% increase to the metal working proficiency.

That means that a dagger with superior balance providing a +2 to strike and parry (2000% more expensive than standard weapons) costs an addition 100 P.P.E. to attempt to create. This will take an additional 5 hours to complete compared to a standard weapon due to difficulty. In order to increase the success rate, the warlock spends an additional 25 P.P.E. to increase the base proficiency of 60% to 65%. The dagger was a simple a design for the warlock to sculpt and only took 1 hour normally for a total of 6 hours to finish after making it Dwarven. It cost a total of 160 P.P.E. to cast.

 

Swords to Snakes

Range: 60 feet (27.4 m)

Duration: Two melee rounds per level of experience.

Saving Throw: None

P.P.E.: Fifty

A spell similar to the invocation of the same name, but has two main differences. The first is the object or weapon must be made at least of 75% of metal. The second is that instead of taking the form of a snake, the item remains in its current look while taking on the maneuverability and properties, such as a mouth, of a snake. See the Level Nine Invocation of the same name for further details.

 

Wall of Iron

Range: Can be cast 60 feet (18.3 m) away and affects/covers an 8x8x4 feet (2.4x2.4x1.2 m) area per level of experience.

Duration: Four minutes per level of experience or until destroyed.

Saving Throw: None

P.P.E.: Forty-five

See the Level Seven: Earth Warlock spell of the same name for details.

 

Level Eight: Metal

Armorbane

Originally printed as a Rifts Invocation Spell

Range: 300 feet (31.5 m); line of vision, one target per spell.

Duration: Instant.

Saving Throw: None

P.P.E.: Sixty

This anti-armor magic impairs and degrades conventional armor and giant-sized armor. S.D.C. is reduced by 25%, A.R. by one point, and the armor creaks. The Armorbane spell can only be cast on the same armor once. After that, it becomes resistant to this particular spell. Note: Has no effect on Rune items.

 

Create Golem

Range: Touch

Duration: Permanent

Saving Throw: None

P.P.E.: Eighty

See the Level Eight: Earth Warlock spell of the same name for details. The metal warlock is restricted to an Iron Golem only.

 

Liquid Metal

Range: Touch only.

Duration: One melee round per level of experience.

Saving Throw: None

P.P.E.: Eighty

This amazing spell allows the warlock to control the constitution of a metal object, typically a weapon, from a solid form to an almost liquid form. This can be done virtually at will. While in a liquid state the metal object can pass through items causing them no harm. The blade must be able to connect to another part of itself in order to reform. If two segments become separated, even if just for an instant, the item cannot reconnect and will be broken once returning to a solid form. Due to the liquid-like state, the item can be stretched up to twice its normal width before separating.

This is typically used on a weapon to bypass a parry and to continue to strike unhindered. This is accomplished by transforming the weapon into a liquid state just before contact the parrying item and then making it solid again right before contact is made. It is also useful in preventing the destruction of a metal object that someone is trying to destroy. If this spell is cast upon it, items will be able to pass through the liquid-like object harmlessly as if passing through water. Even though it has similar properties to water, it will hold its shape except for when contact is made. The object will return to its normal shape after contact.

The major danger of this spell is that every time the warlock changes the constitution of the metal object he/she risks the possibility of losing control and causing the object to be destroyed. Every time the warlock changes the constitution of the object he/she must roll percentile dice. The warlock has an 80% success ratio for keeping the item together. At levels 12 and 15, the warlock receives a +5% bonus. It is believed that Blade Casters, legendary Dwarven warrior mages during the Elf-Dwarf War, used this spell as a basis for a similar spell, same as many wizards still do with invocations.

 

Familiar Link

Range: Self and animated metal object; 600 feet (183 m).

Duration: Indefinite.

Saving Throw: None

P.P.E.: One hundred and twenty

This is a spell similar to the invocation of the same name. The main difference is that the warlock must make a metal construct the familiar. The metal construct will have the same attributes as an animated metal object listed in the Metal to Flesh spell. It can heal 1D6 S.D.C. per hour. A familiar link for the metal warlock is limited to a size of 40 pounds (18.1 kg). See the Level Nine Invocation of the same name for further details.

The familiar also has the physical characteristics of the shape it is given. This means that a metal construct with wings of adequate size can fly, if it has fangs it can bite, if it has a long tail it can be used to attack, and so forth. This should be done within reason. The G.M. should use good judgment and a player should respect the decision of the G.M. If the construct is 3 feet (0.9 m) tall and weighs 40 pounds (18.1 kg) it cannot fly with small 4 inch (0.1 m) long wings. In order to create a familiar more to the warlock's taste, it is common for the warlock to first use the Sculpt Metal spell to create the desired design, and then use this spell to bring it to life as a familiar.

It is important to note that once an object has been brought to life as a familiar, it cannot be sculpted again. Any attempt to do so will kill the familiar and the warlock will suffer the usual negatives for a killed familiar (listed in the Level Nine Invocation). Enhancing spells such as casting Metallic Wings or Color Metal can be used without ill effect. But spells with permanent altering effects such as Refine Blade, used to enhance a claw or other natural weapon of the familiar, or Sculpt Metal used on an already animated familiar is lethal.

 

Possess Metal Objects

Range: Touch or up to 5 feet (1.5 m) distance.

Duration: One hour per level of experience.

Saving Throw: Metal objects have no saving throw, but living beings made of metal have a standard saving throw.

P.P.E.: Fifty

This is a similar spell to the lower level Metal to Flesh spell in the sense that the warlock can animate a metal construct. The main difference is that with this spell the warlock actually possesses the metal object by transferring his/her consciousness into it instead of simply animating it. The typical metal object will have an A.R. 12, 20 S.D.C. per level of the warlock, speed 3 per level of the warlock, and three attacks per melee. The bonuses to combat are equal to the warlock's normal bonuses.

While the spell is in effect, the warlock's natural body falls into a coma-like state and is vulnerable to attack unless protected by others. During anytime of the spell, the warlock can cancel it and return to his/her natural body, regardless of distance. The major benefit to this spell is that the warlock can use the possessed object for dangerous situations where the warlock dare not risk his/her own body. This spell also has the added benefit compared to the Metal to Flesh spell in the regards that the possessed object is not confined to the area around the warlock. Instead, the possessed object can travel as far away as the warlock wishes to take it.

In the rare event that the warlock attempts to possess an individual turned to metal via a Flesh to Metal spell, the victim encased in metal receives a saving throw to resist the possession. If the victim fails, the warlock will be able to move freely in the victim's metal body and will have the same stats stated in the Metal to Flesh spell, not the stats listed in the Flesh to Metal spell. The victim will know that his/her body is being used, but this is only a faint consciousness. Other than the sensation of being awake and moving, the victim will have no recollection of what happened in that time and cannot communicate with the warlock. The warlock can sense the difference between a typical inanimate object and a person who is trapped in a metal form during the possession, but not before.

If the victim succeeds in the save vs. magic, the warlock still possesses the body but has no control. The attempted victim becomes animated for the duration of the spell and can move freely and without the influence of the warlock. For some reason, if the victim makes a successful saving throw, the warlock cannot simply cancel the spell and return to his/her natural body. Instead, the warlock is trapped within the victim's body for the full duration. At the end of the spell's duration, the warlock's consciousness will automatically return and the victim will return to being immobile.

While trapped within the attempted victim's body, the warlock can see and hear everything the victim does but has no control. The warlock cannot even communicate with the victim while trapped. The victim may not even realize that the warlock's consciousness is trapped within his/her body. If the warlock knows ahead of time that the metal statue is really a trapped person, the warlock can willing let the victim take control in order to watch and hear what the victim does, but still has no power to interfere. In this case, the warlock can end the spell at anytime. The victim will still be oblivious to the possession.

 

Walking Juggernaut

Range: Self only.

Duration: 20 minutes per level of experience.

Saving Throw: None

P.P.E.: Eighty

The warlock is able to turn into a living, moving being of metal. This is only exterior, but still allows the warlock to have complete maneuverability. The character in many ways becomes a living golem. While transformed, the warlock has an A.R. 17, S.D.C. 400, and a Horror Factor 18. Attributes of the warlock remain the same. Normal punches, kicks and weapons do no damage unless the attacker rolls an 18 or higher. Even most magic attacks do no damage unless beating the A.R. Normal fire and cold have virtually no effect on the warlock. Extremes of either may still have an effect. The warlock still needs to breathe causing disease and toxins to still have full effect on the warlock even though transformed. Since the metal transformation is only an outward transformation if a poisoned attack penetrates the natural A.R., the poison will enter the blood stream as normal and work as normal.

Attacks involving Supernatural P.S., magical weapons, magic attacks involving fire or cold deal half damage even if the attack rolls below the natural A.R. of the Walking Juggernaut. Any attack dealing more than 25% of the S.D.C. (at least 100 points of damage) in a single attack will deal full damage regardless of the roll to strike. The only way to avoid damage from such a powerful attack is for the warlock to successfully dodge it. Attacks that specifically attack metal will always have full effect. Abilities that reduce the A.R. of armour will work as normal, allowing the attacker to succeed with a lower roll to strike.