Metal Arcana

Metal Arcana is an Arcana Focus created for the DEUS AGE setting. It is the unique Arcana of The Disciples of Mehtall

Spells
Your blood is filled with steel and iron.

Novice: You learn the spells Weaken Metal and Transmute.

Journeyman: You learn the spell Steel Skin.

Master: You learn the spell Magnetize.

Weaken Metal
Requirements: Metal Arcana (Novice)

Spell Type: Attack MP cost: 4

Casting Time: Major Action Target Number: 11

Test: Willpower (Faith) vs Spellpower

You weaken the the armor of a target. Bindings break, iron becomes soft and metal becomes frail. The spell effects a single target within 12 yards of you, who will have their Armour weakened for the rest of the encounter. Upon a successful cast, the target makes a Willpower (Faith) test against your spellpower. If they succeed, their Defense is reduced by 1. If they fail, their defense is reduced by 2. This ability can be cast multiple times on a single target, but the effect cannot stack above a -4 to Armour. This spell has no effect on targets not wearing any Armour.

Transmute
Requirements: Metal Arcana (Novice)

Spell Type: Utility MP cost: 3+

Casting Time: 1 Minute Target Number: 12+

Test: None

You alter the shape of metallic items. Transmute allows you to bend the material form of items so long as they are composed of some form of metallic item. This can range from bending blades and keys, to bending walls and gates. Smaller hand wielded items usually have a target number of 12, but larger items such as doors and environmental fixtures can cost up to 18 depending on their toughness as well as costing more MP. This is up to your GM.

Steel Skin
Requirements: Metal Arcana (Journeyman)

Spell Type: Defense  MP cost: 6

Casting Time: 1 minute Target Number: 12

Test: None

Flesh becomes tougher, as if it has become living metal. The targets flesh is made tougher, giving them Armour bonus equal to your willpower that lasts one hour. You can cast this on yourself.

Magnetize
Requirements: Metal Arcana (Master)

Spell Type: Utility MP cost: 5+

Casting Time: Major Action Target Number: 15

Test: None

You are able to magnetize an item you touch. Magnetize allows you to control items with your will. This lasts for minutes equal to your Willpower. You can magnetize additional items for 2 MP each, but each item added increases the Target Number by 1. You can control these items with your mind, but they must stay within 12 yards of you or you lose control of them. These function as separate entities, and while you have this ability activated you may only make a single minor action on your turn as your mind is focused on controlling the magnetized items. Either before or after your minor action, you may take either a Melee Attack or Run action with each magnetized item.