Metal Nature Package
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Contents
Metal Package
Recover Ore
(requires dirt or sand, instantaneous)
As a standard action, you may create a piece of metal ore by pulling and combining particles of metal from the ground.
You must spend a spell point to use this ability, and must have a large enough piece of earth (sand or dirt) to pull the ore from.
Minimum Caster Level |
Required Earth to Pull From |
Ore Size Recovered |
Ore Damage |
Ore Weight (maximum) |
---|---|---|---|---|
1 | 1 ft cube | Fine | 1 | .8 lbs |
1 | 5 ft cube | Diminutive | 1d2 | 1 lbs |
1 | 10 ft cube | Tiny | 1d3 | 8 lbs |
2 | 25 ft cube | Small | 1d4 | 60 lbs |
4 | 50 ft cube | Medium | 1d6 | 500 lbs |
8 | 75 ft cube | Large | 1d8 | 4,000 lbs |
This piece of ore can be brass, bronze, copper, or tin, and the size of the ore recovered depends both on your caster level and the square footage of earth you pull from.
The piece of ore you recover is formed on the ground in an unoccupied space within Close range and can be of any basic shape (a ball, a rod, a sheet, even a chair) but cannot be anything complex or with moving parts. You may also pull multiple pieces of ore placed in different adjacent squares, so long as their combined size does not exceed your maximum, and each piece of recovered ore must be of the same type (such as copper or tin). For these purposes, 2 Fine-sized pieces of ore equals 1 Diminutive-sized piece, etc.
While this effect is instantaneous and thus cannot be dispelled, ore breaks back into particles after 1 hour per caster level.
If a piece of ore is used as a weapon, it counts as an improvised weapon, dealing either bludgeoning, piercing, or slashing damage, chosen at the time of recovery. The damage such a weapon deals is listed as ‘ore damage’ in the chart above. As always, improvised weapons bestow a -4 penalty to attack rolls.Magnetize
(requires metal, instantaneous)
As a standard action, you may cause an unattended object consisting mostly of metal (whose size is not larger than your maximum recover ore size) to fly towards a creature or object of your choice within Close range.
You may choose to throw the item harmlessly (in which case it can either be caught by the target or else lands in an adjacent square), or you may use this as an attack.
This counts as a ranged attack, except you must use your casting ability modifier in place of Dexterity. If successful, you deal either the object’s ‘ore damage’, or if it is a weapon, the weapon’s damage (arrows and bolts with metal tips count as daggers for this purpose, dealing 1d4 damage). Despite the name of this ability, the target object or creature needn’t be made of metal.
Base Talents
Nature Talents (metal)
You must possess the metal geomancing package to gain these talents.
Altered Edge
(geomancing)
As a concentration effect, you may target a metal weapon within Close range as a standard action.
The weapon either has its critical hit threat range increased or decreased by 1, increasing by 1 per 10 caster levels.
This bonus or detriment is applied after abilities and feats such as Improved Critical or the keen weapon property, and cannot be doubled.
If this would decrease a weapon’s critical hit threat range below 1, the weapon instead has its critical hit multiplier decreased by 1 for every point it is reduced below 1. (Minimum x1 crit multiplier.)
Arsenal
When using recover ore, you may spend an additional spell point to have the metal pulled form as a more finely shaped and hardier object.
Weapons or tools you shape using the recover ore ability are no longer considered improvised weapons or tools and function in all ways like the object formed.
You still may not form objects with complex moving parts.
Blade Barrier
(geomancing)
As a concentration effect, you may attach a piece of metal to a target creature, object, or 5 ft square.
Any creature who enters the designated space or passes through a square adjacent to the target is attacked by the metal object, as if using the magnetize ability.
A creature can only be attacked in this way once per turn during their movement, no matter how many times they pass through the affected squares.
If a creature ends its turn within this affected space, or if the target moves to a new square, or creatures who begin their turn in an affected space are immediately attacked by this ability.
The target is never attacked by the piece of metal attached to them.
Blade Whip
(geomancing)
As an instantaneous effect, you may as a standard action spend a spell point to reshape your metal weapon into a cable and perform a trip, disarm or sunder combat maneuver against a target within close range. You gain a bonus to the check equal to 1/2 your caster level (minimum 1).
After the combat maneuver check has been resolved, your weapon returns to its original form.
Chill Metal
(geomancing, requires water package)
As a concentration effect, you may as a standard action chill a piece of metal no larger than the size of ore that you may recover within close range.
Any creature who begins their round touching the chilled metal takes 1d6 cold damage per 2 caster levels. If the chilled metal is something they are holding such as a sword or coin, they may make a Reflex save to drop the item to take minimum damage, otherwise a creature is only allowed a Fortitude save for half damage (i.e. equipped metal armor that is targeted by this ability, only allows the creature wearing it a fortitude save).
If the object is used as a weapon, it deals an additional 1d6 cold damage.
If cast upon an unattended metal object with moving parts (such as a door with hinges), those pieces become non-functional, being frozen over, requiring a strength check to beat your MSD to break loose and restore functionality.
Chill Metal may be used to dispel Heat Metal.
Expanded Ore
Whenever you use the recover ore geomancing ability, you gain the ability to recover ore of Iron, Lead or Steel.
Upon reaching Caster Level 5, you add Cold Iron and Silver to the types of ore you may recover.
At Caster Level 10, you gain the ability to recover Mithril ore.
Forged Reach
(geomancing)
As a concentration effect, you may as a standard action increase the reach of a metal weapon within range by up to 5 ft, +5 ft per 10 caster levels.
Heat Metal
(geomancing, requires fire package)
As a concentration effect, you may as a standard action heat up a piece of metal within your Nature range no larger than the size of ore that you may recover.
Any creature who begins their round touching the heated metal takes 1d6 fire damage per 2 caster levels. If the heated metal is something they are holding such as a sword or coin, they may make a Reflex save to drop the item to take minimum damage, otherwise a creature is only allowed a Fortitude save for half damage (i.e. equipped metal armor that is targeted by this ability, only allows the creature wearing it a fortitude save).
If the object is used as a weapon, it deals an additional 1d6 fire damage.
If cast upon an unattended metal object with moving parts (such as a door with hinges), those pieces become non-functional, being partially welded together, requiring a strength check to beat your MSD to break loose and restore functionality.
Heat Metal may be used to dispel Chill Metal.
Hemoglobin
You no longer require large quantities of earth to use recover ore, instead, you may spend an additional spell point to target a living corporeal creature within your geomancing range.
To use hemoglobin, make a ranged touch attack against the target, inflicting 1d2 Constitution damage to the target (Fortitude save for half damage). The dice size of the Constitution damage increases by 1 for every 5 caster levels.
Regardless of the creature’s size or bodily composition, you recover ore of Fine size upon successfully hitting the target. While the name of this ability suggests the target must bleed or have blood, it is not necessary, the only requirement is that the creature be corporeal and living.
Because the constitution damage occurs after the recovery of ore, if the target is immune to ability damage, you still recover ore of Fine size.
Manipulate Object
(geomancing, requires metal)
As an instantaneous effect, you may, as a standard action, spend 2 spell points and target an unattended object (even non-metal objects) within close range.
The target becomes fused with metal, permanently increasing or decreasing the hardness and AC of the object by 1, +1 per 5 caster levels.
An object may only be under the effects of one manipulate object at a time, as each future casting dismisses and replaces the previous casting. This grants no further benefit or penalties due to the metals used.
Oxidation Ray
(geomancing)
As an instantaneous effect, you may, as a standard action, spend a spell point to make a ranged touch attack against a metal object or metal creature.
If the target’s size is one or more sizes larger than the size of ore that you can recover, the creature or object takes 1d8 damage per 2 caster levels (Fortitude for half damage), otherwise the target takes 1d8 per caster level (Fortitude for half damage).
This damage overcomes any hardness the creature or object may have. If an object receives sufficient damage to destroy it, it instead becomes non-functional for 1 minute per 2 caster levels, before returning to the broken condition with half their maximum hit points.
Pin-Ball
You may spend an additional spell point when you use the magnetize geomancing ability as a weapon, if the attack hits, you may as a free action magnetize another creature within range and make an additional ranged attack at that creature.
You may make a maximum number of additional attacks in this manner equal to your caster level, but if you miss once the pin-ball ability ends without any further attacks.
You may not make ranged attacks with the pin-ball ability two or more times in a row against the same target.
Shrapnel
When you use the magnetize geomancing ability as a weapon, you may instead choose to deal bleed damage to the target equal to the corresponding ore damage.
Tough as Mettle
You may spend a spell point to gain the Stalwart ability for 1 minute per caster level.