The Sphere of Metal includes spells that control magnetism and metallic objects.
Focus: A magnet, a rod or amulet of magnetite, a hammer.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 weapon that is unattended or wielded by you or a willing ally
You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature in Melee to the wielder (if any). The sonic damage this deals is equal to the number of successful attacks with the target weapon that the wielder made that turn.
Heightened: For every 2 levels you heighten this spell by, the sonic damage increases by 1 per successful attack
Range: Touch
Rote Casting: 1 Action
Duration: 1 Day
Target: 1 bulk of metallic scrap
You turn a pile of technological junk into a suit of light armor. You must target inert, nonworking electronic equipment of at least 1 bulk.
You can cause the armor to be created on yourself or an adjacent willing or unconscious ally. Light armor you create requires proficiency to use without penalties as normal. If you use this spell to create light armor, the armor has an Armor bonus equal to your ranks in the Sphere of Magic, and a maximum Dex bonus equal to 1 + one quarter ranks in the Sphere of Magic.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defence: basic Armor
You summon sharp fragments of junk that fly toward your target and deal 3d6 piercing and slashing damage. The spell leaves behind 1 bulk of metal scrap in the target creature’s space that is suitable for targeting with spells such as junk armor, junk restraints, or junksword.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 bulk of metallic scrap
You turn a pile of scrap into a one-handed melee weapon that you can wield against your foes. You must target inert, nonworking metallic scrap or electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer parts, a vehicle or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity.
You are automatically proficient with this melee weapon, and you use your Metal spell attack checks in place of Metlee attack checks. A junksword functions only for its creator, and once created it cannot leave your hand. Should you wish to sheathe it, the junksword obliges by collapsing into a wreath of junk that surrounds your hand like a glove.
You can grant your junksword additional abilities based on the spell’s level. You can change one modification to your junksword as a move action, or you can completely reconfigure all of its modifications as a full action.
Variable Spell: This spell can be cast at the following levels:
1st: Your junksword deals 1d4 bludgeoning and slashing damage . In addition, you can grant your junksword up to two of the following special properties: disarming, nonlethal, parrying, or trip.
2nd: Your junksword deals 1d8 bludgeoning and slashing damage. In addition, you can grant your junksword up to three of the special properties from the 1st-level list.
3rd: Your junksword deals 2d4 bludgeoning and slashing damage. In addition, you can grant your junksword up to three of the special properties from the 1st-level list, plus the staggered critical effect.
4th: This functions as the 3rd-level junksword, but it deals 2d8 bludgeoning and slashing damage.
5th: This functions as the 3rd-level casting of junksword, but the junksword deals 3d10 bludgeoning and slashing damage
6th: This functions as the 3rd-level casting of junksword, but the junksword deals 6d6 bludgeoning and slashing damage
Range: Touch
Rote Casting: 1 Action
Duration: until you next take a Long Rest
Target: 1 piece of clothing
You weave magical energy into a piece of clothing, making it as hard as iron. You gain a +1 item bonus to all defences.
Heightened: For every 2 levels you heighten this spell by, you increase your item bonus by +1.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 weapon that is unattended or wielded by you or a willing ally
The weapon glimmers with arcane energy. The target gains +1 to hit, and it increases its damage dice by two steps.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Hour
Target: 1 metal object of Light bulk or less
This glamer makes a metal object undetectable to metal detectors. When any creature or character makes an Awareness or Investigate check to Seek the object, they do not gain equipment bonuses from any device that detects metal.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
Target: Self
You create numerous phantom copies of your weapon, hiding your true movements and rendering your attacks unpredictable. You gain a +2 status bonus to Deception checks to Feint.
Range: 4 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: Close-range burst
Defence: Dodge
You coat the area in glittering metallic dust. Make a Metal spell attack roll against the targets' Dodge defence. If a creature has its invisibility negated by this spell, it is concealed instead of invisible. This applies both if the creature was already invisible and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell.
Range: Self
Rote Casting: 1 Action
Duration: 1 Scene
Target: Self
Your skin hardens and takes on a rough metallic sheen. You gain a +4 status bonus to your Armor. While you are under the effect of this spell, you can immediately end it as a free action to negate any one application of precision damage (such as from a sneak attack) or the bonus damage from a critical hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.
Range: 2 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: Up to 10 metal objects with a total Bulk of 1 or less
You adjust your magnetic polarity, plucking knives from hands and watches from wrists. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion. Unattended objects fly to you automatically. If you target secured objects or those in another creature's possession (such as sheathed weapons), you must attempt to Disarm the creature of the metal objects, making a Metal spell attack roll instead of an Unarmed Attack check to do so.
Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an Interact action.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
Target: Self
You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a –1 status penalty, and the area in Melee range of you is considered difficult terrain for creatures made of metal or wearing metal armor.
While this spell is active, you require an additional Interact action before using a metal object (including to attackwith a metal weapon), and if you're wearing metal armor, you're slowed 1.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Targets: 1 unattended object or willing creature
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 Willing Creature
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute