Metal Arcana

Metal Arcana
Metal is but a tool to be bent to your will.
 * Novice: You learn the spells Animate Weapon and Metal Manipulation.
 * Journeyman: You learn the spell Iron Skin. You also gain the focus Intelligence (Metal Arcana).
 * Master: You learn the spell Rusting Sphere. You can also choose one spell stunt you can perform for -1 SP when casting Metal Arcana spells.

Animate Weapon
You remotely pick up and hurl a non-held metallic melee weapon at a visible enemy within 20 yards. They inflict weapon damage + Willpower penetrating damage and the target is knocked prone. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, animate weapon only inflicts weapon damage as penetrating damage and the target remains standing. Throwing a one handed weapon costs 4 MP, a bastard sword costs 5 and two handed weapons cost 6.
 * Requirements: Metal Arcana (Novice)
 * Spell Type: Attack
 * MP Cost: 4 - 6
 * Casting Time: Major Action
 * Target Number: 12
 * Test: Constitution (Stamina) vs. Spellpower

Metal Manipulation
You can bend, twist, or stretch 2 yards by 2 yards of metal plating into any solid shape of equal mass. This includes, but is not limited to bridges, solid shackles, ladders and barriers. Barriers created in this fashion have Willpower x5 Health and are considered magical. For every 2 MP you spend above 4, you can manipulate another 2 yard by 2 yard plate as long as it is contiguous with all previous plates for example pipelines or vehicle paneling. GM has discretion on what items can be crafted per circumstance, for example you can't build a barrier or bridge out of a rusted out fence, but there may be enough good iron to for effective shackles.
 * Requirements: Metal Arcana (Novice)
 * Spell Type: Utility
 * MP Cost: 4+
 * Casting Time: Major Action
 * Target Number: 10
 * Test: None

Iron Skin
Your power protects a number of targets equal to your Willpower. They must be within 6 yards of you when the spell is cast but may then move freely and still enjoy its effects. Until the end of the encounter, those bearing iron skin gain a +1 bonus to Armor. You can designate yourself as one of the targets.
 * Requirements: Metal Arcana (Journeyman)
 * Spell Type: Defense
 * MP Cost: 7
 * Casting Time: Major Action
 * Target Number: 13
 * Test: None

Rusting Sphere
All metal within a sphere of Willpower in yards diameter is turned to rust. The Center of the sphere must be within 10 yards and line of sight of the caster. This does not affect currency or magical items. All items held by the caster are immune to this effect. Persons within the affected sphere must take a Willpower (Self-Discipline) vs. your Spellpower test or have all their metallic items turn to rust. Metallic entities within the sphere take 4d6 + Willpower penetrating damage. A successful save reduces this to 2d6 + Willpower penetrating. An entity with a cybernetic limb within the sphere takes Xd6 + Willpower penetrating damage. A successful save reduces this to Xd3 + Willpower penetrating damage. X equals the number of cybernetic limbs affected.
 * Requirements: Metal Arcana (Master)
 * Spell Type: Utility
 * MP Cost: 12
 * Casting Time: Major Action
 * Target Number: 15
 * Test: Willpower (Self-Discipline) vs. Spellpower