Mineralmancy

Elementalism - Earthmancy Ability The ability to control and manipulate base Metals in their Unrefined forms.

Earth - Elementalism

XP Cost: 2   Prerequisites: Metalmancy

Action Type(s) Motion, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Requirements 1 Free Hand
Sustain No
Traits Visible, Audible

You have the ability to Move and Manipulate Non-Alloy Metals, Such as Iron, TIn and Copper, even in their unrefined forms.

Using a Motion: You can cause up to 50 grams of Metal within range to move and take on simple shapes such as Items, Weapons or Objects.

If you have the Metal take on Shapes or Structures they Remain until Reshaped or Reforged

Mineral Armor: Each kg of Metal arranged into a Shield or Armor Grants 2 Armor Points to the wearer.

Mineral Weapons: Weapons made deal standard damage for a weapon of that type.

.5 kg of Metal will make about 10 arrowheads, or a horseshoe or a small knife.

You need at least 5. kg of Metal to Make a Dagger, 1-2 for a Sword and so on. Heavy or Oversized Weapons require 3+ kg of Metal to create this way.

Mineral Blade: You can make a Ranged or Melee Spell Attack vs a Target within Range while within Range of a source of Metal.

Hits deal 3d8 Blunt, Slash or Puncture Damage.

Overpower: You can Spend an Additional Attribute Resource Point to Overpower this Spell Ability and Increase the Range by +5 Meters,

Or Increase the Damage Dealt by +1d6 Blunt, Slash or Puncture,

Or Increase the number of grams of Metal Movable with a Motion by 50.