Absorption
If the caster makes a successful spell rank FEAT roll, he can take on the properties of any material he touches, giving him the Strength, Endurance, and Body Armor equivalent to the material rank of the object he touched. (For example, if he grabbed a steel girder, he would gain Rm(30) Strength, Endurance, and Body Armor.) Each time the hero changes form, adjust his Health to the new sum of his Fighting, Agility, Strength, and Endurance minus Health points he previously lost.
The caster's Strength and Endurance are limited to a maximum of Am(50), even if the object touched has a higher material rank. He can remain in his transformed state as long as he wishes.
If the object touched is holding or emitting energy (such as red-hot metal, etc.) he absorbs the energy properties as well. He absorbs the energy immediately, thereby gaining Body Armor equal to the damage it would cause. The caster is not hurt by the energy he absorbs. He can retain absorbed energy for a maximum of 10 rounds.
The caster can also absorb physical properties of an object. If he touches a spiked mace, he will get both the strength of iron and spikes.
There is also a negative side to this absorption spell. When a caster absorbs a material's properties, it tends to slow his movement and reactions down proportionately. The higher the rank, the slower the character. For every material rank above Gd(10) that the caster absorbs, subtract a rank from his normal Endurance for the purposes of determining his movement rate. A magic wielder in a "hardened" state (material rank of Gd(10) or higher) is limited to 1 spell per round and his spells always take effect at the end of the round.