#COLD FORMED SQUARE HOLLOW SECTION
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JF Engineering Products LLP is a reputable company that produces a variety of round hollow sections, rectangular hollow, mild steel pipes and galvanized steel pipes. We are a corporation that adheres to a whole quality management system and is ISO 9001:2008 Certified. We have been balancing the quality of our products and price while concentrating on exports, earning praise for our innovative and market-handling strategies.
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#ASTM A500 Shs Pipe#A500 Gr B Square Steel Pipe Suppliers#A500 Grade B Square Tube manufacturer#ASTM A500 Grade B Rectangular Tube Stockist#ASTM A500 Gr. B Square Hollow Sections Exporter#Asme Sa500 Shs Tubing Supplier in mumbai#A500 Gr A Carbon Steel Square Hollow Section manufacturer in india#SA500 Gr A Cold Formed Shs Tubing Supplier#A500 Galvanized Pipe#A500 Schedule 40 Pipe Exporter.
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Cold Formed EN 10219 S275J2H Square Hollow Section :- Supplier of Cold Formed EN 10219 S275J2H SHS Pipe, Carbon Steel S275J2H Square Hollow Section Suppliers in Mumbai, EN 10219 S275J2H MS Cold Formed Square Tube Stockiest Incorporated in the year 1998, Ranflex Metals is a professional entity engaged as a manufacturers, exporters and suppliers of a wide range of Round Hollow Sections.
#Grade S275J2H Cold Formed Welded Structural Square Hollow Section#EN 10219 Cold Formed S275J2H ERW SHS Pipes Dealers
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More than Steel: Explore the key role of structural steel in modern architecture
Structural steel is designed for a variety of building uses. It has high ductility, a property that allows for stress redistribution. Because of the high ductility of structural steel, it can be customized to a variety of shapes, sizes and thicknesses. Most countries have strict standards to regulate the shape, size, chemical composition and mechanical properties of steel.
The shape design of structural steel usually has a good strength-to-weight ratio, which enables it to support extremely heavy loads without deformation, so steel becomes an excellent reinforcement material. These include a variety of shapes, such as I-beams, Z-shaped steel, hollow structure cross sections also known as HSS-shapes, which are very common around the world, but specific standards vary from region to region.
In many countries, such as the United Kingdom and the United States, I-beams are referred to as universal beams (UB) or universal columns (UC), respectively. In Europe, sections such as IPE, HE, HL and HD are included. The United States includes wide flanges (WF or W shape) and H-profiles. All construction industries usually use I-beams, which are very effective for bearing bending loads.
In addition, there are such as C-beam or C-section, also known as structural channel steel, T-section is also known as tee, track profile asymmetric general beams, metal plates, open web steel joists and so on.
Structural steel products can be manufactured by hot rolling, cold rolling or by welding profiles together. In the past few decades, "Angle iron", "trough iron" and "iron plate" have been used to describe wrought iron. Today, however, steel has replaced iron, but the terms are still used informally, but it is incorrect to use these old terms to refer to steel. The correct terms are Angle, groove and plate.
Structural steel standard
European standards of discovery
There is an official European Committee for Standardization called CEN.
When it comes to steel manufacturing, there are many current national standards, and most steels used in Europe comply with the European standard EN 10025.
For example, S275J2 and S355K2W are typical names for steel grades, where S indicates that they are structural steels, followed by three numbers describing the yield strength in Newtons per square millimeter or mpa, followed by an alphanumerical combination that is the toughness grade classification. The second letter W in the last example indicates that the product is composed of weathering steel. The name may also include letters for fine-grained steel (N or NL), tempered steel (Q or QL), etc.
The shape of a set of standard structural profiles is defined by five European standards:
European I-beam: IPE - Euronorm 19-57
European I beam: IPN - DIN 1025-1
European flange beam: HE -- Euronorm 53-62
European Channel: UPN - DIN 1026-1
Cold forming in Europe IS IS 800-1
American standard
In the United States, alloy steels used in the construction of buildings are certified and specified by ASTM International. The name of the building material begins with A, followed by two to four numbers. Four-digit names are commonly used for mechanical engineering. Steel used in machines and vehicles has a separate naming system.
The most commonly used types of structural steel include:
Carbon steel
A36 - for structural shapes and plates.
A53 - For structural pipes and tubes.
A500 - for structural pipes and tubes.
A501 - For structural pipes and tubes.
A529 - for structural shapes and plates.
A1085 - For structural pipes and tubes.
High strength low alloy steel
A441 - for structural shapes and plates - (replaced by A572)
A572 - for structural shapes and plates.
A618 - For structural pipes and tubes.
A992 - Suitable for applications such as W or S I-beams.
A913 - For hardening and Self-tempering (QST) W shapes.
A270 - for structural profiles and plates.
Corrosion resistant high strength low alloy steel
A243 - for structural shapes and plates.
A588 - for structural shapes and plates.
Tempered alloy steel
A514 - for structural shapes and plates.
A517 - For boilers and pressure vessels.
Eglin steel - Used in low-cost aerospace and weapons equipment.
Forged steel
A668 - For steel forgings
What is the CE Mark?
The European Directive Construction Products Directive (CPD) introduced the CE marking for all steel and construction products. CPD ensures harmonization of classification and description, facilitating the free movement of products and materials throughout the EU. A factory's factory Production control (FPC) system must be evaluated by a suitable certification body approved by the European Commission before it is allowed to add the CE marking to articles and/or materials. This ensures that these "safety critical" items actually meet the quality specified on the label. For example, CE marking on products such as prefabricated steel structures and bolts can verify that the manufacturing and final properties of the product meet the relevant harmonized standards (see below).
When it comes to steel construction, the standard is indicated by the following descriptive names:
For sections and plates, it is: EN 10025-1
For hollow profiles: EN 10219-1 and EN 10210-1
For pre-tightening bolts, it is: EN 14399-1
For non-preloaded bolts: EN 15048-1
For fabricated steel, it is: EN 1090-1
The CE marking standard for steel structures is EN 1090-1.
As of the end of 2010, the standard covering the CE marking of steel structures is EN 1090-1. After a two-year transition period, the CE mark became an EU standard in 2014.
Concrete or steel?
Of course, steel and concrete are not the only materials used in construction, but they are among the most abundant and widely used materials in most modern buildings. Steel of various grades and properties, concrete of various grades and properties, and other materials such as clay, mortar, ceramics, wood, and masonry are commonly used.
For load-bearing purposes, such as structural frames and load-bearing beams, materials commonly used include some combination of structural steel, concrete, masonry and/or wood. Depending on the conditions of the structural components and the desired performance, different combinations, grades and designs will be used. By far the most common and abundant building materials in these cases are reinforced concrete and steel. The optimal grade, material mix and design are determined by the engineer. Factors that influence these decisions include weight, strength, constructability, sustainability, availability, life, fire resistance, appearance, and cost.
Let's look at some of these factors in more detail:
cost
This will depend on several factors, such as construction location, order size, transportation costs, support machinery, components, and availability and cost of skilled and unskilled labor. For example, reinforced concrete requires formwork before pouring, which accounts for about half of the final cost. The preparation is demanding, but once this work is done correctly, the concrete can be poured and allowed to cure. They form a strong solid material that conforms to the desired shape in pre-cured liquid form. Precast concrete has become a popular way to reduce costs (through factory manufacturing methods) and maintain greater regularity in shape and form. Manufacturing is fast, so, assuming transportation is available and efficient, using the prefabricated method can also speed up other aspects of construction, resulting in cost savings. Since steel (used to reinforce concrete) is sold by weight, structural designers determine the lightest and least amount of steel that can still produce the strength and other properties required for a component. Buying the same components in bulk (even though some may be over-engineered for their purpose) can significantly reduce costs compared to buying every component with properties specific to the job at hand.
Strength-to-weight ratio
Strength-to-weight ratio or specific strength is a useful way to classify building materials. Strength divided by density, the resulting rating is used to indicate how useful a material is in a given situation or for a given purpose. For example, the compressive strength of concrete is ten times the tensile strength, so the strength-to-weight ratio is much higher in cases where compressive strength is the main required attribute.
Sustainable development
As environmental issues become increasingly important and urgent, many construction companies and material suppliers list sustainability attributes as the main feature of their products. The use of sustainable and sustainably manufactured materials usually does not significantly affect the performance or cost of the structure, and some of these materials are actually cheaper. For example, more than 80% of structural steel members are currently made from recycled materials (A992 steel). It is cheaper and has a higher strength-to-weight ratio compared to grade A36 steel members. The concrete, which uses primarily natural materials as components, is now made permeable, which reduces the need for drainage and overflow infrastructure as water can move through the surface on its own. Disposing of old concrete is also less harmful to the environment because it can be used as an aggregate for other construction projects rather than simply thrown into a landfill.
Fire resistance
For buildings and the people who live and work in them, fire can be one of the scariest and most dangerous risks. In dry and windy conditions, fires can mean raging blazes within minutes, and wooden structures are particularly vulnerable to this danger. In this case, even structural steel may be at risk of failure. The use of reinforced concrete, both as a major part of the structure and as a firebreak or protective layer for other materials, is one way to mitigate these risks.
corrosion
Exposure to corrosion in water, heat, moisture, salt, and other substances can cause long-term problems for some building materials, not only damaging the appearance of the material, but also damaging the integrity of the structure. When installing certain materials, special measures must be taken to ensure protection from these potentially harmful elements, and these materials need to be maintained regularly and recommended care procedures followed. Structural steel may rust if exposed to water, wood may rot, and mold may seep into cracks and cavities in the structure, posing a danger to those who live and work near the structure. However, these are well-known risks, and both material manufacturers and construction companies take steps to reduce the risks and educate users on best practices to ensure safety and extend the useful life of these products and structures
Structural steel is an indispensable material in the construction industry, which is known for its excellent physical properties and flexible construction performance. This material has extremely high compressive and tensile strength, which means that it can withstand significant pressure and tension, maintaining its robustness. The excellent toughness and ductility of structural steel enable it to remain stable under a variety of environmental and functional requirements, while its high stiffness ensures the straightness and shape stability of the structure. These properties make structural steel the material of choice when constructing Bridges, tall buildings and other infrastructure.
In terms of construction, the plasticity of structural steel is extremely high, and it can be processed into various shapes required by forging, forming, bending and other ways. It is connected in a variety of ways, and can be connected with other parts by bolts, welding, cutting and forming to adapt to different design and construction needs. Compared with concrete that needs to be mixed, poured and cured on site for a period of time, structural steel can be used immediately after arriving at the construction site, greatly shortening the construction period and improving the construction efficiency, which is crucial for the progress control of engineering projects.
Although structural steel performs well in fire resistance because it is itself non-combustible, its strength and stiffness are affected at high temperatures, which can lead to structural failure. Therefore, in order to meet the requirements of international building codes, steel structure components usually need to be wrapped in refractory materials, which undoubtedly increases the overall construction cost.
In terms of corrosion resistance, structural steel is prone to corrosion when in contact with water, especially in saline environments. To prevent corrosion, protective paint or other protective measures are usually applied and steel components are placed away from water sources.
Mold problems are generally more common in porous surface materials such as wood, and less so in steel structures. This is because mold tends to grow on porous surfaces, and the closed nature of steel limits mold growth.
In modern urban construction, skyscrapers and super high-rise buildings mostly use steel structure, because structural steel has high strength, rigidity, and can be quickly put into use, making the construction progress more controllable. Due to the high strength-to-weight ratio of structural steel, it is particularly suitable for use in tall buildings where structural integrity needs to be maintained from the underground foundation to the tip.
For some low-rise buildings, because they do not require such a high strength-to-weight ratio and have fewer floors, it is more economical to use concrete as a building material. Although structural steel and reinforced concrete are both preferred building materials, builders often also consider economic factors when selecting materials. They need to make a trade-off between maintaining a profitable business and choosing cheaper materials.
In actual building design, engineers and designers often combine the advantages and disadvantages of steel and concrete and use them for different purposes. For example, steel is used in the structural frame of the building, while reinforced concrete is used in the floor slab. This design not only gives full play to the advantages of the two materials, but also enables rapid alternate construction between floors during construction.
In short, the design and construction of structural steel is a comprehensive consideration of material characteristics, cost effectiveness, safety and aesthetic process. With careful design and material selection, it is possible to create building works that are both affordable and safe to use.
More than Steel: Explore the key role of structural steel in modern architecture
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Hastelloy C276 Round Bars Suppliers in Chennai
Divine Metal & Alloys This Hastelloy C276 Bars are being manufactured, supplied and traded by us to our esteemed clienteles in best possible rates. Hastelloy C276 Rods (UNS N10276) can be used in the as-welded condition in most chemical and petrochemical process equipment. Although these Alloy C276 Round Bars tends to work-harden, you can have it successfully spun, deep-drawn, press formed or punched. Alloy C276 Rods can be used as-welded for most chemical process environments. Alloy C276 Bars can be successfully fabricated by many methods. Inconel C276 Round Bars also has extra ordinary corrosion resistance and the ability to with stand extreme temperature. These offered Inconel C276 Rods are available in various specifications to meet the application requirements of the clients'. Divine Metal & Alloys also offers these products in custom-made shapes and sizes with respect to highest international standard quality.
Hastelloy UNS N10276 Round Bars are used in many industries because of their superior properties. These bars are composed of a combination of Nickel, Molybdenum, and Chromium, allowing them to resist corrosion when exposed to extreme temperatures and harsh chemicals. As a result, they are excellent for use in highly corrosive environments such as aerospace parts, pharmaceutical products, and nuclear power plants. In addition, their remarkable physical properties make them ideal for construction in high-stress and high-temperature applications where metal needs to be durable and robust.
Alloy c-276 bars have quickly become popular among industrial manufacturers due to their incredible advantages. Its high level of resistance to corrosion makes it an early choice for those looking for long-term use of the material. Additionally, it shows impressive mechanical strength, giving it a greater career span than many other materials. Furthermore, even in extreme hot and cold temperatures, c-276 can hold its own against severe conditions as if unaffected by them. Furthermore, its versatility and ease of welding make it an ideal option for industrial engineers.
Hastelloy C276 Round Bars Specification
Specification
ASTM B574, ASTM B574 UNS N10276 , NACE MR-01-75, ASME SB574 Bar Products, AMS 5750 (Hastelloy C, UNS N10002), Inconel C276 (trademark), Werkstoff Nr. 2.4819, ASTM B751, DIN 17744, DIN 17751, DIN 17750 and DIN 17752,VRC276GradeHastelloy C276 – UNS N10276UNS N10276 Hex Bar size2-100mm A/FASTM B574 Hastelloy C276 Round bar sizeDiameter: 3-~C276mmASTM B574 Hastelloy C276 Square bar size4 to 100mmN10276 Flat bar sizeThickness: 2 -100mmWidth: 10 to 500mmHastelloy C276 Rectangles Size33 x 30mm to 295 x 1066mmASTM B574 N10276 Angle bar size3mm*20mm*20mm~12mm*100mm*100mmUNS N10276 Section3.0 to 12.0mm thicknessHastelloy C276 AMS 5666 Channel Bar80 x 40mm to 150 x 75mm section; 5.0 to 6.0mm thicknessN10276 Hollow Bar32mm OD x 16mm ID to 250mm OD x 200mm ID)ASTM B574 N10276 Billet Size1/2" to 495mm DiameterFinishCold (bright) drawn, centreless ground, hot rolled, smooth turned, peeled, slit rolled edge, hot rolled annealed, Rough Turned, Bright, Polish, Grinding, Centreless Ground & BlackToleranceH8, H9, H10, H11, H12, H13K9, K10, K11, K12 or as per clients’ requirementsSurfaceHot Rolled Pickled, Bright, Sand Blasting Finished, Cold Drawn, Hairline, PolishedConditionHardened & tempered, annealedTechniqueHastelloy C276 Cold Drawn, Hot Rolled, Forged Round Bar,Cold Rolled, RodProcessingBar cutting to 650mmFormHastelloy C276 Round, Welding Rod, T-Bar, Rod, Precision Ground Bar, Channel Bar, Square, Flat Bar, Blocks, Round Rod, Hollow, Rings, Rectangle, Hex (A/F), Triangle, Threaded, Profiles, Billet, Ingot, I/H Bar, Half Round Bar, Forging etc.Our stockyad location for fast delivery across IndiaHyderabad, Noida, Shivamogga, Pimpri-Chinchwad, Agra, Coimbatore, Chennai, Tiruchirappalli, Tirunelveli, Bhubaneswar, Chennai, Pune, Bengaluru, Ahmedabad, Thiruvananthapuram, Dhanbad, Navi Chennai
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What Is The Technical Name For Square Pipe?
The humble square pipe – is a ubiquitous building block in construction, engineering, and creative projects. But what's its official name? Is it simply an MS Square Pipe, or does it have a more technical term that conveys its specific properties and purpose? At JRS Pipes And Tubes, your MS Square Pipe Manufacturers, we believe in precise communication and clear distinctions. So, let's delve into the world of square pipes and uncover the technical term that accurately captures their essence.
The Case of Square vs. Rectangular
While MS Square Pipe seems an intuitive term, it can lead to confusion in technical settings. This is because the term "pipe" typically refers to a hollow cylinder with a circular cross-section. So, to avoid ambiguity, the technical term for a square-shaped hollow section is:
Square Hollow Section (SHS)
This accurately describes its shape and internal cavity, differentiating it from both solid square bars and pipes with circular profiles. Additionally, the term SHS encompasses a wider range of applications beyond mere "piping", highlighting its versatility in structural and decorative elements.
Beyond the Acronym: Understanding SHS Properties
Knowing the technical term is just the first step. To truly appreciate the capabilities of SHS, let's explore its defining characteristics:
Cross-section: As the name implies, an SHS boasts a perfectly square internal and external shape with four equal sides. This symmetry offers unique advantages in terms of load distribution and aesthetics.
Wall thickness: Similar to other hollow sections, SHS comes in various wall thicknesses, tailoring its suitability for different load-bearing requirements. Thicker walls provide greater strength for structural applications, while thinner walls might be preferred for decorative purposes or weight reduction.
Material: SHS can be manufactured from various materials, including mild steel, galvanized steel, stainless steel, aluminum, and even plastic. The choice of material depends on factors like corrosion resistance, strength, weight, and desired finish.
Manufacturing techniques: SHS can be produced through various methods, including hot rolling, cold forming, and welding. Each method imparts unique properties to the SHS, influencing its strength, dimensional accuracy, and surface finish.
Unleashing the Potential of SHS
From robust structural frameworks to sleek contemporary furniture, SHS finds application in a diverse range of industries:
Construction: Building columns, beams, braces, handrails, and cladding all benefit from the strength, versatility, and clean lines of SHS.
Mechanical engineering: Machine frames, guards, and components often utilize SHS for its lightweight yet sturdy nature.
Automotive industry: Chassis components, roll cages, and even decorative trim find SHS an ideal material.
Furniture and design: With its clean lines and customizable finishes, SHS lends itself beautifully to tables, chairs, shelves, and architectural elements.
Your Trusted MS Square Pipe Manufacturer
As a leading MS Square Pipe Manufacturer, JRS Pipes And Tubes understands the nuances of SHS and offers a comprehensive range of products to meet your needs. We pride ourselves on using high-quality mild steel, adhering to strict manufacturing standards, and delivering consistent product quality.
Contact us today to discuss your specific requirements and discover how JRS Pipes And Tubes can be your trusted partner in bringing your projects to life.
Remember: When it comes to square pipes, clarity is key. Embrace the technical term – Square Hollow Section (SHS) – and delve into the world of possibilities it offers. And for all your MS Square Pipe needs, JRS Pipes And Tubes is always here to support your vision.
#ms pipe#business#ms square pipe#construction#mild steel pipe#steel pipe#square pipe#jrs pipes and tubes#ms rectangular pipe
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Galvanized square tube
Galvanized square tube is a kind of hollow square section steel pipe with square cross-sectional shape and size made of hot-rolled or cold-rolled galvanized steel strip or galvanized coil as billet by cold bending and then by high-frequency welding, or a galvanized square tube made of cold-formed hollow steel pipe by hot-dipped galvanizing. Uses Since galvanized square tube is galvanized on square tube, it makes the application range of galvanized square tube has been greatly expanded compared with square tube. It is mainly used in curtain wall, construction, machinery manufacturing, steel construction projects, shipbuilding, solar power generation bracket, steel structure engineering, power engineering, power plant, agriculture and chemical machinery, glass curtain wall, automobile chassis, airport, etc.
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Alloy Steel T2 Hydraulic Tube Exporters in India
ASME SA213 T2 Tube is one of the most versatile metal alloy materials used in manufacturing and fabrication. asme sa213 grade T2 is manufactured through an extrusion process where the tube is drawn from a solid stainless steel billet and extruded into a hollow form it is a hollow cross section and both sides of the expansion of the resistance. SA213 T2 boiler tube are suitable for supporting the passage of gas at high temperatures, and for this reason they are generally made through cold drawing, which gives the pipe a mechanical compactness of considerable efficiency.
There are endless variations of A213 T2 boiler tube, since they can be made with different diameters and thicknesses, as well as with steel equipped with various characteristics depending on the expected use. T2 boiler tube requires heat treating to achieve some of the improved properties like toughness, strength, hardness, hardenability, corrosion and wear resistance.
Specification Schedule of Alloy Steel T2 Tubes
SpecificationsASTM A/ASME SA 213, A691DimensionsASTM, ASME, and APISize1/2″ OD up to 5″ OD, customs diameter also availableOuter Diameter6.2500mm; WT:1-200mmScheduleSCH20, SCH30, SCH40, STD, SCH80, XS, SCH60, SCH80, SCH120, SCH140, SCH160, XXSTypeSeamlessFormRound Pipes, Custom Pipes, Square Pipes, Rectangular Pipe, "U" Shape, Hydraulic PipesLengthSingle Random, Double Random & Cut Length.EndPlain End, Beveled End, Treaded
For More Information: Visit Our Website -https://www.chhajedalloys.com/alloy-steel-grade-t2-tube-manufacturers-suppliers-exporters-stockists.html Call Us: +91 98215 13630 E-mail:[email protected]
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Carbon Steel Tube - Petropipe oil and gas
Stockist of a wide variety of Carbon Steel tube Supplier in UAE
Petropipe stocks a variety of carbon structural steel grades in both steel tubes and pipes. Steel tubing size options include rectangular, round, and square. Structural carbon steel shapes are ideal for construction.
The variety of shapes available, from I-beams to angles, as well as pipes and tubes all, have high cross-sectional stiffness due to their second moment of area. Structural shapes can come in many materials, carbon steel is a good choice for when your project requires a high-strength material and low luster isn’t a concern.
Our most popular structural grade is ASTM A500 carbon steel tubing. ASTM A500 is a standard specification for cold-formed welded and seamless carbon steel structural tubing in round, square and rectangular shapes. A500 is the most common specification in North America for Hollow Structural Sections (HSS).
Specification: SA179 and SA178 Grade A,B and C
Size Range: 3/8” – 1”
Grade: Gr. A
Standard: A106, API 5L, ASME B36.10M-1996 DIN1626, DIN1629, DIN17175, DIN 2448 JIS G3452, JIS G3454, JIS G3455, JIS G3456, JIS G3457, JIS G3461
Seamless Pipes Size: 1/2” NB – 60” NB Erw Pipes
Size: 1/2” NB – 24” NB Efw Pipes Size: 16” NB – 100” NB
Thickness: SCH 40, SCH 80, SCH 160, SCH XS, SCH XXS, All Schedules
Type: Seamless / ERW / Welded / Fabricated / LSAW Pipes
Length: Single Random, Double Random & Cut Length or As per customer’s requirement
Form: Round Pipes/Tubes, Square Pipes/Tubes, Rectangular Pipe/Tubes, Coiled Tubes, “U” Shape, Pan Cake Coils, Hydraulic Tube
Surface: Black painting, varnish paint, anti-rust oil, hot galvanized, cold galvanized, 3PE, etc
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IS 4923 Grade YST 310 Hollow Section - Triton Alloys Inc is one of the Prominent Manufacturer and Supplier of Cold formed IS 4923 YST 310 welded structural hollow sections, Is 4923 rectangular hollow sections iron steel square tube at best Price in Mumbai, India.
#IS 4923 YST 310 Tube#IS 4923 YST 310 Seamless Rectangular Hollow Section#IS-4923 YST 310 SHS#IS 4923 Grade YST 310 Hollow Section
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At Ranflex Metals, these IS 4923 YST 310 Cold Formed Seamless Square Hollow Section Tubing is available in different shapes and sizes, customer can get it easily in their desired shapes and sizes. The international quality of standards of 4923 YST Mild Steel Cold Formed Square Tubes are ASTM, API, ASME, AIS, etc. It consists of excellent tensile strength and best weldability properties.
#Cold Formed YST 310 Mild Steel Square Hollow Section Exporters#IS 4923 YST310 CS Cold Formed Square Pipes Distributors#IS 4923 YST-310 Cold Formed Square Box Section
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a bunch of powers/hybrid smp character design hcs based around their powers in the mod:
(small warning for slight body horror in tubbo and wilbur’s sections, and horror themes in wilbur’s section)
this got long so here’s a snapshot of my fav bits above the read more:
tubbo can open his stomach up like a shulker, and just reach in there and put stuff in and get it out again
wilbur’s physical appearance is dependent on how well rested the person looking at him is
tommy glides by t-posing because his arms are his wings
ranboo can open unhinge his jaw and open his mouth like an enderman, and he has like an extra layer of mouth skin like a snake that you can only see when his mouth is unhinged
Phil hates places with low ceilings cause his wings are super long and he can’t stretch them out
Niki’s got gills on her neck to help filter water, so when she wants to talk to people above water she has to stick just her head out of the water and leave her neck beneath it
You know su!peridot’s augments she had at her intro, jack can like do that with his clawed fingers. Just like detach them at will and control them but they can’t go very far from him so it isnt very useful
Shulk!Tubbo:
tubbo has pretty thick skin with a slightly sickly pallor even though he’s perfectly healthy
he also has a carapace that’s similar in color and texture to a shulker’s shell covering the parts of his body that don’t bend(arms, legs, top of his head, upper chest) he can use these to block sword blows but if the sword is sharp enough it’ll stick cut into his skin
the carapace itself doesnt bleed, but it does heal and tubbo feels pain if it gets cut
like a lobster or turtle the carapace is a part of tubbo’s skin and can’t be removed(without extreme pain)
his hands are also reinforced by his carapace, giving him sharp claws at the tips of his fingers, and this is why he can punch through stone easily and without breaking his hand
he’s also pretty heavy underneath this extra armor and as a result he’s got a lot of intense muscle mass
tubbo can open his stomach up like a shulker, and just reach in there and put stuff in and get it out again, but it has limited storage
it kind of makes his stomach look like a shulker, with interlocking squares
the stuff inside his stomach exists in a type of hammerspace(we’ll just call it shulkerspace) so if you were to cut him open the stuff wouldnt be there
you do NOT want to stick your hand into tubbo’s shulkerspace, he can do it with no ill effects but if someone else did they might as well wave goodbye to that hand even if tubbo doesnt close his shulker mouth on your hand
Phantom!Wilbur:
wilbur can do like... ghost things like turning invisible and walking through walls in phantom state
particularly astute(or anxious) people can sense when wilbur’s nearby in phantom state, but not accurately guess where he is
wilbur oftentimes goes in and out of phantom state without even realizing it, sometimes just vanishing in the middle of the conversation because he let his mind wander
he also burns in the daylight which is sadge but not when in phantom state so he sometimes goes into the phantom state on reflex when entering a very bright room
wilbur can sense how tired people are, and if they are tired enough to summon phantoms wilbur can sense whose insomnia the phantoms are targeting on sight
wilbur looks like how you’d expect a ghost to look: see through, human, or at least... that’s what he looks like when you wake up in the morning
his physical appearance is dependent on how well rested the person looking at him is, but he is always corporeal when out of the phantom state
by nighttime, when you’re getting ready for bed wilbur’s eyes are green and if you look closely they glow in the dark, and if you look closer a skeleton makes itself clear beneath wilbur’s skin. it is not a human skeleton
by morning the next day without sleep transparent membrane stretches between wilbur’s claws and you can clearly see the skeleton. fangs protrude from its mouth and its rib cage stretches grotesquely outwards with every breath wilbur takes
by the second night wilbur’s transparent skin is blue and phantom membrane has escaped the confines of his hand and run down the length of his arm, extra bones begin to grow from the skeleton to accommodate the growing wing. it is harder to see through him.
by dawn of the third morning you can see a tail, more bone than blue, leathery skin, lashing behind wilbur, it seems to always whip itself in your direction. it stings when it touches you, but not for long. his frayed wings are fully formed.
night falls and wilbur’s glowing green eyes are sunken in, practically floating in black eye sockets. his skin looks vacuum sealed, giving you a perfect map of the meatless bones inside. he is entirely opaque, you cannot see through him but his stark white skeleton, expanding, stretching, and clawing at you, is clearly visible
you sleep, and wilbur looks human once again
this version of wilbur doesn’t only exist in the minds of the sleep deprived. if you let him stay in the edges of your vision too long, no matter how rested you are, you can see this form
by the time you focus your vision on him wilbur will be back to his normal state. you can’t see what your brain desperately tries to refuse. it is only when your mental walls have been broken down that you can witness wilbur’s form. for better or for worse.
Avian!Tommy:
instead of having an extra set of limbs like phil tommy’s wings and arms are the same limbs, like a harpy(and like wilbur)
where the wing’s wrist is(essentially where it bends, if you’re unfamiliar with bird anatomy) Tommy has some extra human-like clawed fingers that he uses as hands
tommy isnt strong enough to fly with them, even if he is very light thanks to hollow bones. he can glide, though
yes, this does mean that tommy glides by t-posing
tommy also has talons for feet, which sort of assist him in being slightly faster than everyone
his feathers are the same colors as a red parrot’s, and he keeps them very well maintained so they keep their lustrous color
he’s also got a lot of feathers dotting his body, like around his ears and stomach and they protect him from the cold in the high up areas he likes sleeping in
ok i dont really have anything to say abt his veganism he’s just Like That because parrot(cause god knows chickens are omnivores)
he has a beak that he uses for nuts and seeds and he can make bird noises!
And he’s got a small feathery tail that isnt useful for much but does look cool
Even though he can’t fly Tommy does have a third eyelid like a bird, it goes side to side and is transparent, he mostly just uses it while gliding or swimming
Enderian!Ranboo
Very tall boy with very long arms
Honestly very similar to dsmp!ranboo
Water burns him like acid and leaves behind very distinctive burn scars but he heals pretty easily from water burns
He is Constantly bamboozled by people wearing pumpkins and he’s Not a fan
Ranboo can open unhinge his jaw and open his mouth like an enderman, and he has like an extra layer of mouth skin like a snake that you can only see when his mouth is unhinged
He’ll avoid eye contact at all cost because it agitates him and gets him unreasonably angry at whoever he’s talking to, the others have gotten very good at avoiding eye contact with him, though
Teleporting is a lot of fun to him and he’ll sometimes just teleport around just for the sake of it, because he can sense the change in location when teleporting in a way humans with ender pearls cant
Enderians are the results of people trying to fuse together with end-based magic and so all of them have the half and half texture of their skin, but most of them all have the same powers
Speaking of skin, Ranboo’s ender skin is strangely smooth and he doesn’t have a protruding nose, just slits in his face he smells through
He also doesn’t have any body hair at all, but his long ears generally distract from that
Elytrian!Phil
Phil is an incredibly light person, compared to a human he’d be dangerously underweight
He’s essentially skin, hollow bones, and elytra because if he was anything else he wouldn’t be able to fly especially with armor on
However this and his hollow bones means he’s pretty weak in all areas, especially underground
Thanks to his Brain he gets slow and weak under low ceilings and also sadge
Aside from the kind of unearthly tint to his skin Phil looks pretty human, aside from the elytra of course
He’s got insect wings protected by an elytra. So, elytra on beetles and things are kind of like a half circle protecting the wings and pressing them to the body of the beetle, and this works because beetles are wing shaped- phil is not
So, phil has very unique elytra that completely encase his wings, and the top part moves out of the way to let his wings fold out so they’re like twice his height- and that partially adds to his dislike of low ceilings, he can barely stretch his wings
Phil’s got fragile beetle wings so they look pretty fragile but they can withstand a beating and carry Phil a ways(though it’s partially phil’s innate magic that lets him shoot into the sky)
Phil has a transparent third eyelid just like Tommy
And, he has antennae that he uses to feel the wind while flying
Merling!Niki
Niki essentially has two types of skin: a human-looking thick layer of skin that covers the upper portion of her body and an even thicker scale-like layer that covers the lower half
Her human-like skin is very rough and it doesn’t absorb water like human skin does, the scales are smooth but also don’t absorb water
She has two legs and a long, thick tail she uses to propel herself through the water, the tail is entirely covered in her blue scales
Her hands and feet are webbed so when she swims she spreads her hands out to help push herself through the water
Niki also has decorative fins on various places on her body like her ears, legs, arms and stomach, they’re all blue and can’t be controlled in anyway
She’s got gills on her neck to help filter water, so when she wants to talk to people above water she has to stick just her head out of the water and leave her neck beneath it
Breathing in air and rain at the same time is extremely uncomfortable and leaves her constantly feeling short of breath but she considers it well worth it to walk on land for a period of time
She also has sharp teeth because: yes
She doesn’t have eyelids, though, her eyes are built like a fish’s
Blazeborn!Jack
Jack constantly gives off heat, he wont burn anyone but you’ll get very hot if you stand too close to him for too long
He has metallic blaze skin that glows like molten metal if he was recently on fire or in lava
You know su!peridot’s augments she had at her intro, jack can like do that with his clawed fingers. Just like detach them at will and control them but they can’t go very far from him so it isnt very useful
And, of course, he’s immune to poison and hunger because he’s basically an android, he’s like a gold material and metal cant get poisoned or hungry
Jack will, however, become fatigued if he’s away from intense heat like fire or lava for too long, like a week
He gets hurt in water because the water basically sucks the heat away from him and that actually hurts him
Staying in a cold biome too long would do the same thing if jack didnt go prepared with warm clothing and probably a flint and steel but tbf to jack humans also die in cold biomes if they’re unprepared
I’ve got nothing for fragranceman right now as i’m not sure if schlatt’s going to be on the server a lot
But i might make skins for these!
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In the Steel Steeds Heart
Chapter 16: Bloodmoon’s Dawn
Warnings: strong language blood/gore, body horror, dead bodies, fire
Summary: Heisenberg searches for Juniper the morning after the hunt.
Feedback appreciated. 18+
Heisenberg trudged through the village. The sun had just started to rise in the pale dawn, the village trying to regroup after the Hunt.
He’d heard the gunshot, over the screams and howls. It made his blood run cold, fear and worry churning his gut into a mess.
The feeling didn’t leave him as he wandered the somber streets, the smell of blood and shit assaulting his nose.
But, above that, the horrid odor of burning hair and flesh rose with the wind. He rounded a corner to see a collection of men throwing bodies into a fire, the heat of it reaching his skin from that distance.
Most were Lycans, but there were a few dead and mangled villagers added to the blaze. Their fear of the dead turning spurred the villagers to burn both the creatures and the felled alike.
The thought of finding her on the pile….
He shook the thoughts away, trying to avoid the darkness that crept the corners of his brain.
He heard the wails of a woman, mourning a lost husband or son. He didn’t care to listen for details.
He continued along the street, looking into every fire for a familiar shape. His pale eyes scanning the charred bodies for anything resembling a varcalac alpha.
He sighed with relief when none were in the masses. Heisenberg had found her boots and coat discarded in the snow, her compass not far after. He deposited them in a safe location before searching the rest of the village.
The sound of bells echoed through the cold morning. He sneered, watching as the villagers began to flock towards the church. Mother Miranda, no doubt, was there to welcome them with promises of safety.
A few of the villagers stopped, falling to their knees before Heisenberg. Their voices were low and desperate mumbling for a mix or forgiveness and pity.
He reeled back a bit, before hurrying around them. He didn’t have time to waste coddling.
What he was looking for obviously wasn’t here anymore. He set his sights for the stronghold.
He walked the paths, over countless paw prints and bloody drag marks under his boots. The Lycans always retreated to the stronghold after hunts, to eat the dead they stole and to rest.
Heisenberg saw a few on the way, scrabbling around the rocks and tying up body’s for safekeeping.
The smell of gore was stronger as he entered the already opened doors, he could hear the creatures shuffling around within. If the villagers weren’t so fearful, they might have half a mind to torch this place.
He didn’t use caution as he strode through, the sound of his boots echoing off the ancient walls.
In a shadowy corner there was movement, something much bigger than a Lycan, and too bestial to be Urias.
He came forward, eyes adjusting to the darkness. His breath caught with relief: she was here and she was alive…
Juniper was still in her mutated form, laying bunched up along the old stone. Other Lycans and varcolacs were piled around, resting after the hunt.
Heisenberg stepped closer, seeing blood leak from a wound on her arm.
She raised her beastial head, a low growl coming from her chest.
“Hey now bitch, it’s me,” he lowered his voice, showing her his hands, “It’s Karl.”
She pulled her wounded leg closer, head dipping down. Her bloodied lips curled up as her wet nose twitched.
Sniffing at his offered hands, her hackles lowered.
Juniper leaned down and licked her wound gingerly.
Heisenberg knelt down by her, trying to look the leg over. It looked to be a bullet wound. Juniper’s tongue lathed it over, blood oozing out of the hole as soon as she licked it away.
“Got caught?” He frowned.
He could sense the metal still lodged in the flesh.
He reached out and gently touched her muzzle. Her multiple green eyes flicked up to him as she closed her unnaturally elongated jaws.
He scratched the bridge of her nose, easing as he watched her close her eyes.
There was a pleased rumble from her throat as she nuzzled into the contact.
“What I have to do is going to piss you off.” He admitted, worry etching into his features.
“Hies….en…” her voice croaked out, distorted and garbled in her mutated jaws.
He smiled weakly, “Yea, Doll. It’s me.”
“H….urt.” Her eyes of liquid green looked into his.
He squared his jaw, feeling a thorn in his chest.
“It’s going to get worse before it gets better.” He focused on the metal. Being as careful as possible, he began to dislodge the bullet with his powers.
Her form tensed, muscles bunched under the skin. She made a sound of warning, baring her teeth.
He didn’t waver, his eyebrows bunching with concentration. Suddenly, with a wet sucking sound, the bullet came free.
Heisenberg released it, the metal tinkling against the stone of the floor.
Juniper’s pointed ears came forward at the foreign sound. She sniffed the bullet with interest.
“Now what will we do with you?” He sighed, “Did you eat anyone?”
Juniper stood, shaking like a dog before padding closer to him. Her large head nudged him, causing Heisenberg to fall back on his butt.
She snuffled his shirt, pressing him down onto the stone.
He chuckled, trying to push her massive head away as her tongue came out.
She lapped at his face, her breath smelling of blood.
Heisenberg pushed her head to the side, “Damn, who's the nasty one now, bitch?”
She warbled pacing back into her spot, sitting down. Frowning, Heisenberg scratched his chin.
How to get her home?
He made a makeshift collar out of a piece of sheet metal folded in on itself, hooking a chain through it like a leash. Seeing her collared and chained sent a pang though him.
He frowned, his aggressive handling involving her throat still a stinging thorn in his mind.
He was surprised however how easily she followed the lead.
How much of her mind is left in this form?
He thought. Now that she was tired out and fully fed she was better behaved then the Lycans, padding after him as he led her out of the stronghold. The Lycans outside tilted their heads curiously as they passed.
Juniper’s back tendrils lazily flowed around her, like sea grass in the ocean current. They would sometimes bat into Heisenberg or disturb the snow covered branches overhead.
The trip back took much longer than expected. Heisenberg was forced to avoid the outskirts of the village entirely, making the way back longer anyways. Not to mention, in this form everything smelled new and interesting to Juniper’s sensitive nose. Heisenberg would get stopped every few feet by her shoving her face into a log or trying to scratch around in the dirt. It was akin to walking a large dog, he mused.
With the factory grounds in sight, his patience waned in wake of her most recent pit stop.
“Buttercup, you are really pissing me off.” He hissed, yanking on the chain. She whined, looking at him dejectedly as she padded up beside him.
Her head shot up, sniffing at the air. Her ears perked up as she looked towards the factory excitedly.
Heisenberg chuckled, “Yea, we’re going home.”
Before he could brace himself she went tearing off towards the factory, almost ripping the chain from his hands. He was forced to take a full run to keep up with her.
When they got to the fence he let go as she scrabbled over the top.
Falling off onto the other side with a thud, she looked at him expectantly.
The gate rattled open, as he walked through. He paused to ponder what to do with her now. He had hoped she would have changed back during the journey over, but her mutated form was locked in like a tick. She was also filthy, caked in a layer of blood and grime.
He led her to the back of the factory, practically having to push her onto the larger elevator. This was saved for when he had to transport larger scrap into the underbelly. But she should fit fine.
He took her to base level four.
Once there he hooked the chain to the wall, positioning her over some grates. She tugged at the bonds until she heard the sound of a faucet turning.
He came back brandishing an old rubber hose.
“Let’s get you cleaned up.” He said as he pointed the nozzle at her.
Heisenberg hosed her off, blood and mud washing away. The dirty water trickled away through the metal grates she stood over.
After he shut the water off, Juniper stood dripping and shivering. Her mane of dark curls, heavy and waterlogged, she resembled a drowned sheepdog.
“K-Ka….rl?” Her monstrous voice eked out. She pulled her twisted legs closer to herself as she shivered.
He frowned, “Yea, Yea…I know the water was cold.”
She gave a small whine like a dog, looking down.
“You should dry off soon, it’s warm here.” He soothed. He made sure the ventilation system kicked on, forcing dry air though the lower sections of the factory.
He heard a hollow clinking sound, spinning around to find Juniper’s jaws biting at the large pipes. She pulled at them, shaking her monstrous head a bit.
“Hey!” Heisenberg shouted, “Don’t eat my shit!”
One of her many eyes flicked over to him as she continued.
He stomped closer, hearing a growl from deep in her chest.
“Hey!”
She paused for a moment, peering at him before starting to tug at the pipe again. He pulled on the chain, causing her to stumble back a bit with a whimper.
“Juniper, stop it!” He scolded her like a dog. She huffed.
He noticed the tendrils on her back began to recede, pulling into the bubbled flesh. Her scar also looks less angry.
Seeing her safe and starting to calm gave him time to think. Questions pooled around his head:
Miranda had to know Juniper could turn…but why was she testing the limits of it? Did she want to use her as a weapon or was it just more of her sick curiosity?
He didn’t know, but it made him feel sick. He hated seeing Juniper like this, twisted and bloodthirsty.
Seeing her start to get even a shadow of control over this form brought him some relief. If she could control it fully she’d be much less of a danger to herself.
Was it hunger related? Or just moon patterns, maybe?
The bloodmoon had definitely affected her much more deeply than any moon faze had prior. He scratched his beard, deep in thought.
#resident evil village#karl heisenberg#heisenberg x oc#re8 oc#heisenberg#in the steel steeds heart#resident evil#heisenberg smut
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Randomly Generated Spells, Statted
I took 24 hours of spell names generated by @Spellgenerator on Twitter during 10/19/2020 and statted them out as quickly as I could. Beware their balance and grammar.
Gingerbread Trap
4th-level conjuration
Casting Time: 1 action
Range: 90 ft. (20-foot square)
Components: V, S, M (a piece of candied ginger)
Duration: Concentration, up to 1 minute
You conjure a hollow gingerbread house to fall onto your foes, trapping them inside the cube of cookie. The house falls on each creature in a 20-foot square centered on a point you can see within range. Each of those creatures must make a Dexterity saving throw.
On a successful save, a creature can use its reaction to move to the outside of the area if it is able to move.
On a failed save, a creature is trapped in the gingerbread house. Each 5-foot square of the gingerbread house’s walls and ceiling has an AC of 15, 30 hit points, immunity to poison and psychic damage, and it is edible. A large creature can eat through a 5-foot section of gingerbread using their action. When a section of the house is destroyed, it opens a hole through which creatures can escape. All uneaten gingerbread disappears when the spell ends.
Norah’s Elastic Wounds
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a tiny rubber ball)
Duration: Concentration, up to 1 minute
One willing creature you touch gains wounds that repel their foes. For the spell's duration, the target gains resistance to bludgeoning damage. In addition, whenever the target takes damage from a melee weapon attack, the attacker must make a Strength saving throw. On a failed save, the attacker is bounced 15 feet away from the creature and is knocked prone. On a successful save, the attacker's target is pushed 5 feet away from them instead.
Charm Objects
4th-level enchantment
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes
Each object and construct in a 30-foot radius centered on you becomes charmed by you for the spell's duration. If those objects or constructs are creatures, they can make a Wisdom saving throw to resist the effect, and have advantage on the saving throw if you or your allies are fighting them. Even creatures that are normally immune to the charmed condition become charmed in this way.
Charmed objects treat you as a friend and will follow your verbal commands to the best of their ability, even if you do not share a language with them. Each time an object takes damage, it makes a new saving throw, ending the effect on a success.
Abhorrent Blood
3rd-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (an aberration's eyeball)
Duration: 10 minutes
One creature you touch gains an enchantment that weaves fear into their spilled blood. Whenever the target takes damage from an attacker within 10 feet of them while the spell is in effect, the attacker must make a Wisdom saving throw. On a failed save, the attacker becomes frightened of the creature. The frightened creature can make a new saving throw at the start of each of their turns, ending the effect on a success. The effect also ends if the frightened creature loses sight of the source of its fear or ends their turn more than 30 feet away from the source of their fear.
Line of Rodents
4th-level conjuration
Casting Time: 1 action
Range: Self (40-foot line)
Components: V, S, M (a clump of rat fur)
Duration: 2 rounds
A stream of rodents flies forth from your extended finger. Each creature in a 40-foot long, 5-foot wide line must make a Dexterity saving throw. On a failed save, a creature becomes covered in swarms of biting rodents for 2 full rounds before they disappear.
Creatures covered in rodents at the start of each of their turns take 5d4 piercing damage and must make a Wisdom saving throw. Those that fail this save become frightened and move in a random direction up to half their movement speed during their turn. Roll 1d4 for the direction: 1, north; 2, south; 3, east; or 4, west.
Crystal Globe of Copper
3rd-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a copper bead)
Duration: 1 minute
You conjure a crystal globe surrounded in a filigree of copper which appears at a point you designate within range and hovers there. You can use a bonus action during each of your turns to move the globe 30 feet in any direction.
Whenever an effect would deal fire, lightning, or thunder damage to one or more creatures within 20 feet of the globe, the globe takes that fire, lightning, or thunder damage instead. If the effect would harm multiple targets, the effect harms only the globe instead. The globe has AC 20, 30 hit points, resistance to fire and lightning damage, and vulnerability to thunder damage.
The spell ends if the globe is destroyed or if you end your turn and the globe is further than 120 feet from you.
Boost of Arrows
2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 turn
Your standing jump height and distance becomes 30 feet until the end of your turn. The next time you jump this turn, your movement does not provoke opportunity attacks and you can make one ranged weapon attack with a held ranged weapon against any number of creatures within 15 feet of you at the start of your jump. You must expend a piece of ammunition for each attack made this way. Each attack that hits deals a bonus 1d6 thunder damage.
Eduardo’s Obsidian Memory
6th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a shard of obsidian)
Duration: 8 hours
One creature you touch has their memories warded against tampering, and also harms those that make the attempt. The creature automatically succeeds at saving throws against magic that would alter or erase their memory and gains resistance to psychic damage for the duration. Whenever a creature targets the warded creature with a spell or effect that would alter or erase their memory, they must make a Charisma saving throw or take 10d8 psychic damage as they are bombarded with shadowy energy.
Boneweaver’s Iron Blast
5th-level conjuration
Casting Time: 1 action
Range: 150 feet (20-foot radius)
Components: V, S, M (a shard of iron)
Duration: Instantaneous
You cause an eruption of iron shards in a 20-foot radius sphere within range that shreds flesh, armor, and objects alike. Each creature within the spell's radius must make a Dexterity saving throw. On a failed save, a creature takes 2d10 thunder damage and 4d10 slashing damage. Armor and shields worn by those creatures takes a permanent -1d4 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
Creatures that succeed at this saving throw take half as much damage and their armor and shields are unaffected. Inanimate objects in the area automatically fail their saving throws. Undead creatures are immune to the effects of this spell as the iron shards pass harmlessly through them.
Sculpt Steed
3rd-level transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
You transform a friendly beast into a form suitable for a Medium or Small creature to ride. The creature's size becomes Large or Medium (your choice).
If the creature increased in size, it gains an additional d4 of damage from any attacks it makes for each size category it increased. It's Strength score becomes 16 and its Intelligence score becomes 2 unless it was already higher.
The creature's existing movement speeds become 60 feet, unless it was already higher. If a creature lacked a form of movement, it remains 0.
If it had no attacks, it gains a Slam melee weapon attack with an attack bonus of +5 and deals 2d4 + 3 damage on a hit.
The creature gains the knowledge and training for that of a standard riding animal.
When the spell ends, the creature returns to normal.
Elemental Boost of Copper
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a copper wire)
Duration: Concentration, up to 1 minute
Your arms take on a copper sheen, greatly conducting certain channeled energies. For the duration, you gain a +1 bonus to your AC.
In addition, whenever you roll for damage for a spell that deals fire or lightning damage while this spell persists, you maximize the values of up to 2 of the damage dice rolled.
Melancholic Illusion
5th-level illusion
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a frowning mask)
Duration: Concentration, up to 1 minute
You create an illusion around a point or creature within range. Creatures of your choice that can see the illusion that start their turn within 30 feet of it must make a Wisdom saving throw or become overwhelmed with melancholy as they behold a sad memory from their past. The affected creature becomes stunned until the start of its next turn. After that the creature rolls a d6 and subtracts the result from each of its attack rolls and ability checks as long as it can see the illusion and as long as the spell persists. It cannot attack a creature that is the source of its sadness.
Once a creature succeeds or fails at a saving throw against this spell, they automatically succeed at saves against this spell until it ends.
Carsil’s Chilly Dart
3rd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 3 rounds
You launch a freezing dart at a creature that hinders their movement. Make a ranged spell attack against a creature within range. On a hit, the target takes 3d8 cold damage immediately and 2d8 cold damage at the start of each of your turns for the following 2 rounds. Each time a creature takes cold damage from this spell, the target must make a Constitution saving throw or become restrained until the end of their next turn.
Elastic Polyhedron of Dust
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of dust)
Duration: Concentration, up to 1 minute
You create a many-sided polyhedron of animated dust particles centered on a point you can see within range. The polyhedron is composed of a top and bottom, plus up to 1d4+3 20-foot square panels arranged as you choose (provided each connects to one another). Creatures inside the polyhedron looking out or outside looking in treat the area on the other side as heavily obscured.
Creatures passing through the walls of the polyhedron must succeed at a Strength check against your spell save DC to do so. Those that fail this check are repelled and pushed 15 feet away from the polyhedron's face.
Arrows, bolts, and other ordinary projectiles launched at targets behind the panels of the polyhedron are rebounded on the attacker, using your spell attack modifier and the weapon or projectile's damage. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through the polyhedron.
Thunderous Scepter of Acid
3rd-level evocation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A club or quarterstaff you are holding is imbued with elemental power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. When you hit with a melee attack using the weapon, the attack deals a bonus 2d6 thunder and 2d6 acid damage.
The weapon also becomes magical, if it isn’t already. The weapon is useless in the hands of another creature, acting as a normal weapon of its type.
Imprison Emotions
8th-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S, M (a jeweled phylactery worth 5,000 gp, consumed by the spell)
Duration: Until dispelled
One creature you touch becomes completely emotionless, with their feelings trapped inside an elaborate jeweled phylactery, transported somewhere in the planes of shadow to wallow. The creature becomes immune to the frightened and charmed conditions, as well as any effect that would alter their emotional state. They gain advantage on Wisdom saving throws.
The creature also gains disadvantage on all Charisma checks as they can no longer appeal to others' emotions or empathize with them.
Once the spell ends, all of their emotions return to them in a rush. If the creature has been under this spell's effects for more than 1 month, they must make a Wisdom saving throw, taking 10d12 psychic damage and becoming frightened for 1 hour on a failed save. a successful save halves this damage and causes them to only become frightened for 1 round.
Time Weapon
5th-level divination
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 10 minutes
You conjure a sword enchanted with the power of time itself. During each of your turns, you can use an action to make a melee weapon attack against a creature within 5 feet. On a hit, you can choose to attempt to change the state of the creature, affecting them with the energy of the past or the future. An unwilling creature must make an Intelligence saving throw to resist the effect.
If the creature was affected by the past, their damaged form repairs itself partially or wholly. The target regains a number of hit points equal to 4d8 + your spellcasting ability modifier.
If the creature was affected by the future, they take force damage equal to 4d8 + your spellcasting ability modifier and disappear. The creature reappears in the same place from which they disappeared in 1d4 rounds.
Touch of Water
6th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a vial of water)
Duration: 2 hours
One creature submerged in water that you touch transforms into a water elemental for the duration of the spell. Their equipment merges with them and their statistics become those of the creature, except for their Intelligence, Wisdom, and Charisma scores, which remain the same.
When the creature is reduced to 0 hit points, the spell ends. When the spell ends, the creature immediately reverts to their original form and they take any remaining damage if damage caused them to revert.
Whip of Resistance
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You create a whip of radiant energy to lash out against the unjust. During each of your turns, you can use an action to make a melee spell attack against a creature within 15 feet of you. On a hit, the target takes 4d4 radiant damage and if the creature is of a lawful evil alignment, they must make a Wisdom saving throw. On a failed save, the creature becomes frightened of you for the duration of the spell. The creature can attempt a new saving throw at the end of each of its turns, ending the effect on a success.
Mezziane’s Direful Rebuke
2nd-level divination
Casting Time: 1 reaction, taken when a creature damages you with a single-target attack or spell.
Range: 30 feet
Components: V
Duration: Instantaneous
When a creature harms you, you rebuke them with a fearful threat of consequence. One creature that damaged you with a single-target attack or spell must make a Wisdom saving throw. On a failed save, the target takes 3d8 psychic damage and becomes frightened of you until the start of their next turn. On a success, the damage is halved and the target is not frightened.
Macabre Cube of Courage
4th-level enchantment
Casting Time: 1 action
Range: Self (20-foot cube)
Components: V, S
Duration: Concentration, up to 1 minute
You surround yourself in a shroud that impassions your allies and frightens your foes. This shroud takes the form of a 20-foot cube centered on you which follows your movements.
Friendly creatures within the cube are immune to the frightened condition and deal a bonus 1d6 necrotic damage with each of their attacks.
Hostile creatures that start their turn in the cube must make a Wisdom saving throw or become frightened for 1 minute and must spend each of their turns attempting to leave the cube's area. It cannot take actions other than the Dash or Disengage actions until it is out of the cube's area.
A frightened creature makes a new saving throw at the end of each of its turns, ending this effect on a success.
Trace of Morality
3rd-level necromancy
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
You gift the undead with death, and call the living to the grave. Each creature in a 30-foot radius of you must make a Charisma saving throw. Undead creatures that fail this save lose any immunities or resistances to necrotic damage for 24 hours. All creatures then take 5d8 necrotic damage, or half as much damage if they succeeded at their saving throw.
Illusion of Fire
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create the illusion of any evocation spell that deals fire damage, provided it is cast within this spell's range. The spell functions normally, except that that spell is completely intangible and causes none of its normal damage or ill effects. Creatures that would normally take fire damage from the spell, were it real, must make an Intelligence saving throw.
On a failed save, the creature takes 2d10 psychic damage.
On a success, the creature realizes the illusory nature of the spell and stops taking damage from it.
The illusion's fire appears to ignite flammable objects. Fire created by the illusion persists until this spell ends.
Sigmund's Addictive Glass
3rd-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
One glass vessel that you touch becomes enchanted to compel the next creature that drinks from it to drink as much alcohol as they can. That creature must succeed at a Wisdom saving throw to resist this effect. On a failed save, they are compelled to keep drinking alcohol using the enchanted vessel and continue to do so until they pass out from the alcohol's effects or until the spell ends.
The creature can consume a number of ounces of alcohol equal to 1 + their Constitution modifier with no ill effects. Beyond that, each ounce of alcohol consumed forces the creature to make a DC 15 Constitution saving throw. When the creature fails 1 of these saving throws, the creature becomes poisoned. After failing a total of 5 of these saving throws, the creature falls unconscious for 1d8+2 hours.
The creature is under no compulsion to knowingly harm itself or others in its pursuit of drink. If the creature takes any damage while under this effect, they can attempt a new saving throw, ending the effect on a success.
Hand of the Earth
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a hand made from rocks and soil that appears on the ground at a point you can see within range, occupying a space of roughly a 5-foot square. If a creature ends their turn in the hand's space, that creature must make a Strength saving throw.
On a failed save, the creature takes 3d6 bludgeoning damage and becomes restrained. A restrained creature can attempt a Strength check against your spell save DC using their action, freeing themselves on a success.
On a successful initial save, the creature takes half this damage and is not restrained.
You can use a bonus action during each of your turns to move the hand up to 30 feet along the ground in any direction.
If the hand enters the space of a creature during this movement, the hand stops moving and the target must make a save against the hand as if it ended its turn in its space.
Zone of Wonders
9th-level illusion
Casting Time: 1 hour
Range: Self (1 mile radius)
Components: V, S, M (2,000 gp worth of golden fleece)
Duration: Permanent
The area within a 1-mile radius centered on you when the spell was cast becomes suffused with fey magic that heightens the efficacy of illusions and makes it easier to buy into the strange and wonderful. Creatures have disadvantage on saving throws against illusion spells and on ability checks to discern illusions. Each illusion spell cast in the area has its duration doubled and the area it affects doubled.
Deep Javelin
2nd-level evocation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 round
You empower a javelin you touch to pass through the creatures it hits. A creature can use an attack to throw the javelin at a target within 120 feet. The javelin strikes at each creature in a line 5 feet wide that extends out from you to the target. Each creature in the line excluding you and the target must make a Dexterity saving throw, taking the javelin's damage plus 2d6 piercing damage on a failed save or no damage on a successful one. When the javelin reaches its target, make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 2d6 piercing damage.
The javelin's magic fades at the start of your next turn or once an attack is made with it.
Quisley's Gold Retreat
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You transform yourself into a golden piece of jewelry or statuette for the spell's duration. While in this form, you are petrified as gold and become a Tiny object. You remain aware of your surroundings out to 30 feet using your normal senses and you can continue to concentrate on this spell while in this form.
You can take damage in this form. Your AC is 15, you have 10 hit points, and you have immunity to necrotic and poison damage. If you are reduced to 0 hit points in this form, the spell immediately ends and you return to your normal form with the same number of hit points you had before the spell took effect.
Deplete Feast
2nd-level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (an empty bowl)
Duration: Instantaneous
You cause all edible food and drink in a 30-foot radius area centered on a point you can see within range to completely waste away into dust. Constructs made of food must make a Constitution saving throw. On a failed save, a creature takes 1d10 + 20 force damage.
Find Invisibility
1st-level divination (ritual)
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: 1 hour
For the spell's duration, you can sense if there are creatures or objects within a 30-foot radius of you that are invisible. The spell does not tell you where they are or their direction to you, but it does inform you how many invisible things are within the radius.
World of Thought
9th-level enchantment
Casting Time: 1 action
Range: Self (180-foot radius)
Components: V, S
Duration: Permanent
You and all creatures in a 180-foot radius become trapped with you in a world inside your mind. While you all are in this mental world, no time appears to pass at all in the real world thanks to the speed of thought.
The mental world has the same initial appearance as the normal world. Creatures cannot move beyond the spell's radius.
Creatures in the mental world use Intelligence modifier in place of their Strength modifier, their Wisdom modifier instead of their Dexterity modifier, and their Charisma modifier instead of their Constitution modifier for all attack rolls, ability checks, and saving throws.
In addition, since this world is in your own mind, you can use a bonus action during each of your turns to alter the physical shape and properties of a 20-foot cube of area in the world. You can change the atmosphere, water, temperature, gravity, and the general shape of the terrain within the sphere, including inanimate plantlife or manmade constructions, but not creatures.
Creatures other than you that are reduced to 0 hit points in the mental landscape are ejected from it, appearing at an empty space within 5 feet of you. Those creatures are reduced to 1 hit point and falls unconscious for 1 hour or until the sleeper takes damage, or someone uses an action to wake the creature.
If you are reduced to 0 hit points in the mental world or if you choose to end the spell using a bonus action, the spell ends. When the spell ends, all other creatures are ejected from the mental world to empty spaces on the ground within 30 feet of you. You awaken and are no longer in the mental world. Creatures' expended spell slots, items, and lost hit points are carried over from the mental world.
Gaseous Mace
6th-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You create a magical mace that seems to be made of mist. During each of your turns, you can use an action to make a melee spell attack against a creature within 5 feet. On a hit, the creature turns into harmless mist for the spell's duration. While in the form of mist, a creature cannot take any actions other than to move. The creature has a fly speed of 20 feet and is moved by strong winds. When the spell ends, creatures turned to mist by the spell return to normal and fall if they are in the air and do not have a fly speed.
Freezing Arsenal of Joy
6th-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You enchant up to 4 pieces of ammunition you touch to magically trap those they hit in an icy prison while presented with illusory images of joy.
When a creature is hit by one of the enchanted pieces of ammunition, the missile disappears and the target must make a Dexterity saving throw. On a failed save, the target becomes restrained by ice and then must make a Wisdom saving throw. On a failed Wisdom save, the creature becomes charmed by you for 1 minute and is stunned while charmed in this way.
At the end of each of its turns, a charmed creature makes a new Wisdom save, ending the charming effect for itself on a success. A restrained creature can use their action to make a Strength check against your spell save DC, freeing themselves on a success.
Any remaining ammunition disappears when the spell ends, and creatures charmed or restrained by the spell are freed.
Repair 'That' Guy
7th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
When you learn this spell or copy it into your spellbook, choose one specifically-named humanoid creature. Whenever you cast this spell, if that creature is visible to you and within the spell's range, that creature is returned to full hit points and cured of all conditions afflicting them. If the creature is missing any limbs, those limbs immediately regrow.
Laura's Topaz Reward
4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You cover a creature you can see within range in a set of magical armor with the scales of a topaz dragon. The creature's AC can't be lower than 18 and gains resistance to psychic damage while wearing the armor.
The creature can use its action during each of its turns to emit a watery blast in a 30-foot cone from its draconic helm. Each creature within the cone's area has water magically drawn from their bodies and must make a Constitution saving throw. Creatures take 6d6 necrotic damage on a failed save or half as much damage on a success.
Elementals made of water take the maximum damage from this effect, while constructs or elementals not made from water take no damage whatsoever.
Shroud of the Present
6th-level abjuration
Casting Time: 1 hour
Range: 150 feet (30-foot radius)
Components: V, S, M (a stopped clock)
Duration: Until dispelled
You create a magical ward on an area, preventing it from aging. You choose a location centered on a 30-foot radius within range. Anything within the spell's area ceases to age while there. Divination magic is also warded against divination. Any divination spell or effect that would sense something in the area's location instead just senses the location as it was when this ward was created.
Hail of Enfeeblement
4th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You cause a volley of magical arrows to rain down upon your foes. When you cast this spell, make a ranged spell attack against each creature in a 30-foot square centered on a point within range. On a hit, a target deals only half damage with weapon attacks that use Strength until the spell ends.
Each affected creature makes a Constitution saving throw at the end of each of their turns. On a successful save, the effect ends for that creature.
Why's Radiant Gate
4th-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (ashes from a burned door)
Duration: Until dispelled
You ward a magic portal or door of your choice that you can see within range, protecting it from unwanted intrusion. When you do, you choose a question with a factual answer.
Whenever a creature tries to pass through the warded portal, they hear the chosen question verbalized for them in their native language. Unless they answer the question correctly first, passing through the portal causes them to burn with radiant energy. The creature must make a Constitution saving throw, taking 10d6 radiant damage on a failed save or half as much on a success.
If this spell affects a magical portal, it disappears if that portal closes or is dispelled.
Arrow of Fright
2nd-level illusion
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You fire a magical psychic missile at a foe. Make a ranged spell attack against a creature within range. On a hit, the target takes psychic damage equal to 1d12 + your spellcasting modifier. The creature must make a Wisdom saving throw or become frightened of you until the start of your next turn.
Expeditious Wind
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You summon a wind that hastens creatures that move through it, and hinders those against it. The wind travels in a 150-foot long, 20 foot wide line starting at a point you can see within range. When the wind appears, you choose a direction for the wind to blow in. Creatures moving with the wind move 2 feet for every 1 foot of movement spent. Creatures moving against the wind must spend an additional foot of movement for every foot moved.
Racket of Evil
5th-level illusion
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bell made from bone)
Duration: Concentration, up to 1 minute
You create an unholy noise that blares within a 40-foot radius centered on a point you choose within range. Non-evil creatures in the spell's area are deafened and have disadvantage on saving throws to maintain concentration on spells and effects.
In addition, good-aligned creatures that start their turn in this area must make a Wisdom saving throw or become paralyzed until the start of their next turn. Creatures immune to the frightened condition are immune to this effect.
Shield of Reflection
4th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
You create a magical shield to ward off a spell or attack. If you are hit with a weapon or spell attack, you can use your reaction to reflect it back onto the attacker.
To do so, you make a new ranged spell attack against the attacker. On a hit, the target suffers the damage and all effects of the attack that would have hit you.
Healing Pocket of Fling
3rd-level conjuration
Casting Time: 1 action
Range: 5 Feet
Components: V, S, M (a small satchel)
Duration: 1 hour
You conjure a small pouch that flings healing potions at your allies. A creature holding the pouch can use an action to launch a healing potion at a creature within 60 feet of them. That creature can use its reaction to catch and drink the healing potion.
The pouch contains 5 potions of healing when the spell is cast. If additional healing potions are placed inside, they can also be launched in this way.
The potions and pouch disappear when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level, it creates potions of greater healing instead. If you cast it using a spell slot of 5th level, it creates potions of superior healing. If you use a spell slot of 6th level or higher, it creates potions of supreme healing.
Nelvin's Slimy Maul
3rd-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a magical two-handed weapon made of slime that takes the shape of a maul. During each of your turns, you can make a melee spell attack with the weapon using your action. On a hit, the target takes 2d6 acid damage and becomes slimed.
A slimed creature takes 1d10 acid damage at the start of each of their turns. A creature can use its action to scrape or wash off the slimed from a slimed creature and end this effect for that creature.
Golden Pyramid of the Moon
8th-level conjuration
Casting Time: 1 hour
Range: 150 feet
Components: V, S, M (a miniature gold pyramid worth at least 100 gp)
Duration: 24 hours
You cause a massive golden ziggurat to rise into existence at an unoccupied cube of space that is 120 feet on each side. Each tier of the ziggurat rises 30 feet and is 15 feet smaller on all sides than the tier below it. The pyramid has steps on each side leading up to the pyramid's top.
The pyramid causes the area in a 5-mile radius to be shrouded in eternal night, covering the area in darkness for the duration.
Undead creatures within a 5-mile radius gain advantage on saving throws against effects that turn undead. Undead creatures within a 1-mile radius gain a +2 bonus to melee weapon attack rolls and deal a bonus 1d6 necrotic damage with each of their attacks. Undead creatures within 100 feet of the pyramid have advantage on saving throws against spells and magical effects and have a +2 bonus to their AC.
If this spell is cast on the same location every day for 1 year, the spell becomes permanent.
Ban Steed
3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a miniature fencepost)
Duration: 8 hours
You ward an area against most creatures that could be used as mounts. You choose a 60-foot radius area centered on a point within range. Medium or larger beasts, as well as creatures summoned by the find steed or find greater steed spells, cannot willingly enter the area.
Creatures in the area cannot willingly ride or climb on other creatures.
Searing Life
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You fill an ally with radiant healing energy that also burns nearby enemies. One creature of your choice within range regains 3d6 hit points. Then, each other creature within 15 feet of that creature must make a Constitution saving throw. Those creatures take 3d6 radiant damage on a failed save, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the hit points regained and radiant damage increase by 1d6 for each spell slot above 2nd.
Alarm Plant
1st-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You channel foul necromantic energy to distress a plant creature. One plant creature you target within range must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the spell's duration.
While frightened by this spell, the creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
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The external temperature is dangerously low.
236400143 “Helios” opened his eyes, gaze flickering somewhat as he took in his surroundings.
Curled in a fetal position he drifted, suspended in a faintly glowing fluid. A cluster of nanobots, no bigger than a speck of dust, drifted in front of his muzzle. In a moment of curiosity he focused on it, and then turned his gaze to the light coat of frost on the exterior of the glass chamber. It was amplified somewhat by the curve of the glass, and the fluid within.
8 °S. The air was a couple degrees above freezing, but it was still cold enough for frost and ice to form on surfaces. Exiting the chamber while it was covered in ice would do no one any favors, so from there Helios pinged the primary heating system.
The sections responded one by one, and highlighting them on the building map Helios could quickly determine a pattern in the ones that weren’t. The rooms closest to the outside were not responding- Frozen solid, most likely.
While he assessed the rest of the building’s system, the room slowly began to warm up. It was quite clear that the outside temperature had dropped too low for the heating system’s automatic setting to keep up. Helios could have written a program for the heat system to sense the temperature and maintain it at a specified level, but he felt that it would be too exhaustive and the system would sooner give in and cause a sudden crisis. The option he chose alerted him sooner to a far less dangerous situation.
Most of the systems responded; Only the exterior ones, such as the sensors, and some of the systems in the rooms closest to the surface, did not. This helped confirm Helios’ theory that they were frozen solid. He couldn’t even determine the temperature outside, at the moment.
Finally, the temperature in the room raised high enough to melt the frost on the glass. Releasing a few of the fluid nanobots he was suspended in, he checked if there was more ice that might cause jamming- This was not the case, so he drained the tank, and lowered the glass.
Helios stood, perfectly dry despite being suspended in fluid. As he stepped down from the chamber platform and noted the puddles of water on the floor, he took control of some of the cleaning bots. He opened hatches in the walls and moved the little cylindrical bots out, moving them along the floor as he continued on to an open part of the room.
Very little of his species’ technology was truly automated. All systems worked on manual input; Robots were controlled directly, and had no A.I. capabilities. They were simply hollow shells for an arcrux to metaphorically step into.
Helios moved a pair of mechanical arms from slots in the smooth ceiling, taking his own measurements, and then printing a thick synthetic mesh directly onto his skin to clothe him. He knew it’d been something over a century since he’d last been awake- His previous set of clothes had long since broken down.
While ‘asleep’ he’d maintained a regular cleaning and maintenance system to prevent the building falling into abject disrepair.
He continued the process of clothing himself, taking the time to form a second, bulkier layer of insulating mesh and light armor. A helmet and oxygen tubes formed around his head, and plates formed on his paws to protect from the snow and allow him to move through it easier.
The oxygen containers he needed were more complex, and required different tools. He moved part of the wall out to form a small square table, moving the primary printing device out over the table and forming the (largely empty) oxygen container on it.
He adjusted the printing device, using it to purify and condense oxygen from the air to fill the container.
He adjusted the limbs he’d been using to form his clothing, creating little hands to pick up the container and attach it to his back with straps and tubing.
Within a few minutes, he was fully prepared to brave the elements outside. He returned both printing devices to their slots in the wall and ceiling, and began to make his way towards one of the exits.
#bastet drabbles#helios ic#helios writing#long post //#hey this probably makes No fucking sense. here you go#i'll proofread later and maybe delete it if it legit makes 0 sense
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