There are many similar spells that have or have not the +2 to affect metal but the verbatim does not or poorly says what to expect.
I would think that without the +2, objects made of metal are unaffected? Same with gems, glass, stone,etc. basically anything other than dirt?
THE PRODIGAL RETURNS ReTe 25 R: Sight, D: Conc, T: Ind This spell causes a metal weapon (such as a sword or dagger) to fly through the air, safely returning to the outstretched hand of the caster. (Base 3, +3 Sight, +1 Concentration +2 affect metal) Source: Hermetic Projects, 90
THE UNERRING LANCE ReTe 20 R: Touch, D: Diam, T: Ind Cast upon a thrusting weapon such as a lance or spear, this spell will allow it to move in precisely one direction only, directly forward, without any perpendicular deviation. A Rego Terram spell of higher level is needed to deflect it, otherwise it can only be dodged, not parried. (Base 5, +1 Touch, +1 Diameter, +1 complexity) Source: The Lion and The Lily – The Normandy Tribunal, 60
INVISIBLE HAND OF THE THIEF ReTe 20 R: Voice, D: Mom, T: Ind Instantly transports any single object to the hand of the caster. The object must be within range and be visible to the caster. Objects that are being held or worn can be affected by this spell, and may need casting requisites for material other than that covered by the Form of Terram — for example, Animal for wool, leather, bone, or ivory; and Herbam for wood, rope, or linen. If the target object is protected by Magic Resistance (such as an item worn by a magus), then the spell must have sufficient Penetration. The base level for this effect is that for a very unnatural motion. However, for instant transportation the Rego Corpus guidelines are consulted, which adds one magnitude for instant transportation over 5 paces, two magnitudes over 50 paces, and so forth. (Base 4, +2 Voice, +1 affect restrained objects, +1 for 50 paces transportation) Source: Magi of Hermes, 93
RETRIEVE THE BLOODIED ARROW ReTe 15 R: Voice, D: Mom, T: Ind This spell causes a small object to be transported from any point within 50 paces (and within Voice Range) to the magus’ hand. Casting requisites may be needed if the object is not mostly part of the Terram Form. The spell’s name derives from its use by the School of Raghallach to retrieve a missile or thrown weapon that has wounded an opponent, even if it is still piercing the victim. By retrieving the weapon the magus has a sample of the opponent’s blood, which is an Arcane Connection that lasts years (+3 bonus to Penetration Multiplier). This spell uses a guideline first published in Magi of Hermes, page 92. (Base 4, +2 Voice, +1 transport 50 paces) Source: The Contested Isle – The Hibernian Tribunal, 62
DISARM THE WARRIOR ReTe 10 R: Voice, D: Mom, T: Ind Causes a single object within range to fly towards Hugh; he may attempt to catch it if he wishes by succeeding on a Dexterity + Athletics roll against an Ease Factor of 9. If he chooses not to attempt to catch the item, it falls to the ground by his feet. The spell is very forceful, and has an equivalent Strength of +5; if the object is being held by someone else, then make an opposed Strength roll. If the caster rolls higher then the item is lost to its holder. Hugh usually uses this effect to disarm his opponents, or to retrieve his weapons should they not be to hand. (Base 3, +2 Voice, +1 sudden and forceful) Source: Magi of Hermes, 50
THE WIZARD’S PARRY ReTe 5 R: Touch, D: Mom, T: Ind The caster deflects one blow from a melee weapon of which he is aware. Since the magus actually touches the weapon, any additional effects of the blade — for example, a coating of poison, or a Blade of Virulent Flame — still affect him. A casting requisite of Herbam is needed if the weapon is primarily wooden, such as a spear or staff. Hugh has mastered this spell, and uses it as a fast-cast defense. (Base 2, +1 Touch, +2 affect metal) Source: Magi of Hermes, 50
SWORD WARD ReTe 20 R: Personal, D: Diam, T: Ind Wards the caster against metal weapons. (Base 5, +1 Diameter, +2 affect Metal) Source: Through the Aegis, 78
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