Metamage Spells

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There are a few notes about metaspells that must be covered. The special spells of metamages are powerful. So powerful, in fact, that casting them while an area is destabilized will cause more serious effects than normal spells. This is due to the nature of the spells. They bend and warp magical energies to push stable spells beyond their limits. In fact, some of these spells are not spells at all but techniques that use magic energy to bring about desired effects.

Several of these spells also have a standard magical destabilization increase. Casting them automatically destabilizes the forces of magic in an area. These spells are also cast in a different manner than other spells. To bring about the desired effects the metamage must use a spell attack or hand to hand attack to cast the metaspell and then use a hand to hand attack to cast the altered spell. Or, if they are experienced enough, they can simulcast a metaspell and normal spell with the same results as the previous process. Some other minor notes are:

Absorbspell

Level: 6
Range: Self
Duration: Instant
Casting Time: One melee action
Damage: None
Saving Throw: None
Destabilization: None
P.P.E. tm Cost: 20

Absorbspell allows a metamage to transform a spell cast at him into magical energy, which he or she can then absorb like normal P.P.E. tm energy. This can only be done if the caster succeeds in saving vs the spell. This cannot defuse magical barriers, curses, or protection circles (and similar spells). It can only affect spells directly cast upon the metamage. The amount of P.P.E. tm the spell is transformed into is equal to half the amount required of the attacker to cast it (the other half is burned of in the transformation back into magic energy).

Alter Magical Stability

Level: 14
Range: Circle with a radius of 5ft per level of experience.
Duration: 1000 years per level.
Casting Time: Five minutes
Damage: None
Saving Throw: None
Destabilization: Special
P.P.E. tm Cost: 750

This spell is a powerful tool for mages who wish to control the forces of magic in a given area. It can be cast multiple times to add to the level of control in an area, and is usually done to fortify a metamage's home or study. With each casting of the spell, the metamage may alter the magic in an area in one of the following ways:

Anti-Magic Wall

Level: 8
Range: 300ft
Duration: 3 minutes per level
Casting Time: Three melee actions
Damage: None
Saving Throw: None
P.P.E. tm Cost: 40

This spell creates a barrier with a surface area of 32 ft per level of the caster (a 4ft by 8ft area at first level). Only the creator of the barrier can cast spells through it against targets on the other side. All other spells are ineffective! Magical energy blasts are not affected. A Dispel Magic Barrier cast at the wall will succeed as normal, as does a Negate Magic spell. (this spell is no longer a common spell)

Block Magical Radiance

Level: 6
Range: Self or others/objects by touch.
Duration: Five minutes per level.
Casting Time: Two melees
Damage: None
Saving Throw: None
Destabilization: +1d6%
P.P.E. tm Cost: 20

This strange spell uses magical energy to mask itself! It is effective when cast on a magic weapon/item, a mage, supernatural creature, godling, or anything that radiates magical energy. Any form of sensing magic directed on the recipient comes up negative. He will appear to have no magical abilities and be a mundane creature even while casting spells or something else that totally contradicts the sensing. This hides the character from discovery by the spells See Aura and Sense Magic and the abilities of Dog Boys and Psi-Stalkers (and other magic sensors). However, psychic and mutant abilities are still able to be sensed.

If the mage desires to permanently obscure the magical aura of objects he can cast this spell at ten times the normal P.P.E. tm cost (200), or for 25 times the P.P.E. cost a living creature (500) can be permanently masked. A Negate Magic spell can unmask an object, but it gets a save throw vs magic. Anything that is permanently obscured gains a +4 bonus, and becomes hidden again within 2d4 melees.

Catchspell

Level: 7
Range: Special
Duration: 1 melee per level.
Casting Time: One melee action
Damage: None
Saving Throw: None
Destabilization: None
P.P.E. tm Cost: 30

This can only be used if the caster succeeds in saving vs a spell cast at him. If the save is successful, the mage can opt to cast this spell on the incoming spell and capture its energies. Once done, the mage can hold it in stasis and direct it at a target as if he had cast the spell himself. The captured spell has the strength level of that of the true caster - including spell strength and damage. If the spell is held beyond the duration of Catchspell, it automatically affects the character with no chance to save.

Copy Magical Aura

Level: 10
Range: Touch
Duration: One minute per level.
Casting Time: Two melee actions
Damage: None
Saving Throw: Standard
Destabilization: None
P.P.E. tm Cost: 90


Once casting this spell is complete, the player has one melee to touch a creature of magic. Upon doing this, the player gains all natural magical abilities (and vulnerabilities) of the being he has touched and can use those abilities as if they were his own. This cannot affect gods, godlings, demigods, adult dragons, greater supernatural beings, master vampires, supernatural intelligences, or magicians over 10th level of any race. They are all too attuned to their magical energies to allow such a violation to occur. The victim of the magic touch does not lose their magic powers nor do they suffer in strength. This spell cannot copy the sensing powers of Psi-Stalkers tm or the magical knowledge of mages. It only replicates natural magic powers .

Disrupt Magical Forces

Level: 9
Range: 10ft per level of experience.
Duration: 1d4 hours
Casting Time: One melee
Damage: None
Saving Throw: None
Destabilization: Special
P.P.E. tm Cost: 50

The caster can either increase the amount of level of destabilization in an area by 1d6% per level of experience or decrease the rate of stabilization by 1d4% per casting. Metamages have a nasty habit of using this spell to booby-trap an area for spellcasters, so that their spells have the usual effects listed under magical destabilization .

Extend

Level: 9
Range: Special
Duration: Special
Casting Time: One melee action
Damage: None
Saving Throw: None
Destabilization: +2d4%
P.P.E. tm Cost: 40

Once cast upon another spell, the mage can opt to increase the range, effects, and/or duration of the spell. The spell effectively doubles the level of the caster, allowing him to cast a spell at his current level of experience and increase the spell's effects one level for every level he has. So, a 6th level caster could cast this spell and then cast another spell. He could then increase it's range by one level beyond his current level, it's duration by three levels, and use the last two to double it's effects. Any combination is allowed as long as the total increase does not exceed the level of the caster. To increase effects (like penalties) the levels act as a multiplier, so to double the effects requires two levels, triple uses three, and to quadruple (the limit) uses four.

Inversion

Level: 7
Range: Not affected
Duration: Not affected
Casting Time: One melee action
Damage: Not affected
Saving Throw: Not affected
Destabilization: +2d4%
P.P.E. tm Cost: 20

When cast upon another spell, this will create a mirror effect upon the spell energies and cause them to have the opposite effect from what they would normally have. A Fire Ball will become and Ice Ball, doing the same damage with the same range. A Blind spell would become a Sight spell, a Globe of Silence would become a Globe of Noise, and so on. Note that some spells do not have any true opposite (like Call Lightning) and casting this spell on them would either have no effect and increase the destabilization by a greater amount (GM's discretion).

Magic Bolt

Level: 4
Range: 90ft +10ft per level.
Duration: Instant
Casting Time: One melee action
Damage: See description
Saving Throw: Dodge an 18 or better.
Destabilization: None
P.P.E. tm Cost: 12

This is a purely magical equivalent of the Fire Ball spell. The caster generates a magical disturbance which he can then throw at a target. Physical targets suffer a mere 1d4 S.D.C. tm per level of experience, while living targets suffer the same damage (never does hit point damage) plus are disoriented and confused for the rest of the melee (-2 on all combat rolls and lose the next attack).

The greatest value of this spell is against those creatures vulnerable to magic. Against them this spell does 1d4 M.D.C. tm per level of the caster and causes the victim to be -1 to save vs magic per hit for 1d4 melees. Multiple magic bolts do add up, but the maximum penalty is -4. This will definitely split Zavor in two.

Nullmagic Shield

Level: 12
Range: Self or others by touch.
Duration: Five minutes per level.
Casting Time: One melee
Damage: None
Saving Throw: Standard if resisted.
Destabilization: None
P.P.E. tm Cost: 200

This spell causes the recipient's aura to glow a pale red, the color of the Nullmagic Shield. While under the effect of this spell, the character is impervious to all spell attacks directed against him and all spells previously in effect on him are negated. This spell nullifies all magical energies, so the bearer of the shield cannot cast magic, cannot use any magical weapons (they act as normal weapons), cannot use any natural magical abilities, and cannot be affected by any spells whether beneficial or detrimental.

Walking into an area under the effect of magic has a chance of disrupting the spell in effect as per a Negate Magic spell. The touch of the character also acts as a Negate Magic spell (spell strength of 12). The player suffers no penalties or damage if walking into a magically destabilized area and, in fact, will probably be protected from any wild magics in the area.

Permanence (ritual)

Level: 15
Range: Touch
Duration: Permanent

Casting Time: One melee
Damage: None
Saving Throw: Standard, +2 bonus to save if resisted.
Destabilization: +2d6+13%
P.P.E. tm Cost: 1500

This powerful spell can alter the aura of a creature, area, or object, causing a spell's effects to become permanent. It is achieved by a special ritual where the Permanence spell and the spell to be made permanent are slowly cast together to bind the energies to a being or object or area. It will not work on supernatural creatures. Just about any spell can be made permanent, save energy-evocation spells. A room could be made that walking dead cannot enter, a suit of armor could be made that allows the wearer to walk in shadows, a pit of snakes could be covered by an illusion of a rug, and so on. A Negate Magic spell thrown against the permanently altered thing has a 1% chance per level of the caster of disrupting the spell energies and ending it permanently (pun intended).

Magic Sphere

Level: 6
Range: Self
Duration: Permanent until used/destroyed.
Casting Time: One melee
Damage: None
Saving Throw: None
Destabilization: +1d6% per sphere created or infused.
P.P.E. tm Cost: Special

A magic sphere is a physical body that can contain magical energy. It has 1 M.D.C. tm (or S.D.C. tm ) per 10 points of P.P.E. tm within it and if destroyed the energy is released in an explosion that does 1d4 M.D.C. tm (or S.D.C. tm ) per 10 P.P.E. tm in the bubble.

The metamage can create a sphere with up to 10 points of P.P.E. tm per level of experience, or infuse an existing sphere with an additional 5 P.P.E. tm per level of experience. With each infusion of P.P.E. tm beyond 100, a sphere has a cumulative 10% chance of shattering and doing the damage listed above. Experienced metamages might be able to devise a way of reducing or negating this possibility.

The sphere has a diameter of one inch for a P.P.E. tm level of up to 200, plus a half inch per each 50 P.P.E. tm beyond that. P.P.E. tm spheres don't cause any problems if carried into an area of destabilization, but if the creation of one causes a destabilization it blows up and the extra P.P.E. tm creates a powerful disruption. So be careful. Note: These magic energy spheres are sometimes called P.P.E. tm spheres.

Nexus Manipulation

Level: Spell of Legend
Range: A circle with a half mile radius per level.

Duration: Five minutes per level.
Casting Time: Five minutes
Damage: Special
Saving Throw: Varies
Destabilization: Special
P.P.E. tm Cost: 5000

This is one of the most awesome spells known to exist, and its secrets are rare and thought to be lost to legend. The caster of this spell may extend his mental control over a nexus point and the component ley lines within the range of effect. It will not work on a nexus already under control or with a pyramid built on it.

Upon casting this the mage can cast any spells he knows with a limit of 200 P.P.E. tm per level, and the P.P.E. tm base is restored every minute (the energy is drawn directly from the nexus point). The following effects are possible:

Reflectspell

Level: 7
Range: 30ft +10ft per level of experience.
Duration: One melee per level.
Casting Time: Two melee actions
Damage: None
Saving Throw: Standard
Destabilization: +1d6%
P.P.E. tm Cost: 25

This spell reflects back to the caster any spell cast on the mage, as long as the attacker is within Reflectspell's range of effect. The reflection only occurs if the mage succeeds in his save vs magic. If so, the spell returns to the caster with full damage, duration, and effect. The original caster can save against this spell and if successful the spell fades out of existence.

Resist Magic

Level: 5
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: One melee action
Damage: None
Saving Throw: Standard if resisted.
Destabilization: +1d4%
P.P.E. tm Cost: 20

Resist Magic gives a recipient a +1 vs magic per two full levels of experience of the caster. Any mage levels one through three can give a +1 bonus, while those 4 and 5 give a +2 bonus, and so on. Casting this spell multiple times will not increase the bonus, and if two mages cast this spell on the same target the target uses the higher of the two bonuses. Lastly, this bonus is the only one that can be used (it is not added to any existing save vs magic bonuses, natural or artificial, because it overrides the existing bonuses).

Seeker

Level: 5
Range: 1000ft per level
Duration: Special
Casting Time: One melee action
Damage: None
Saving Throw: Standard
Destabilization: +2d4%
P.P.E. tm Cost: 20

The Seeker spell can carry a spell's energies to affect one target of the caster's choice. While casting the mage must visualize the intended target and, when complete, a small white sphere speeds from the caster to the target (if within range). The sphere has a speed of 66, 3 attacks, +4 to strike, 1 M.D.C. tm per level, and is -6 to be hit. If destroyed, the Seeker and its spell vanish. It will chase the target until it connects (causing the spell to have normal effects) or the target gets out of range.

See and Sense Destabilization

Level: 4
Range: Affects only the caster who has sight for 60ft and sensing for one mile.
Duration: Two minutes per level.
Casting Time: One melee action
Damage: None
Saving Throw: None
Destabilization: None
P.P.E. tm Cost: 12

An extremely useful spell when dealing with the chance of magical destabilization. The mage can see all areas of destabilization within 60 feet and their approximate magnitude (minimal, low, dangerously high, etc.) The destabilizations appear as a transparent bubble of multicolored light. The mage can also sense all areas of destabilization, their location in relation to the caster, and estimate their distance. This sense has a range of one mile. The character can also see dimensional pockets and envelopes, the residual magic of a Time Hole or Mystic Portal, and other magically created spatial anomalies at a skill of 50% +5% per level of experience.

Shape Magic Energy

Level: 8
Range: 30ft
Duration: Five minutes per level.
Casting Time: One minute
Damage: Special
Saving Throw: None
Destabilization: +1d6%, or +3d4% for large objects
P.P.E. tm Cost: 10 for simple ropes, boxes, clothes, nets and such, 25 for most weapons, and 40 to 80 for large walls and assorted major objects (GM's discretion).

When cast, the mage can transform magical energies into a solid form. He can create unbreakable ropes, boxes, swords, etc. They act and function just like normal, simple objects do but are composed of magical energy. A weapon of magic energy used against a victim vulnerable to magic will do M.D.C. tm equal to the normal S.D.C. tm damage, but the weapon has a cumulative +5% chance (per hit) of 'breaking' and causing the weapon to vanish. When the spell ends the P.P.E. tm is not recapturable because the energy was burned up to maintain the objects existence. The objects all appear as shimmering blue-white versions of the real thing with little or no mass and all of the solidity.

Spell Ability

Level: 9
Range: Self or others by touch.
Duration: 30 minutes per level.
Casting Time: One minute
Damage: Special
Saving Throw: Standard if resisted.
Destabilization: None
P.P.E. tm Cost: 50

Casting this spell upon another allows the recipient to use a spell at will within the stated time limit. Normally a spell can't be used at will, but with this spell it can and lasts longer than it usually would. It works on Fly as an Eagle, Carpet of Adhesion, Climb, Superhuman Speed & Strength, Multiple Image, Mask of Deceit, Shadow Meld, Invisibility, Invulnerability, See Aura, etc.

It can also be cast on an offensive spell, allowing a character to attack with the spell ability a number of times equal to half his or her hand to hand attacks. This reduces the duration of the spell to one minute per level of experience.

A character can have two spell abilities cast on him or her and use them both simultaneously, but more than two is impossible. Casting a second one on a person adds +5d4% to the destabilization and the third attempt at casting automatically causes destabilization, plus the recipient of the spell abilities loses both he has gained.

Spell Ability: Superior

Level: 12
Range: Self
Duration: One month per level.
Casting Time: Five minutes
Damage: Special
Saving Throw: None
Destabilization: +3d4%
P.P.E. tm Cost: 210

Effectively the same as the above spell, but it does not allow use with an offensive spell. Also, use of the spell ability cannot exceed twelve hours of constant use - a two hour break of non-use is needed before it can be used once this restriction is met. A metamage may only have one superior spell ability at a time, though he may have minor ones in accordance with the above spell and can negate the superior at any time.

Spellblock

Level: 9
Range: Touch
Duration: One minute per level.
Casting Time: One melee
Damage: Special
Saving Throw: Standard
Destabilization: +2d6+3%
P.P.E. tm Cost: 40

This spell is a dangerous weapon against spellcasters. The victim of the spell saves normally, but if they should fail their ability to cast spells is temporarily negated! The victim can still use magic items and techno-wizard tm equipment, but using their P.P.E. tm to directly cast a spell is futile. The P.P.E. tm is burned off without effect. GM's should definitely be prepared for characters who always use this spell against other casters, as it presents an unfair advantage sometimes. Perhaps at that point the offending player should get this cast on him .

Spellbomb

Level: 7
Range: Throwing/launching distance.
Duration: One hour per level.
Casting Time: Two melees
Damage: Special
Saving Throw: Standard
Destabilization: +2d6+3%
P.P.E. tm Cost: 30

The Spellbomb is like a Seeker, only it is six inches in diameter and stationary. It can contain one spell energy and release it under one of several conditions, determined upon creation. First, it can be thrown or launched at a target to release the spell. Second, it can have a detonation time set upon creation (it always detonates when the duration expires). Lastly, it can explode when disturbed. It acts just like any other explosive device except it is magical in nature. To defuse/negate the bomb, a successful Negate Magic must be cast on it.

Spelltrap

Level: 8
Range: Touch
Duration: One hour per level, or permanent until set off.
Casting Time: One melee
Damage: Special
Saving Throw: Standard
Destabilization: +2d4%
P.P.E. tm Cost: 25 for a short duration or 100 for permanent.

Casting this spell upon another allows the caster to set a magical trap that remains until disturbed. The trap springs when some physical condition is fulfilled, like a button is pushed or a door is opened or something similar. The spell only affects the person who triggered the trap. If the trap is triggered by using some inanimate object it will evaporate without affecting anybody. The object the trap is laid on will radiate magic but the caster can mask it by casting Spelltrap at quadruple the cost, or he can use Block Radiance.

Spellwall

Level: 10
Range: 30ft
Duration: Five minutes per level.
Casting Time: Two melee actions
Damage: None
Saving Throw: None
Destabilization: +4d4%
P.P.E. tm Cost: 90

The Spellwall appears as a transparent plane of light blue energy with a maximum size of 20 square feet per level of experience (at first level it can cover a doorway). Any spells cast through it (from either side) are nullified. If a person with a spell in effect on them walks through it the spell is instantly destroyed, and magical potions and enchantments are destroyed. The powers of magical items are negated only if held in the wall - otherwise they aren't permanently affected. Anything else can pass through without being affected. This spell does not have to be cast on a portal. A mage could use this as a barrier between his group/himself and a caster to give protection from spells, but then the mage couldn't cast spells at the attacking caster either.

Stabilize Magical Forces

Level: 9
Range: 10ft per level
Duration: A rate change fades in 1d4 hours, the decrease in stabilization is relatively permanent.
Casting Time: Two melee actions
Damage: None
Saving Throw: None
Destabilization: None
P.P.E. tm Cost: 40

The caster can either decrease the level of destabilization in an area by 1d6% per level of experience or increase the rate of stabilization by 1d4% per casting. This lets metamages equalize the flow of magic to reduce the possibility of magical destabilization . This is the only metamage spell that can be simulcast with another metamage spell. Successfully doing so will cut the resultant destabilization of the other spell(s) by half , regardless of the value.

Storespell

Level: 8
Range: Touch
Duration: One day or permanent until used.
Saving Throw: None
Casting Time: One melee action
Damage: Special
Destabilization: +2d4%
P.P.E. tm Cost: 30 for one day, or 100 for the permanent type.

Allows a caster to put a spell energy into stasis until it is released by mental will, or combined with a vocal command if so desired. The object can be absolutely anything but is usually a trinket, like a ring or an amulet, that is devoid of magical energy. Items with magical properties cannot have additional ones added without great magic. When released the spell is directed by the person who willed its release. Even if they didn't know there was a spell inside the object, victims can still radiate that mental need and the spell responds to it. The affected object does radiate magic unless obscured. Metamages will sometimes store a spell in an object as a gift or as a reward. Or, they can store no spell or the wrong spell as a trick or as revenge.

Steal Control

Level: 9
Range: 100ft
Duration: Until the spell stolen ends.
Casting Time: One melee action
Damage: None
Saving Throw: Standard
Destabilization: +2d4%
P.P.E. tm Cost: 50

A magician with this spell can steal all control of a spell away from the original caster. The stolen spell will run to its maximum duration unless the metamage decides to end it before then. This only works on spells like Animate and Control Dead, Carpet of Adhesion, Id Barrier, Globe of Silence, Magic Net, etc. Instant effect spells cannot be stolen.

Steal P.P.E. tm

Level: 9
Range: Touch
Duration: Instant
Casting Time: One melee action
Damage: None
Saving Throw: Standard, mages get a +2 bonus to save.
Destabilization: +1d6%
P.P.E. tm Cost: Special

A spellcaster with this spell can cast it and touch a creature to drain it of magic energy. The maximum amount that can be taken is 10 P.P.E. tm per level of experience of the mage. Also, only 90% of the stolen energy goes to the caster - the rest is burned off during transfer. This spell is no substitute for the sacrifice of a living creature (though I personally don't endorse it). At the moment of death the P.P.E. tm doubles and there is no burning off of energy.


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