Metamage Spells
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There are a few notes about these 31 '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
hermetic techniques that use magic energy to bring about desired magical
effects.
Most 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:
- Some common magic spells that can be considered 'lightweight' Metamage
spells are Sense P.P.E.tm, Negate Magic,
and Dispel Magic Barrier.
- Other spellcasters can learn metaspells, but they should be of a level
equal to or greater than the metaspell they learn (up to the GM). Low
level metaspells (under level five) are rare but can be learned by starting
mages. The metaspells most frequently picked up by non- Metamage magicians
are Absorbspell, Anti-Magic Wall, Block Magical Radiance, Magic Bolt,
Magic Sphere, Resist Magic, Shape Magic Energy, and Steal Control. The
other ones are pretty difficult to use unless well versed in metamagic.
- With very rare (and explicitly stated) exception, metaspells cannot be
used to affect other metaspells.
- No specializations with metaspells should be allowed in the
campaign. They should always be cast at full P.P.E.tm
cost, and should not benefit from range boosting or duration extension.
Absorbspell
Level: 6
Range: Self
Duration: Instant
Casting Time: One melee action
Damage: None
Saving Throw: None
Destabilization: +1d4%
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:
- Increase/decrease the rate of magic stabilization by 1d4% down to
a minimum of 1% and up to a maximum of 30%.
- Allow the caster to mentally nullify any spells cast in the area of
effect with a +10% chance of success beginning with a base chance of 0%
and a maximum of 70%.
- Increase/decrease the chance of magic to go 'wild' (have unpredictable
effects) by +10% beginning with a base chance of 0% and a maximum of 70%.
This will not affect the metamage's magic (unless desired).
- Give the caster and up to one person per level a +1 bonus vs magic
when in the area, maximum of +3 vs magic. This is permanent only for the
metamage - the effects end in an hour for everyone else.
- Increase/decrease the chance of an undesired rift, mystic portal,
or teleportation in the area by 2d6%. Useful in developing summoning
spells, altering magics near a ley line or a nexus, and protecting an
area from invasion by magical means.
Attachspell
Level: 8
Range: Touch
Duration: One hour per level, or permanent (until used).
Casting Time: One melee
Damage: Special
Saving Throw: Standard
Destabilization: +1d4%
P.P.E.tm Cost: 20 for the temporary
version, or 100 for the permanent. Double the cost if the attached spell is
6th level or higher, and triple the cost if it is 12th level or higher.
This is similar in idea to a Spellbomb and Storespell, but is more useful
in a military application. By casting this spell, a new spell can be
'attached' to a physical object. This will likely be a rock, arrow, bullet,
missile, etc. It can contain one spell energy and release it when the object
touches an intended target. Note 'intended target.' A Metamage could cast
this spell and use it to instill a Dispel Magic Barrier spell in a car. The
car could be pushed down an incline where it would reach an Id Barrier about
500ft away. When the car contacts the Id Barrier, the attached spell goes off
and attempts to dispel the barrier it contacted. If the car hit a few rocks or
robots along the way, the spell wouldn't go off. It reacts to the 'designated
target' and nothing else.
A Metamage can only instill one spell in one physical object. That object
doesn't have to be targeted by the caster! He could put a Fire Ball spell
into a bullet and give it to an android to put in a finger gun. When that
android used the finger gun against a target, the Fire Ball would get activated.
The sentience of the targeter is irrelevant - the fact that the object is
targeted is enough to activate the spell. To defuse/negate an attached spell,
a successful Negate Magic must be cast on the host object.
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: None
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 sensers). However, psychic and mutant
abilities are still detectable (Alter Aura should work for that).
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 (500) a living creature or
powerful magic weapon 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: One melee per level.
Casting Time: One melee action
Damage: None
Saving Throw: None
Destabilization: +1d4%
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, duration, range, 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 vunerabilities) 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-Stalkerstm 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 with/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: +1d6%
P.P.E.tm Cost: 20
When cast with/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 have change on the spell but would increase the
destabilization to +2d4%.
Magic Bolt
Level: 4
Range: 90ft +10ft per level.
Duration: Instant
Casting Time: One melee action
Damage: 1d4 S.D.C.tm per level of experience.
Saving Throw: Dodge an 18 or better.
Destabilization: None
P.P.E.tm Cost: 12
This is a purely magical analog to the Fire Ball spell. The caster
generates a magical disturbance which he can then direct at a target.
Non-living targets take a mere 1d4 S.D.C.tm
damage, or mega- damagetm in a Rifts®
environment. Living targets also take 1d4 S.D.C.tm
damage, but only suffer mega- damagetm if
they are also mega- damagetm (kind of like
a phase beam).
Living targets suffer the 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 double damage 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 spell will definitely split Zavor in two. In a
Nightbanetm setting, add a +2d4 damage bonus.
Magic Sphere
Level: 6
Range: Self
Duration: Permanent until used/destroyed.
Casting Time: One melee
Damage: None
Saving Throw: None
Destabilization: +1d4% 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 infusement 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). With the power of
ley lines behind him, the Metamage casts his spells at double range,
duration, and damage while the Nexus Manipulation lasts. The following
effects are also possible:
Use one melee action
- Alter the rate of stabilization by +/- 4%
- Alter the chance of destabilization by +/- 10%
- Throw a magic bolt that is +8 to strike and 1d4x10 damage or +4 to
strike and 1d6x10 damage (variable as S.D.C.tm
or M.D.C.tm). It even affects vampires and
similarly invulnerable creatures at full damage.
- Negate one spell (+2 bonus in addition to spell strength bonuses).
Used once per 3 minutes
- Cast any spell known at 10 times the normal range, duration, and/or damage.
- Close a rift, or open one to any dimension known to him (or a random rift).
- Negate or create a ley line storm any size (within the range).
- Rift in a creature from another dimension (not necessarily control it).
- Banish a creature to another dimension (gets save vs magic).
- Cause spatial distortion that does 1d6x10 M.D.tm
per level to inanimate structures (which includes vehicles and robots, but not
cybernetics/bionics), range of a half mile mile, affects a 50ft radius area.
Note: This spell has a +4 bonus to save vs Negate Magic, but is still
vulnerable to it.
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: +1d4%
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. Magical energy attacks like Fire Ball and Call Lightning
are still effective, because magic is used to create a physical effect.
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: +1d6+9%
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 negator of disrupting the spell
energies and ending it permanently (pun intended). An
Enchanter can also disrupt the
enchantment with the same success rate as previously listed, plus they
can learn this spell too if experienced or lucky enough to find it
somewhere. Probably the latter.
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: +1d4%
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. The spell can only be reflected within a limited
range, so if the sender (and new target) is out of range this spell will
have no effect other than to bounce the spell.
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: None
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
mutiple 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 artifical, because it overrides the
existing bonuses).
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 appoximate 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 (but not see into) 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.
Seeker
Level: 5
Range: 1000ft per level
Duration: Special
Casting Time: One melee action
Damage: None
Saving Throw: Standard
Destabilization: +1d6%
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, a +4
to strike, 1 M.D.C.tm per level, and is -8
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.
Shape Magic Energy
Level: 8
Range: 30ft
Duration: Five minutes per level.
Casting Time: One minute
Damage: Special
Saving Throw: None
Destabilization: +1d4%, or +2d6% 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: Two minutes
Damage: Special
Saving Throw: Standard if resisted.
Destabilization: +2d4%
P.P.E.tm Cost: 50, plus the cost of
the instilled spell.
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 and 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 three minutes per
level of experience.
If cast on a defensive spell, such as an armor or force field type spell,
the barrier will recover 10% of it's maximum damage capacity per minute.
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 +4d4% 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: +4d4%
P.P.E.tm Cost: 250, plus the cost of
the instilled spell.
Effectively the same as the above spell, but it does not allow use with an
offensive spell and can only be cast on oneself. 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: +1d6%
P.P.E.tm Cost: 50
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- Wizardtm 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.
A Spellblock can be negated either by Negate Magic or by Dispel Magic
Barrier, but obviously someone other than the victim will have to cast.
The affected mage can read a scroll or drink magic potions as
normal - it is his own ability to cast magic that is affected and not
the magical ability of others (or objects).
Spellbomb
Level: 7
Range: Throwing/launching distance.
Duration: One hour per level.
Casting Time: Two melees
Damage: Special
Saving Throw: Standard
Destabilization: +1d6+4%
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 conditions
determined upon creation. First, it can be thrown or launched at a target
to relase 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: +1d6%
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 Magical Radiance. However, things like Sixth Sense and
the spell Sense Traps are still effective even if the Spelltrap is masked.
Spellwall: Simple
Level: 8
Range: 100ft
Duration: Three minutes per level
Casting Time: Three melee actions
Damage: None
Saving Throw: None
Destabilization: +2d4%
P.P.E.tm Cost: 50
The Spellwall appears as a transparent plane of light red 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 - even the creator of the wall! A Dispel Magic Barrier
cast at the wall will succeed as normal, as does a Negate Magic spell.
Those are the only two ways to deal with the Spellwall effectively,
except for maybe walking through the wall (it is magical - not physical)
and making the caster unconcious or killing him.
If a person with a spell in effect on them walks through it the spell is
instantly destroyed. Magical potions and enchantments are destroyed by the
wall. The powers of magical items are negated only if held in the wall -
otherwise they aren't permanently affected. If a supernatural creature is
using a magical ability as it passes through the wall, the ability is
negated for 3d4 seconds after moving through it. Magical energy blasts
(Fire Ball, Call Lightning, etc.) are not affected if cast through the
wall, but pure Magic Bolts and all other spells are.
Spellwall: Superior
Level: 9
Range: 150ft
Duration: Five minutes per level.
Casting Time: Three melee actions
Damage: None
Saving Throw: None
Destabilization: +3d4%
P.P.E.tm Cost: 60
Essentially the same as the simple version, but it is tweaked so that
the creator of the barrier can cast spells through it against targets on
the other side! The range and duration are slightly better also.
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.
Steal Control
Level: 9
Range: 90ft
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. Upon theft of the spell, the mage can choose to re-target
it (could move Blindness or Invisibility to another recipient) 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, creatures of
magic (includes dragons and vampires, demigods, and godlings) get a +3 bonus,
adult dragons and similarly powerful beings are +4, and gods and supernatural
intelligences are +6.
Destabilization: +1d4%
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 energy gained
by sacrifice of a living creature, though I personally don't endorse sacrifice.
At the moment of death the P.P.E.tm doubles and
there is no burning off of energy.
Storespell
Level: 8
Range: Touch
Duration: One day or permanent until used.
Saving Throw: None
Casting Time: One melee action
Damage: Special
Destabilization: +1d6%
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.
Strengthen Spell
Level: 7
Range: Self
Duration: Special
Casting Time: One melee action
Damage: None
Saving Throw: None
Destabilization: +1d4%
P.P.E.tm Cost: 20
By casting this spell upon a spell that has already been cast (need not be
the Metamage's), the target spell gains the Metamage's spell strength bonus
in defense against negation magic (Negate Magic, Dispel Magic Barrier, Remove
Curse, etc.) If cast on a Metamage's own spell, this obviously doubles the spell
strength for saving against negation. The minimum save vs negation bonus
added is a +2 (if the mage has a spell strength less than this, use +2 instead).