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Copyright © 2000 by Robert J. Hall

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The following HERO® System magic college is better suited for a campaign with a high magic level. These powers modify spells from other colleges and so will only be employed by experienced spell casters. The GM should carefully screen which metamagical abilities will be available to the players. For low magic campaigns it is recommended that these abilities only be available to a few arch magi with a high point total and a large repertoire of spells. HERO® is a registered trademark of Hero Games, Inc. Use of a product name in this document without mention of its trademark status should not be construed as a challenge to such status. The inclusion of this product name in no way implies any approved usage or official licensing of the contents of this document with the aforementioned product.


This esoteric college is the study of the elemental underpinnings of magic, as well as the powers that can modify other spells. The powers of this college are magical principles that must be studied by an accomplished adept of the magical arts. Thus the metamagician must be a master of a multitude of spells from one or more colleges of magic.

There are two types of principles known to metamagicians, these being paths and incantations. Metamagical paths are unlike normal spells that can be cast on a whim. Instead they must be prepared for use ahead of time during a quiet period of contemplation. Thus it often behooves the metamagician to understand the circumstances under which his powers will be employed. For this reason metamagicians tend to be cautious, prudent individuals who like to carefully think matters through before acting. Nevertheless their overall mastery of the magical arts is to be respected and feared, even if they have not prepared an appropriate array of principles for the circumstances.

Metamagicians are limited in the level of magical power they can effect through their path principles. As they increase in ability through training and practice, however, they are able to effect increasingly more potent magic. The level of accomplishment of a metamagician is called his Order, and this is determined by the total commitment of the adept in real cost of metamagical principles. As improvements in the metamagical arts can require generations to accomplish, the maximum Order the metamagician can achieve is determined by the current state of the art of his college. A newly founded college will rarely allow advancement beyond the first Order.

Use the following table to determine the Order of the metamagician based on the total real cost of principles from this college. Note that while the Order determines the maximum active cost of spells that can be modified, the metamagician must still pay the individual real cost needed to upgrade his ability with each principle. Thus it requires both a breadth and depth of knowledge for an adept to master a particular metamagical principle.

Table 1. Required spell points and resulting limitation modifier.
Order of Metamagician 1st 2nd 3rd 4th 5th
Required Spell Points from
the College of Metamagic
15 30 45 60 75
Limitation Modifier -1/4 -1/2 -3/4 -1 -1-1/4

In order to invoke any of the principles within this college, the adept must spend a brief period of time to study the magical flux in the area. This flux perception is a special tactile sense (costing a minimum of 3 points with the required focus) that is acquired while training for the metamagical arts. It is needed by the metamagician to fine tune the principles to the particular conditions under which it will effect a spell. It is this fine tuning to the magical vagaries of a region that allows these principles to function as they do. The sense of magical flux can only be acquired and improved through lengthy experience. It may require many years to achieve even a modest improvement in this sense.

Except in vary rare cases, the magical flux sense of the metamagician requires a crystal pendant (with an IAF Fragile (-3/4) limitation.) This pendant must be specially attuned to the individual adept and requires careful and extensive preparation before it will function properly. No common crystal will serve in its stead. Thus the pendant of a metamagician is a valuable artifact to the adept and he takes great care to protect the crystal and its housing. Despite the cost of preparation, it is not uncommon for a metamagician to have an extra pair of protected crystal pendants handy just in case the current focus is lost or destroyed.

The magical flux sense is used to feel significant flows and changes in the localized magical field, and it can detect the activation, alteration, or termination of a magical effect. However, it will only function through the tactile sense, so the adept must be located very close to the magic he is trying to examine. The magical flux sense can be modified by a number of environmental factors, many of which are shown on the table below:

Table 2. Magic flux sense perception modifiers.
PER
Modifier
Condition

+4In contact with a source of natural magic
+4On a high mana world
+3Along a ley line
+2Use 1/2 DCV Concentrate to sense flux
+1Per step down the time chart spent concentrating
+1Each +1 bonus to the tactile sense group
-1Each prepared metamagical principle or maintained slot
-1For each point of Long Term END loss
-1Per 20 Active Points of magic within 1"
-3In contact with ferrous metal
-4On a low mana world
-4In contact with a natural magic sink

Failure to properly sense the magical flux in the area will mean that a path principle is expended without effect, although the power that it was intended to modify will still be released unmodified. Note that the metamagical path principles, as well as any magic being maintained, interfere with the ability of the mage to sense the local magical flux. In practical terms this will limit the number of metamagical path principles that can be readied in advance, as each such principle penalizes the sense roll.

The path principles of this college are used to effect a spell that is cast immediately thereafter. Thus all path principles must be activated during a half phase action prior to actually casting the spell to which it will be attached. As the principles do not require exertion to maintain, however, they can be fully activated well in advance as a preparation for the actual spell casting. Although an activation still counts against the maximum number of powers that can be maintained by the adept, the principle and the spell that it supports will only count as one such slot when both are active. If the spell casting attempt fails then the supporting principle slot is also lost and must be prepared once more. Note that the metamagician can not cast any other spells between the time he activates the principle and when the spell it supports is cast. An activated principle is either attached to the next spell cast, or is automatically negated.

In addition to the known metamagical path principles, this college also makes available a number of utility spells and rituals that have been invented by adepts over the ages. These incantations were specifically created so as to react with magical effects such as spells, but otherwise have no few useful effects. The spells are specialized in nature and require a fairly deep knowledge of the metamagical arts before they can be understood and cast. However, unlike the metamagical principles, these incantations do not require advance preparation or the casting of a separate spell.


Metamagical Study

The field of metamagic is very much an academic study that requires an entirely different approach from that needed to master spell casting. Thus, although a metamagician need only have mastered a single branch of magic in order to study this college, the skills needed to study this field are not readily available and will normally require that a suitable infrastructure exist in the region. The required training is not usually to be found in locations where magic is little used or where its practitioners are solitary wizards.

Colleges of metamagic will usually be found where practitioners from various fields of magic have formed a magical academy and some cross-fertilization of knowledge has occurred. After a period of time the members of such an academy will discover many of the traits that their practices have in common, and it is the rigorous study of these common traits that allow the metamagical principles to be developed and practiced. Metamagicians often hold a distinguished rank within their academy, as their abilities are much respected by even the masters of wizardry.

Development of the knowledge needed to develop metamagical principles to the first Order can require many years to achieve. Typically this requires repeated observation of many different types of invocations under varying conditions of magical flux. This tedious empirical process is somewhat akin to what an alchemist goes through while developing a new potion, with trial and error gradually refining the results until a successful formula is created. An entirely new terminology is needed to describe the metamagical process, and special notations are used to record the observations.

As many different adepts perform metamagical research, over time a set of heuristics is developed that greatly simplify and refine the development process. These heuristics allow metamagical principles of 2nd Order to be created, eventually progressing up to the 3rd Order. Moving beyond this, however, requires the development of entirely new techniques and approaches, such as the creation of metamagical crystal "traps" that can record an entire invocational process from beginning to end. Higher dimensional metamagical traps are later built in specially designed chambers, allowing spells to be studied and analyzed in remarkable detail by passing through the extra dimensions and sensing the varying magical flux lines. By the time 5th Order metamagical principles are created, the methods of recording this sophisticated metamagical knowledge may not even be recognizable by a traditional wizard. These records can, for example, require elaborate crystalline structures enclosing small pockets of intensely folded magical space.


Figure 1. Simplified view of a metamagical trap chamber.

The typical metamagician is strongly academic in nature, and is usually elderly and highly experienced. In fact it is far more common for a metamagician to come from a long-lived race that is proficient with magic, or to have studied directly under such beings. Very rarely will a solitary mage master the required skills of this college, and usually then only if he has access to a suitable teacher or some ancient tome of knowledge concerning the metamagical principles. In the later case the mage will have spent much of his life studying the intricacies of this art, including how to acquire the necessary literary knowledge.

Principles from the college of metamagic are not like common invocations that can be learned from a copy in a book of spells. Instead they must be taught to the student through a lengthy series of annotated lessons and exercises designed to induce a suitable mental state. The attainment of this state is a difficult feat that not everybody is capable of attaining. This college requires a certain freedom from mechanical thinking that is not common among the academically inclined, and suitable candidates must be weeded out through a challenging initiation process. Metamagicians tend to be creative individuals, yet logical thinkers who are capable of intensely focusing on a single task to the exclusion of all else.

Metamagicians typically wear the normal attire of the adepts in their culture, and there is little by which to distinguish them from their wizardly colleagues. However, to those with the metamagical gift, they can be readily identified by their magical auras, which have a distinctly orderly appearance. Indeed the higher the order of a metamagician within the college, the more orderly the aura becomes. By 5th Order the aura resembles a strange, intertwining pattern of sinuous barbs and curving leaves. During ceremonial occasions it is not uncommon for Metamagicians to wear an unusual badge or pin with a pattern that resembles this sinuous aura. The style and hue of this pin can be used to distinguish the order of the adepts.


College Paths

Use the following table to determine the real cost for each of the principles below that add an advantage to a spell, or remove a limitation. As an example, if a principle provides a +1/2 advantage to a spell, a maximum of 12 character points can be spent to enhance the ability of a 3rd order metamagician with this principle. This principle will then allow him to enhance any eligible spell that has an active cost of 30 points or less.

Table 3. Real cost needed to adjust power modifiers.
Minimum Order Required 1st 2nd 3rd 4th 5th
Maximum Spell Active Cost 15 30 45 60 75
Total
Real
Cost
Add +1/4 Advantage or
Remove -1/4 Limitation
1 3 4 5 6
Add +1/2 Advantage or
Remove -1/2 Limitation
3 5 8 10 12
Add +3/4 Advantage or
Remove -3/4 Limitation
4 8 12 15 18
Add +1 Advantage or
Remove -1 Limitation
6 11 16 20 24

Except where noted, each of the principles below will use the following modifiers:

  • Delayed Effect (+1/4)
  • 0 END Reduced Endurance (+1/2)
  • Variable Special Effects (Only to match spell) (+1/4)

  • Gestures (-1/4)
  • Incantations (-1/4)
  • 0 DCV Concentrate (-1/2)
  • IAF Fragile Pendant (-3/4)
  • Caster must have at least 20 points in spells from the target spell college (-1/4)
  • Extra Time - 1 Minute (-1-1/2)
  • Requires successful Sense Magic Flux perception roll at time of release (-1/2)
  • Order of metamagician limits allowed active cost of spell effected (variable)

The advantages provide a combined modifier of +1. The limitations provide a combined modifier of -4 plus the amount determined from table 1. Note that these modifiers require that the adept have a level of mastery of the college from which spells he is attempting to effect. A minimum of 20 points in spells must be learned from a college before the metamagician can begin to alter their effect. However certain adepts have created spells that do not belong to a specific college. For the purpose of metamagical application, these singular spells can be considered to be members of a general school of magical knowledge. If the adept has mastered at least 20 points worth of such spells, he is also able to alter their effectiveness by means of the metamagical principles.

Path of Adhering Transmutation

This principle will subtly modify a spell of transmutation so that the changes it attempts to create will be cumulative. That is, even if the initial spell fails to perform the transformation, repeated castings will eventually achieve the desired result. Of course a separate principle path will need to be prepared for each such spell casting, so this ability is usually only useful for cases where such repeated castings are known ahead of time to be necessary, or if the target is either willing or is unable to escape. This principle has no effect on spells that do not use the transform power.

Power: Add a Cumulative advantage (+1/4) to any single magical transform power.
Modifiers: See above

Path of Conforming Domain

This principle employs a new advantage to allow the metamagician to alter the fundamental shape of a spell area. Thus a spell that would normally occur within the region of a sphere can instead be made to form a cone, line, or any other area allowed by the Area Effect advantage. The multiplier for this new advantage is +1/4, which allows any one Area Effect shape to be selected prior to the actual activation of the power. This principle has no effect on spells that do not include the Area Effect advantage.

Power: Add a Change Area Effect Shape advantage (+1/4) to any single magical power.
Modifiers: See above

Path of Delaying Outcome

This principle will cause a spell to be delayed until a specific circumstance occurs. This circumstance is specified at the time the principle is activated, and the spell is triggered only if the event could have been observed where the adept present. Thus the adept could not, for example, choose to trigger the spell by the presence a creature that is invisible to sight unless the adept is normally able to observe such. Note that this principle can be used to link multiple spells together by having successive spells triggered by the activation of the first spell. However, each such linked spell requires a separate activation of this principle.

Power: Add a changeable Trigger advantage (+1/2) to any single magical power.
Modifiers: See above

Path of Enchantment Trigger

This principle will cause a spell to be activated when a particular magical condition is detected. The trigger is magically enhanced to sense the presence of any magic and to determine if the trigger conditions are met. This trigger can be as general or as specific as the adept requires. The trigger for this principle is quite sensitive to magic and the spell can be set off by the slightest enchanted aura, if the adept so chooses.

Power: Add a changeable Trigger advantage (+1/2) to any single magical power.
Modifiers: Variable Special Effects (Only to match spell) (+1/4), 0 END (+1/2); Linked (-1/2), Uses special magic sense (-1), Caster must have at least 20 points in spells from the target spell college (-1/4), Order of metamagician limits allowed active cost of spell effected (variable).
Power: Sense Magic 12- (+3 PRE), Range, Discriminatory, 360 Degrees
Active Cost = 39 points
Combined: Delayed Effect (+1/4); Gestures (-1/4), Incantations (-1/4), 0 DCV Concentrate (-1/2), IAF Fragile Pendant (-3/4), Extra Time - 1 Minute (-1-1/2), Requires successful Sense Magic Flux perception roll at time of release (-1/2).

Minimum Order Required 1st 2nd 3rd 4th 5th
Maximum Spell Active Cost 15 30 45 60 75
Total Real Cost 10 12 14 16 18

Path of Enclosing Domain

This principle will cause a spell to wrap itself around a central enclosure, leaving the interior unaffected by the magic. This can be particularly useful when the adept wants to cast a spell on a group surrounding an individual or a location that he wants to leave unharmed. The radius of the enclosure is determined at the time the spell is adjusted by the principle, but it can be of any radius. This principle has no effect on spells that do not have the area effect advantage.

Power: Add a Hole in the Middle, Any Size advantage (+1/2) to any single magical power.
Modifiers: See above

Path of Enigmatic Origin

This principle will conceal a spell from observation by all senses, making it all but impossible to determine the origins of the magic. Of course the spell caster will still need to take steps to hide any gestures or incantations from any observers. When combined with the Path of Preparing Incantation and the Path of Shadow Gestures, this will almost completely conceal the fact that any type of spell was even cast.

Power: Add an Invisible Power Effects advantage (+1) to any single magical power.
Modifiers: See above

Path of Enlarging Domain

This principle will double the area of effect of the effected spell. The principle of enlarging effect can be applied multiple times to the same spell and the effects are cumulative. However this principle has no effect on spells that do not have the Area Effect advantage.

Power: Double the dimension of the Area Effect advantage (+1/4) of any single magical power.
Modifiers: See above

Path of Expanding Explosion

This principle will increase the strength of an explosive spell by causing it to expand into a larger volume. As a result the explosion will lose a damage class 1" more slowly. The principle of expanding explosion can be applied multiple times to the same spell and the effects are cumulative. However this principle has no effect on spells that do not have the Explosion advantage.

Power: Add a Explosion will lose a DC 1" more slowly advantage (+1/4) of any single magical power.
Modifiers: See above

Path of Gossamer Touch

This principle will create a faintly glowing hand that will float and shift about at the will of the adept. When a spell is cast, the gossamer glove can be used to deliver any magic that requires normally requires physical contact to deliver. Obviously this principle has no effect on spells that are already ranged or that do not allow their power to be used on others.

Power: Add a Ranged advantage (+1/2) to any single magical attack power.
Modifiers: See above

Path of Hastened Casting

This principle will accelerate the casting of a spell that suffers from the extra time limitation, significantly improving the rate of delivery of the necessary ritual. Multiple preparations of this principle can be applied to the same magical power, and each such application will move the casting time up the time chart a single row. Under no circumstances, however, can the activation time of the effected magical power ever be less than a half phase.

Power: Reduce an Extra Time limitation (-1/2) of any single magical power by one row on the time chart.
Modifiers: See above

Path of Imagery Expansion

This principle will double the effective volume where a magical images can manifest themselves, greatly increasing the scope and utility of many illusionary spells. The principle of enlarging effect can be applied multiple times to the same image and the effects are cumulative. However this principle has no effect on spells that do not employ the Images power.

Power: Add a Double the Radius advantage (+1/4) to the Images of any single magical power.
Modifiers: See above

Path of Improving Resiliency

This principle will protect a spell from attempts to negate the magic, including dispel magic spells. The net result is to double the effective active cost of the spell for the purpose of attempting to dispel the magic. This principle can be applied multiple times, doubling the resiliency of the magic with each application.

Power: Add a x2 Difficult to Dispel advantage (+1/4) to any single magical power.
Modifiers: See above

Path of Increasing Reach

This principle will increase the maximum allowed range of the effected spell by up to a factor of five. The principle of enhancing range can be applied multiple times to the same spell and the effects are cumulative. However this principle has no effect on spells that are not ranged.

Power: Add an Increased Maximum Range advantage (+1/4) to any single magical power.
Modifiers: See above

Path of Indeterminate Presence

This principle will allow the metamagician to cast a spell as if he were standing in a different location. The metamagician must be able to observe the point from where he will release the spell, but otherwise he is unrestricted as to distance and direction. Unless the power is invisible to sight, a ghostly afterimage of the metamagician will appear momentarily at the location of the spell release, fading quickly from sight.

Power: Add an Indirect, Any Distance or Direction, advantage (+3/4) to any single magical power.
Modifiers: See above

Path of Lending Enchantment

This principle will permit a single individual selected by the metamagician to maintain and utilize a magical power that the adept initiates. Thus the subject can manage the spell as long as he remains within the line of sight of the adept, unless the power happens to be persistent. The full energy cost of the magic must be paid by the subject and he is restricted by all the advantages and limitations of the spell. However the spell can be subject to other path principles available to the adept, allowing the effect to be tailored to some degree. Unwilling subjects can not be forced to use the spell, so it behooves the adept to gain the cooperation of his subject before casting is begun. Normally this agreement will require at least a full phase of consultation.

Power: Add an Useable by Others at Range advantage (+3/4) to any single magical power.
Modifiers: See above

Path of Parallel Convergence

This principle permits the metamagician to momentarily merge several parallel realities within a narrow scope. The net result is that when an attached offensive spell is cast up to five copies of the same magical manifestations converge into the current reality. Since these random parallel realities diverge slightly from the current universe, however, each successive copy of the spell is less likely than the previous to be targeted at the same location. In addition, the energy cost of converging these parallel realities can be enormous, with the END cost of each spell copy being paid in toto by the caster. Thus the metamagician will often feel completely exhausted after casting a spell with this principle attached, and the adept may want to limit the number of realities merged. Due to restrictions on the nature of magic, this principle can not be applied to any spell that currently has a reduced endurance advantage.

Power: Add an Autofire advantage (+1/2) to any single magical power.
Modifiers: See above

Path of Persisting Effect

This principle permits the metamagician to modify a spell so that it will persist even if he is rendered unconscious or falls asleep. However, the spell must not require any endurance to maintain. Once active, the spell can only be turned off by a conscious decision of the adept. Thus it will remain active for the full duration that the adept is asleep or unconscious.

Power: Add a Persistent advantage (+1/2) to any single magical power with 0 END cost.
Modifiers: See above

Path of Postponing Execution

This principle will allow the metamagician to delay the execution of a spell effect for a specified length of time. This time must be specified at the time the principle is applied to the spell. Due to instabilities in the magical flux, successful execution of this principle grows more difficult the longer the delay. For each step down the time chart, a cumulative -1 penalty is applied to the Sense Magic Flux roll. To determine the real cost of this principle, use the Add +1/4 Advantage of table 3 above.

Power: Add a Time Delay advantage (+1/4) to any single magical power.
Modifiers: Delayed Effect (+1/4), 0 END Reduced Endurance (+1/2), Variable Special Effects (Only to match spell) (+1/4); Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), IAF Fragile Pendant (-3/4), Caster must have at least 20 points in spells from the target spell college (-1/4), Extra Time - 1 Minute (-1-1/2), Requires successful Sense Magic Flux perception roll at time of release (-1/2), Cumulative -1 penalty to Sense Magic Flux roll for each step down the time chart of the time delay (-1/4), Order of metamagician limits allowed improvement to perception (variable).

Path of Preparing Incantation

This principle will allow the metamagician to prepare the necessary incantation for a spell in advance, thus allowing him to silently cast a spell. Obviously this principle has no effect on spells that lack an incantation requirement. It also has no benefit for spells that require incantations throughout. This principle will function if the adept is magically silenced, or in an area where speech is impossible such as underwater.

Power: Remove an Incantations limitation (-1/4) from any single magical power.
Modifiers: See above

Path of Protection from Rebounding

This principle will protect the adept from his own magic, an ability that is especially useful against a foe that has the ability to reflect spells back upon the caster. This principle can also be useful if the metamagician wants to target an area effect spell upon his own position, effectively using the magic to attack all those in the vicinity.

Power: Add a Personal Immunity advantage (+1/4) to any single magical power.
Modifiers: See above

Path of Reduced Effort

This principle will boost the magical efficiency of the adept, significantly enhancing the overall endurance while casting and maintaining a spell. This is possible in large part due to the magical flux sense of the adept, allowing him to optimize the flow of magic in the vicinity. This principle has no effect on spells that already receive the reduced endurance advantage, or those spells that have no endurance requirement.

Power: Add a Half END Reduced Endurance advantage (+1/4) to any single magical power.
Modifiers: See above

Path of Refining Perception

This principle will refine and enhance the ability of the adept to perceive magic through a spell of magical detection. The effective perception of the caster is improved to some degree, although the basic function of the spell is not altered. Thus a spell of magic detection that is not discriminatory will not be so when this principle is applied. The improvement in the perception that is provided by this principle is limited by the order of the metamagician, as shown on the table below.

Power: Increase PER of any single Detect Magic magical power.
Modifiers: Delayed Effect (+1/4), Variable Special Effects (Only to match spell) (+1/4); Gestures (-1/4), Incantations (-1/4), 0 DCV Concentrate (-1/2), IAF Fragile Pendant (-3/4), Extra Time - 1 Minute (-1-1/2), Requires successful Sense Magic Flux perception roll at time of release (-1/2), Order of metamagician limits allowed improvement to perception (variable).

Minimum Order Required 1st 2nd 3rd 4th 5th
Detect Magic Perception Bonus +2 +4 +6 +8 +10
Total Real Cost 1 2 3 4 5

Path of Reliable Implementation

This principle will improve the reliability of a spell that does not always function properly. Each application of this principle will improve the reliability of a spell by reducing the effective activation limitation a single step of -1/4. Thus if a spell has a reliability of 11-, this principle will improve the reliability one step to a 12- roll. Under no circumstance can this principle completely eliminate the element of risk with a spell, however, and the activation will always fail on a roll of 16 or higher.

Power: Reduce by -1/4 the limitation due to an Activation Roll on a magical power.
Modifiers: See above

Path of Shadow Gestures

This principle will allow the metamagician to cast any spell without performing any perceptible gestures. Instead the caster mimics the necessary movements by means of almost imperceptible muscle twitches. This principle will operate even if the adept is physically restrained in some manner, or is paralyzed. The twitches resemble nervousness and can easily be mistaken for such by anybody who is no knowledgeable about metamagician techniques. Obviously this principle has no effect on spells that lack a gestures requirement. It also has no benefit for spells that require gestures throughout.

Power: Remove a Gestures limitation (-1/4) from any single magical power.
Modifiers: See above

Path of Strengthening Negation

This principle will increase the strength of a dispel magic spell. The enhancement is added to the total dice rolled for the dispel attempt. The enhancement in the dispel attempt that is provided by this principle is limited by the order of the metamagician, as shown on the table below. However the total bonus can not exceed the amount of the base dispel magic spell. Thus this principle can at most double the strength of the spell.

Power: Add bonus to any single Dispel Magic magical power
Modifiers: Affects any single magical spell (+1/4), Delayed Effect (+1/4), Variable Special Effects (Only to match spell) (+1/4); Gestures (-1/4), Incantations (-1/4), 0 DCV Concentrate (-1/2), IAF Fragile Pendant (-3/4), Caster must have at least 20 points in spells from the target spell college (-1/4), Extra Time - 1 Minute (-1-1/2), Requires successful Sense Magic Flux perception roll at time of release (-1/2), Order of metamagician limits allowed improvement to perception (variable).

Minimum Order Required 1st 2nd 3rd 4th 5th
Bonus to Dispel Magic +2d6 +5d6 +7d6 +10d6 +13d6
Total Real Cost 2 4 6 9 11

Path of Uncanny Aim

This principle will allow the adept to target a spell equally well at any distance. The adept need merely observe the location where the spell is to be targeted and the aim will be directed to that site without any scatter due to the distance involved. Of course the target must still lie within range of the spell for this principle to have any benefit.

Power: Add a No Range Penalty advantage (+1/2) to any single magical power.
Modifiers: See above

Path of Unrelenting Effect

This principle will cause a spell to remain continually targeted against an individual or an area without requiring the adept to maintain the aim. The principle creates a magical tag on the selected target location that acts as a magical channel to lock the energy of the spell in place. The spell effectively becomes a constant power and will continue to effect the target as long as the adept maintains it.

Power: Add a Continuous advantage (+1) to any single magical power.
Modifiers: See above

Path of Wrenching Entity

This principle will cause a subtle interaction with a magically disembodied target so that a spell is able to effect such beings. Such creatures include insubstantial undead beings and those with a magically liquid or gaseous form. The particular effect is tailored to the unique abilities of a creature, making this a particularly versatile principle. As a result this power is particularly difficult to master, requiring a lengthy period of study.

Power: Add an Affects Desolidified advantage (+1/2) to any single magical power.
Modifiers: See above

College Incantations

The following spells require a successful Sense Magic Flux perception roll in order to function properly. The roll is made against the base perception roll with any applicable modifiers from table 2. Any maintained power slots will penalize this sense roll, although the metamagician can choose to spend more time sensing the local magical flux in order to improve his odds.

Unlike a principle, which merely alters the conditions for another spell, these incantations typically require that the metamagician remain attuned to the magical flux flowing through his body. Thus these spells a steady mantra in order to maintain the required focus on the spell. Any interruption of the mantra, such as through magical silence, will immediately negate the incantation. This restriction also makes it well nigh impossible to cast another spell or invoke a power while a metamagical incantation is being maintained.

Incantation of Aura Removal

This principle causes any magical effects operative about the adept to become concealed from any ability to detect magic. Any magical objects carried by the metamagician appear to be ordinary items, and any personal spells in effect are hidden. When combined with the Path of Enigmatic Origin, this incantation can completely conceal the presence of operating spells. However any area effect spells are still detectable. Note that this incantation can be directly sensed by invisibility detection ability. The metamagician must have achieved 3rd Order in this college before he can master this spell. Due to the need to carefully balance the spell between the magical flux and the powers in operation, this spell requires at least a full phase to cast.

Power: Invisibility to Sense Magic with fringe.
Modifiers: Invisible Power Effects (Magic) (+1/2); Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Caster must be at least a 3rd Order Metamagician (-3/4). Active Cost = 30 points.
END Cost: 3; Sense Roll: -3; Casting Time: Full Phase.
Real Cost: 8.

Incantation of Counterspell

This principle will allow the metamagician to counter a spell targeted against his person, but only if the adept is already familiar with that spell. This incantation is particularly effective against such spells, as the metamagician will already be familiar with its properties. The counterspell can only be used to protect the caster and to affect those he can physically touch. The caster must maintain a steady mantra to keep this principle active, so it can not be combined with any of the college paths. The metamagician must have achieved 2nd Order in this college before he can master this spell.

Power: 14d6 Dispel.
Modifiers: Any Single Spell (+1/4); Only if caster already knows the spell (-1), No range (-1/2), Gestures (-1/4), Incantations throughout (-1/2), 1/2 DCV Concentrate (-1/4), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Caster must be at least a 2nd Order Metamagician (-1/2). Active Cost = 52 points.
END Cost: 5; Sense Roll: -5; Casting Time: 1/2 Phase.
Real Cost: 10.

Incantation of Eerie Reach

This principle will allow the metamagician to inflict a magical effect that normally requires physical contact without advancing into hand to hand combat range. The radius of effect of this spell is quite limited, however, with the maximum effective range restricted by the order of the metamagician. This incantation can be used, for example, to touch an opponent while standing behind a wall of warriors. If the adept has a magical defensive shield active, then this incantation can inflict the power of the shield against a target. However, if the target has a defensive shield active, then the adept will suffer any adverse effects of contact. The metamagician can master this spell at any Order within the college.

Power: Stretching.
Modifiers: Invisible Power Effects (All) (+1); Only to apply spells with no range (-1), Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Caster must be at least a 1st Order Metamagician (-1/4).
Casting Time: 1/2 Phase.

Minimum Order Required 1st 2nd 3rd 4th 5th
Amount of Stretching 2" 3" 4" 5" 6"
Active Cost 20 30 40 50 60
END Cost 2 3 4 5 6
Sense Roll -2 -3 -4 -5 -6
Total Real Cost 5 7 9 12 14

Incantation of Magic Dampening

This principle will allow the metamagician to weaken the magical powers of a target, even disabling weaker spells or magic items. The proficiency of the adept with this spell is limited by the abilities of the metamagician, with great mastery available at higher orders. This incantation can not be cast or maintained if the caster has another spell active. The table below shows the degree of mastery of this incantation available for each order of the metamagician.

Power: Suppress.
Modifiers: Affects All Magic (+2); Gestures (-1/4), Incantations throughout (-1/2), 1/2 DCV Concentrate (-1/4), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Not if caster has another spell active (-1/2), Order of metamagician limits amount of suppress (variable), Extra Time: Full Phase (-1/2).
Casting Time: Full Phase.

Minimum Order Required 3rd 4th 5th
Amount of Suppress Magic 3d6 6d6 9d6
Active Cost 45 90 135
END Cost 4 9 13
Sense Roll -4 -9 -13
Total Real Cost 9 17 24

Incantation of Nullifying Magery

This principle will allow the metamagician to so warp the magical flux around an individual that they temporarily inhibit the spell channeling skill of a fellow wizard. However the adept must first know the type of magical skill he is trying to dampen, which will require advance knowledge of the target or a period of observation of his magical powers. The effect will only last for a brief period during which the target will find himself quite ineffectual at spell casting. Indeed for certain spells this effect can be disastrous as the temporary ineptitude can also inflict magical backlashes. The metamagician must have achieved 4th Order in this college before he can master this spell. Casting this spell requires a full phase to complete and it is particularly exhausting to distort the magical flux to this degree. This incantation will have no effect on beings that have an innate magical ability that does not require a special skill to control. Such creatures are able to bypass the warping of the magical flux by some means the metamagicians have yet to discover.

Power: 4d6 Drain Magic Skill.
Modifiers: Any One Magic Skill (+1/4); x2 END (-1/2), Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Caster must be at least a 4th Order Metamagician (-1), Extra Time - Full Phase (-1/2). Active Cost = 50 points.
END Cost: 10; Sense Roll: -5; Casting Time: 1 Phase.
Real Cost: 10.

Incantation of Rebounding Magic

This principle will allow the metamagician to cause many types of ranged magic to rebound upon its caster. The metamagician must be prepared to block the incoming spell and must successfully target the magical projectile. He can choose to reflect the spell back toward the attacker or merely deflect it safely away. However he must choose which of these actions to take prior to the attempt. This incantation has no effect on mundane projectiles, such as arrows or hurled objects. The metamagician must have achieved 3rd Order in this college before he can master this spell.

Power: Missile Deflection & Reflection, Any Ranged Attack, Reflect Attacks at Attacker.
Modifiers: Only versus ranged spells or magical projectiles (-3/4), Costs END to use (-1/2), Gestures (-1/4), Incantations throughout (-1/2), 1/2 DCV Concentrate (-1/4), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Caster must be at least a 3rd Order Metamagician (-3/4). Active Cost = 40 points.
END Cost: 4; Sense Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 8.

Incantation of Rune Reciting

This principle allows the metamagician to read otherwise illegible runes of a magical nature. These can include messages written with a magical ink, runes engraved on a magical item, and even magical messages concealed with an illusion. The runes may be invisible to normal sight, or they can be visible but completely illegible. It does not allow the adept to read mundane messages that are effected by magic. Note that this incantation provides no protection against the effects of reading such runes. The adept must be at least a 1st level metamagician in this college before he can master this spell.

Power: Universal Translator.
Modifiers: Only to read magic runes (-1). Active Cost = 20 points.
Power: Sense Magic Runes, Discriminatory.
Modifiers: Linked (-1/2). Active Cost = 10 points.
Combined: Costs END to use (-1/2), Gestures (-1/4), Incantations throughout (-1/2), 1/2 DCV Concentrate Throughout (-1/2), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Caster must be a 1st Order or higher Metamagician (-1/4).
END Cost: 4; Sense Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 6.

Incantation of Scry Awareness

This principle allows the metamagician to sense when he is the subject of a magical clairvoyance power, such as clairsentience to sight, although it will not allow him to determine who is performing the observation. This sense is multi-directional and does not require the full attention of the adept. When it is triggered the mage feels a tingling sensation that varies in intensity in proportion to the distance from the effect. Distant observations may not even be noticed unless the adept is particularly alert. The metamagician must have achieved 2nd Order in this college before he can master this spell.

Power: Sense Clairvoyance, Range, 360 Degree Sensing.
Modifiers: Costs END to use (-1/2), Gestures (-1/4), Incantations throughout (-1/2), 1/2 DCV Concentrate (-1/4), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Caster must be at least a 2nd Order Metamagician (-1/2). Active Cost = 20 points.
END Cost: 2; Sense Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 5.

Incantation of Scry Concealment

This principle will render the metamagician invisible to any attempt to sense his location and activities through magical means, such as through magical clairsentience or enhanced senses. However the adept can still be observed through the changes he makes to his environment, such as objects displaced or footprints in the earth. He can also be located through mentalism powers that can sense the presence and location of a particular mind. The metamagician must have achieved 3rd Order in this college before he can master this spell.

Power: Invisibility to Sight and Sound Groups.
Modifiers: Only versus magically enabled senses (-1), Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Caster must be at least a 3rd Order Metamagician (-3/4). Active Cost = 40 points.
END Cost: 4; Sense Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 8.

Incantation of Scry Deception

This principle will allow the adept to create a complex illusionary reality that is visible only to the caster and to anybody observing the area of effect through magical clairsentience. This incantation is employed by distrustful adepts to prevent wizards from spying on their activities and learning their secrets. Setting up this illusionary reality requires a full turn of steady concentration by the adept. The metamagician must have achieved 2nd Order in this college before he can master this spell.

Power: Images to Sight Group, -2 PER.
Modifiers: 2" Radius (+1/4), 1/2 END (+1/4); Only versus magical clairsentience (-1-1/2), Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Caster must be at least a 1st Order Metamagician (-1/4), Extra Time: 1 Turn (-1). Active Cost = 39 points.
END Cost: 2; Sense Roll: -5; Casting Time: 1 Turn.
Real Cost: 7.

Incantation of Singing Magic

This principle will cause any magic that is in close proximity to the adept to emit a beautiful clear tone that resembles humming crystal. The strength and type of magic will determine the intensity and frequency of the tone respectively. With practice the metamagician can interpret very precisely what magic lies in the vicinity. The metamagician must have achieved 3rd Order in this college before he can master this spell.

Power: Sense Magic, Discriminatory, 360 Degrees, Ranged.
Modifiers: Only to control images (-1), Costs END (-1/2). Active Cost = 25 points.
Power: Images to Sound.
Modifiers: 4" Radius (+1/2); Only to cause magic to radiate crystal tones (-1/2), No Range (-1/2), Linked (-1/2). Active Cost = 15 points.
Combined: Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Caster must be at least a 3rd Order Metamagician (-3/4).
END Cost: 4; Sense Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.

Incantation of Spell Breakwall

This principle will create a faint, shimmering barrier that will block most direct magical attacks. This barrier creates a severe bend in the local magical flux that will interrupt the normal flow of magic. However, any spells that can indirectly manifest themselves behind the barrier will be unaffected. This magical discontinuity is completely transparent to any mundane objects, such as missiles or hurled weapons, and will not block magical weapons. The maximum strength of the barrier is limited by the Order the metamagician has achieved with this incantation.

Power: Force Wall.
Modifiers: Transparent to non-magical attacks (+1/2); Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Order of metamagician limits strength of force field (variable).
Casting Time: 1/2 Phase.

Minimum Order Required 1st 2nd 3rd 4th 5th
Wall DEF +4 +6 +7 +8 +10
Wall Length 4" 6" 7" 8" 10"
Active Cost 30 45 52 60 75
END Cost 3 4 5 6 7
Sense Roll -3 -4 -5 -6 -7
Total Real Cost 9 13 14 15 18

Incantation of Spell Signature

This principle will allow the metamagician to reproduce the slight environmental changes that are a common side effect of most spells. These subtle changes can vary by the type of spell that was cast, the college to which it belongs, and any magical peculiarities of the caster. Thus such a spell must have been previously experienced by the adept in order for the magic sensory effects to appear properly. However, there is little practical use for this spell, other than to fool a knowledgeable person into believing that a particular spell is in effect. Typically this harmless spell is employed by an adept to practice his skill both in identifying spells and his path principles. In order to master this spell the adept must be at least 1st Order within this college.

Power: Change Environment, 2" Radius.
Modifiers: Vary Environment (+1); Only to match sensory side effects of a previously observed spell (-3/4), No range (-1/2), Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Caster must be at least a 1st Order Metamagician (-1/4). Active Cost = 20 points.
END Cost: 2; Sense Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 4.

Incantation of Spell Wresting

This principle will allow the metamagician to attempt to wrest control of a spell from another. If successful, the target will be forced to continue maintaining the spell, but will be unable to manipulate its effects. However, this incantation will have no effect if the spell requires any special actions by the target to maintain, such as gestures, incantations, or concentration. This control can be maintained as long as the END cost of the incantation is paid and the spell can normally be kept active. Note that the controlled spell will continue to drain END from the target, and may eventually cause a collapse from exhaustion.

Power: Mind Control.
Modifiers: Only to forcibly steal control of a single active spell (-1/2), Not if spell requires gestures, incantations or concentration to maintain (-1/4), Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), Requires a Sense Magic Flux perception roll (-1/2), IAF Fragile Pendant (-3/4), Visible (-1/4), Order of metamagician limits amount of mind control (variable).
Casting Time: 1/2 Phase.

Minimum Order Required 1st 2nd 3rd 4th 5th
Mind Control 8d6 10d6 12d6 14d6 16d6
Active Cost 40 50 60 70 80
END Cost 4 5 6 7 8
Sense Roll -4 -5 -6 -7 -8
Total Real Cost 9 11 13 14 15