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Metamagic

Abjuration Mastery | Absorbtion | Alteration Mastery | Cleansing | Mental Mastery | Conjuration Mastery | Divination Mastery | Extended Masking | Evocation Mastery | Familiar | Filtering | Flux | Great Ritual | Illusion Mastery | Infusion | Masking | Reflection | Sensing | Shielding | Spell Lock | Spindle | Sympathetic Linking | Religious Shaman | Bear Shaman | Owl Shaman | Coyote Shaman | Hermetic Mage |

Name Description
Abjuration Mastery This spell allows the caster to define his spell effect. This cannot be used to stop the game. Spells must be defined BEFORE your action. You must know at least five spells from this category before this Metamagic is available. Once taken, any spell from the category may be cast for +2 drain.
Absorbtion This ability allows the adept to absorb power from spells he attempts to counterspell and use it to restore his drain pool. His Ritual Magic: Counterspelling skill gains (* Increase the drain of the spell being counterspelled by 1 and restore 1 point to your drain pool. This may be canceled by allowing the spell to be countered). Shielding is the pre-requisite for this advanced technique.
Alteration Mastery This spell allows the caster to define his spell effect. This cannot be used to stop the game. Spells must be defined BEFORE your action. You must know at least five spells from this category before this Metamagic is available. Once taken, any spell from the category may be cast for +2 drain.
Cleansing The adept may roll his Ritual Magic: Counterspelling skill against a target of 20 - the adept's Magic (** Reduce background count by 1 for Initiate Grade hours). This effect applies to the entire background count area. This is the pre-requisite for Filtering. The base time for this check is 10 minutes.
Mental Mastery This spell allows the caster to define his spell effect. This cannot be used to stop the game. Spells must be defined BEFORE your action. You must know at least five spells from this category before this Metamagic is available. Once taken, any spell from the category may be cast for +2 drain.
Conjuration Mastery This spell allows the caster to define his spell effect. This cannot be used to stop the game. Spells must be defined BEFORE your action. You must know at least five spells from this category before this Metamagic is available. Once taken, any spell from the category may be cast for +2 drain.
Divination Mastery This spell allows the caster to define his spell effect. This cannot be used to stop the game. Spells must be defined BEFORE your action. You must know at least five spells from this category before this Metamagic is available. Once taken, any spell from the category may be cast for +2 drain.
Extended Masking The adept may use his masking to encompass any items or spells within 1 meter. Items or spells with a force higher than the adept's Magic may not be masked. Masking is the pre-requisite for this advance technique.
Evocation Mastery This spell allows the caster to define his spell effect. This cannot be used to stop the game. Spells must be defined BEFORE your action. You must know at least five spells from this category before this Metamagic is available. Once taken, any spell from the category may be cast for +2 drain.
Familiar The adept has used magic to bind another creature to him. The adept may concentrate to see through its eyes, control its actions, etc. The familiar's Intelligence must start below 3 but becomes 3 as part of the binding process.. Think of it as a living, intelligent drone. If the familiar dies, the adept's Magic attribute is halved for 1 month. After this time, the familiar may be replaced. The adept may choose the creature to be bound but must capture it so it holds still for the 6 hour ritual. Mages unable to perform a 6 hour ritual cannot get this feat.
Filtering Each level of this metamagic reduces the negative effects of background count on the adept by 1. The adept still receives all positive effects from a properly aspected background count. Cleansing is the pre-requisite for this advanced technique.
Flux The adept may cause his aura to fluctuate for up to Magic hours per day. While this is happening, the mage cannot be targeted by ritual magic. Rituals already in the process of targeting the adept accumulate no successes while this ability is active but previously accumulated successes are not lost (unless the ritual is ended in frustration). Effects already affecting the adept are not affected. Maintaining shielding imposes the same -2A modifier that sustaining a spell imposes on the adept's magic use. Spell Locks may not be used to maintain Flux. Masking is the pre-requisite for this advance technique.
Great Ritual The adept may double the area of effect of a ritual spell he has cast. Multiple purchases of this metamagic allow tripling, etc.
Illusion Mastery This spell allows the caster to define his spell effect. This cannot be used to stop the game. Spells must be defined BEFORE your action. You must know at least five spells from this category before this Metamagic is available. Once taken, any spell from the category may be cast for +2 drain.
Infusion The adept may temporarily increase his Magic attribute to cast one spell at the cost of "burning out" his Magic for some time thereafter. His Magic may be up to doubled but is then reduced by 1 point for every point added. Lost Magic recovers at a rate of 1 point per hour. Note that only the core attribute is affected, enhancements are not.
Masking The adept may make his magical aura appear mundane to any lower grade initiates. This ability is the pre-requisite for Extended Masking and Flux.
Reflection The adept's Ritual Magic: Counterspelling skill gains (**** Change the target of the affected spell to be it's caster). Shielding is the pre-requisite for this advanced technique.
Sensing The adept is so attuned to magic's fluctuations that he is aware of any effect within Magic x 5 meters.
Shielding This ability allows the adept to use his Ritual Magic: Counterspelling skill to counter spells that do not target him. The target of the spell to be countered must be visible and Shielding must be declared in advance. This ability is the pre-requisite for Absorbtion and Reflection.
Spell Lock The adept may sustain one spell without suffering the -2A modifier to his magic use.
Spindle The adept may "store" 1 points of magic on any combat round that he does not cast or sustain a spell. This increases his effective Magic attribute by 1 on the next spell he casts. To do this, the mage must generate more Mana than the spell required.
Sympathetic Linking This ability allows the adept to use items handled by the victim to target someone during ritual magic. Without this ability, only material links (an integral part of the target) may be used. NOTE using favored objects, oft-handled objects, recently handled objects, or even symbolic links imposes a penalty on the Ritual Magic: Ritual attack roll. This ability can also be used to target spells onto unique diagrams (eliminating range considerations).
Religious Shaman Religious shaman's receive +2 to their mana rolls when casting spells that they believe will directly and materially aid their deity's purpose. They receive -2 to their mana rolls at all other times. This type of shaman can be extremely dangerous when in a righteous fury. Your character may not choose more than one type of shaman.
Bear Shaman Bear shamans add +1 to the result of every healing die rolled. The mana cost does not change. They also add +2 to Alteration spell's mana rolls. They subtract -2 from Evocation mana rolls. Your character may not choose more than one type of shaman.
Owl Shaman Owl shamans add +2 to all mana rolls for detection spells. They subtract -2 from Alteration mana rolls. Your character may not choose more than one type of shaman.
Coyote Shaman Coyote shamans receive +2 to mana rolls for Illusion and Conjuration spells and -2 to mana rolls for Abjuration and Divination spells. Your character may not choose more than one type of shaman.
Hermetic Mage Hermetic Mages treat magic as a science. They receive +1 to any mana rolls to cast a spell for which they have a skill that seems applicable at level 3+. They receive +2 if the skill is level 5+. If they have no applicable skill, they receive -2 to the mana roll. A Hermetic Mage cannot also be a shaman.

Copyright 2024 James Watson