
New Schools of Magic
Metamagic & Ritualism

Metamagic
Metamagic has four applications. These are:
1) Manipulation of ambient magical energies (cast spells
and magic items). This category includes spells like Dispell
Magic and Mordenkainen's Disjunction.
2) Manipulation of potential magical energies (memorized
spells). This includes Mordenkainen's Lucubration and
Vocalize.
3) Manipulation of raw magical energy. This includes
spells like Magic Missile and Shield.
4) Eldritch energies. These spells specifically target
those creature for whom magic is an inherent part of their
composition. Eldritch creatures fall into five distinct
categories. These are: Fae (not elves), Undead, Golem,
Lycanthropes and Extraplanar Creatures. Many of the Metamage
Spells are far more effective against such creatures.
Metamages are often required to withstand the force of
magical energy as they will it into the form they want. As
a result, the Metamage needs a Strength of at least 15.
Certain characteristics are common to all metamagic
spells. First and foremost, they are unrefined. They are
unable to conjure or transform matter, except as a side
effect. They are also fast. Since the Metamage does not
waste time transforming the energy he wields into something more
substantial, his spells never have a casting time of over
one round. They also rarely have saving throws, as they
produce too raw of an effect to be resisted on the physical
level.
Similarly, they also never require material components,
although verbal and somatic components are frequently both
used.
Metamagic is opposed to ritual magic, and the Metamage is
unable to cast the intricate spells of the Ritualist
school.

Ritualism
Ritualist magic is based on a combination of sympathetic
magic, the study and use of the higher alchemical properties
of materials (silver for purity, roses for love) and
astrological and geomantic effects.
Ritualists dedicate themselves to the precise use of
power. Their spells are intricate and complex, and are
frequently among the most powerful spells of a given spell
level. Among the Ritualist spells off the standard list
are Find Familiar, Enchant Object and Guards and Wards.
Because they spend so much time in study, Ritualists gain a
15% bonus off of the time it takes to do the necessary
research to manufacture magic items.
Few Ritualist spells are just Ritualist. Almost all of
them incorporate elements of one or more other Schools.
Only Metamagic is unavailable. The casting time of
Ritualist spells is never less than one turn, and all
Rituals require verbal, somatic and material components. In
addition to the usual range of materials, many Ritualist
spells demand a particular astrological or geomantic
component.
Material components for Ritual Magic are often rare and/or
expensive.
Ritualists are unable to cast the spells of the school of
Metamagic.

New spells from these and other schools are listed
elsewhere.
