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.


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