Metamagic Spells


      by Level

      1st Level
        
        Magic Missile  (Standard)
        Shield  (Standard)
      
        Magemark (Divination, Metamagic) 
         Range:  Line of Sight       Cast: 2
         Comp: S                     AoE:  One subject
         Dur:  1 round               Save:  None
         This spell examines the subject's aura for signs of
       potential spellcasting.  The spell itself is enough for the
       caster to spot a spellcaster who has spells memorized.  If
       the caster is high enough in level, he may make a
       Spellcraft roll to determine other aspects, as follows:
         LEVEL    EXTRA INFO
           2      Recognize spellcasters with no spells currently
                    memorized.
           4      Determine whether subject is a Mage, Priest or
                    Spell-casting Templar.
           6      Determine highest spell level.
           8      Determine number and levels of memorized spells.
           10     Determine Schools of memorized spells.
           12     Determine specific spells.
      
      
      2nd Level Vocalize (Metamagic, Alteration) Range: 0 Cast: 2 Comp: S AoE: Caster Dur: 1 rd/Lev. (9 rds max) Save: None With a complex gesture, the Caster creates a "voice" that is capable of reciting the Verbal Components of any spell he has memorized. The effect allows him to cast such spells even if he is gagged or in a Silence spell. The spell will not allow any other kind of speech, as it is powered by the memorized spells. Note that the maximum duration prevents the use of this spell to cast Ritualist spells. This will remain true even if other magics are used to extend its duration. Mana Surge (Metamagic, Alteration) Range: 10 yd/lev Cast: 1 Comp: V,S AoE: 10' rad/lev. Dur: 1 round Save: Spec. This spell creates a momentary fluctuation of the flow of Eldritch energies within the area of effect. For the remainder of the current round, all spells being cast are disrupted (no save). During the next round, spellcasters of equal or greater level than the Surge's caster may attempt a saving throw and cast a spell, but if they fail, then that spell is lost, too. This spell will not disrupt Ritualist magics that are being cast in the Area of effect. Eldritch Sight (Metamagic, Divination) Range: 0 Cast: 2 Comp: V,S AoE: Field of vision, 60' distance Dur: 1 rd/lev Save: None This spell functions as a Detect Magic spell, but also grants the caster the ability to see Eldritch creatures (Undead, Fey, Extraplanar, Lycanthropic, Golem) for what they really are, although a Spellcraft roll is needed to tell which specific category a creature falls into. This spell may be affected by a Permanency spell.
      3rd Level Dispell Magic (Standard) Eldritch Bolt (Metamagic, Evocation) Range: 10 yd/lev Cast: 3 Comp: V,S AoE: 1 target Dur: Inst. Save: 1/2 (Spec.) This spell creates a bolt of pure magical energy, which lashes out at the chosen target. This bolt will inflict 1d6 damage for every two full caster levels, up to tenth, with a normal save vs. Spells reducing the damage by 1/2. The bolt has no effect on inanimate matter, although if fired at a potion, it will work as a Dispell Magic spell as if cast by a wizard of 5 levels higher. The Bolt will be stopped by a Shield spell, but it will also disrupt that spell totally. Finally, if the target is an Eldritch Creature, then it gets no saving throw at all. Somatique (Metamagic, Evocation) Range: 0 Cast: 3 Comp: V AoE: Caster Dur: 1 rd/Lev. Save: None Similar to Vocalize, this spell creates a pair of translucent arms extnding from the caster's shoulders. These arms are capable of performing the Somatic components of any spells the caster has memorized, including the manipulation of Material Components if those are available. The hands are not capable of any other action, nor are they capable of casting spells of the Ritualist School.
      4th Level Extension I (Standard) Eldritch Armor (Metamagic, Evocation) Range: Touch Cast: 4 Comp: VS AoE: One individual Dur: 1 rd/Lev Save: None When this spell is cast, the subject is surrounded by a shimmering suit of stylized armor that provides illumination out to 5' and affects the wearer as if by a Faerie Fire spell. The Armor provides limited protection from all sorts of magical attacks: Caster Level Bonus 7 +1 9 +2 11 +3 13 +4 15 +5 The bonus applies to save vs. Spells, and gives an AC bonus against attacks by Eldritch creatures or magical weapons. If the Armor is struck by a weapon with a bonus equal to or greater than twice its own, then the Armor spell ends instantly. For this purpose only, always use the highest possible bonus for the weapon (for instance, a Frost Brand would shatter Armor cast by a Wizard of 12th level or less). Likewise, if an Eldritch creature has HD high enough that it may attack creatures only hit by magical weapons, then use their maximum category to determine if they can shatter the Armor. This bonus is not cumulative with other magical bonuses. Pixilation (Metamagic, Enchantment/Charm) Range: 10'/lev Cast: 4 Comp: VS AoE: Single target Dur: Permanent Save: Neg. If the target fails his saving throw, he will lose one spell currently memorized. If the caster knows which spells the target currently has in his memory, then she can select which spell is eliminated. Otherwise, it is selected at random.
      5th Level Extension II (Standard) Materialize (Metamagic, Conj/Summ) Range: 0 Cast: 5 Comp: VS AoE: Caster Dur: 1 Round/Lev Save: None This spell, the complement to Vocalize and Somatique, is capable of conjuring up, temporarily, the Material Components of any spell the caster has memorized. The components will appear as the caster begins the spell, and will fade when she is finished, or if she is interrupted. If the spell's casting time is longer than the duration of the Materialize spell, then the second casting will fail. The caster may continue to cast spells using Materialized Components for as long as the spell's duration continues. This spell is not capable of providing the Material Components of any spell of the Ritualist School. Echo (Metamagic) Range: 0 Cast: Special Comp: VS AoE: Caster Dur: One round Save: None This spell allows the Mage to cast any spell she witnessed being cast in the previous round. The total casting time is 4+(the orignal spell's casting time), meaning that the target spell cnnot have a casting time of one round or greater. The caster must first make a successful Spellcraft roll, modified as follows: Wizard Spells From same Specialist School as caster: +2 Caster knows spell : +1 Caster has spell memorized : +2 Original caster is a Templar : -2 From Opposed Specialist School : -2 Of a higher level than caster can use: -1 Priest Spell : -5 If the roll fails, then the Echo spell is wasted. The Echo only requires the caster to mimic the Verbal and Somatic Components of the original spell. The Echo is cast at either the original caster's level, or at the Echo's caster's level, whichever is less.
      6th Level Anti-Magic Shell (Standard+) In addition to the normal effects, this spell also provides protection from attacks by Eldritch Creatures. Extension III (Standard) Mordenkainen's Lucubration (Standard)
      7th Level Limited Wish (Standard) Rebound Range: 0 Cast: 1/2 Comp: VS AoE: Caster Dur: Instant Save: None If the caster of this spell makes a successful Spellcraft roll (to get the timing right), he may redirect a spell that would target him, or whose Area of Effect he is in. He may direct it at any target, as if the spell had been cast from his position. Spellsteal Range: 10yd/lev Cast: 7 Comp: VS AoE: One person Dur: 24 hours Save: Special If the target of this spell is of equal or greater level than the caster, then she may make a save vs. spells to negate the effect. If the roll fails, or the target doesn't get one, then one spell is removed is removed from the target's memory and placed in the caster's. (If the target has no spells memorized, then the Spellsteal is wasted.) The caster may either cast the spell, or transcribe it to a spellbook. If the caster knows what spells the target has memorized, then he may select which one is stolen. Otherwise, the spell is determined randomly. Although the drain is automatic, the caster needs to make a Spellcraft roll, modified as follows, to either cast or transcribe the spell: Wizard Spells: Known to caster : Automatic Success Same Specialist School : +2 Opposed School : -2 Higher level : -2 Stolen from Templar : -1 Priest Spells : -5 In addition to the Spellcraft roll, the Wizard must also have all of the spell components to cast the spell. If the spell is unused by the time Spellsteal's duration is up, it fades away.
      8th Level Permanency (Standard) Eldritch Storm (Metamagic, Evocation) Range: 10yd/lev Cast: 8 Comp: VS AoE: 20' cube Dur: Instant Save: None This violent magic blast deals 1d6 for every two levels of the caster, up to a maximum of 10d6, to all creatures in its area of effect. Eldritch creatures take an additional 1hp/die, and are stunned for the next round. This spell will destroy any Shield or Eldritch Armor spells in its area of effect, but the Eldritch Armor will protect its wearer from any damage, and a Shield spell (or Brooch of Shielding) will reduce the damage by 1hp/die. Spellwipe (Metamagic) Range: 10yd/lev Cast: 8 Comp: VS AoE: One target Dur: Permanent Save: Neg. This spell eliminates one level of memorized spells from the target's memory for every caster level. (Thus, a 20th level caster could eliminate one 9th level spell, two 3rd level spells and one 5th level spell, or any other combination that added up to 20.) If the caster knows which spells the target has memorized, then she may select which ones get wiped. Otherwise, she has two options: a) Level selection. She can select the levels of the spells to be affected, which are then chosen randomly. If the target does not have as many spells of a given level as are targeted, then those levels are wasted. b) Cleaning. This eliminates spells starting at the lowest level and works up. Leftover levels are wasted. For instance, if a 20th level spellwipe were used on a 20th level Mage with all possible spells memorized (5/5/5/5/5/4/3/3/2), then the spell would wipe out 5 1st level spells, 5 2nd level spells, and 1 3rd level spell, with 2 possible levels wasted. A second casting would erase the remain 4 3rd level spells, plus 2 4th level spells, with no wastage. In any spell level where not all the spells are eliminated, select randomly which are effected. Note that if the target only has very high level spells memorized, more of the Spellwipe is likely to be wasted.
      9th Level Wish (Standard) Mordenkainen's Disjunction (Standard) Vortex (Metamagic, Evocation) Range: 10yd/Lev Cast: 9 Comp: VS AoE: Special Dur: Special Save: None When this spell is cast, it summons a 30' diameter sphere of swirling mystic energies that deal d4 hp for every two levels of the caster (+1/die to Eldritch creatures) to all within. On every round thereafter, the diameter will shrink by 10', until the Vortex is gone. However, as long as the spell is still in existence, it will absorb any spells cast into it or from within it. Absorbed spells will fail, and will add either 10' to the Vortex's diameter, or will add one die of damage to its intensity, for every spell level, at the choice of the Vortex's caster. For instance, a Fireball spell (3rd Level) will add either 30' to the diameter, or 3d4 to the damage, or some combination thereof. The Vortex has a maximum damage of 2d4/caster level, and all additional absorbed spells feed into the diameter, instead. As long as the Vortex is still working, the caster may choose to spend a round and directly channel a memorized spell into the Vortex as if it had been cast into it, or can, with a successful Spellcraft roll, move the center of the Vortex by 5'/level in a straight line, up to the spell's maximum range. Anyone caught in the path who does not end the round in the Vortex gets a saving throw to reduce the damage by 1/2. If a spellcaster with memorized spells dies while in the Vortex, all the spell levels get added to it, as if they had been cast. Likewise, if an Eldritch creature dies within it, it feeds the Vortex using HD instead of spell levels. Eldritch Armor is destroyed by the Vortex, but protects the wearer for one round. A Shield spell is also destroyed, but reduces damage by 1 hp/die for that round. A Brooch of Shielding has the same benefit as a Shield spell, for every round the wearer is stuck in the Vortex. Note that the caster cannot end the spell before its time (a Dispell Magic or Mordenkainen's Disjunction would only feed it). If he moves out of range, the Vortex will follow, even if he teleports or shifts to another Plane. However, contact with a Rod of Cancellation or a Sphere of Annihillation will destroy the Vortex, and will destroy the rod (but not the sphere).


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