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In addition to free access spells and magical theorems, any character with mystical abilities at its disposal has the possibility of customizing their powers using metamagic benefits. These skills are a mixture of both knowledge and special gifts that can be developed by sorcerers by using magic levels. Naturally, any player is allowed to develop metamagic advantages if desired, opting to focus all knowledge of his character to master new ways of magic.
field is a number, it means the character must have at least that level to access to that power.
Metamagic Areas
Metamagic is divided by the Arcana Shepirah into Metamagic Areas, each of them representing a certain advantage. To master them the character must pay the cost using points of Magic Level (and not Development Points), and in doing so receives automatic benefits described therein. Often, in the Arcana Shepirah more than one Metamagic Area has the same power. This means that the more areas that a character has mastered, the more powerful that advantage in particular becomes. For example, if a character has Defensive Erudition, he may spend up to 20 Zeon points on enhancing his defensive Magical Projection, up to 40 points if he has two areas, and in the event of having them all, up to 60. The order in which Metamagic areas are obtained or their position on the Magic Tree is completely irrelevant to the determination of the powers they provide.
Level Requirements
Not all Metamagic Areas are available to characters from the beginning. Some represent powers that demand them to have first have reached a certain spiritual presence to master. Therefore, if the top of the
Below is a list of all the existing Metamagic powers, grouped according to their affinity to one branch or another.
Advanced Level (Two areas): Same as above, except that the Zeon cap that can be invested is increased to 40. Arcane Level (Three areas): As above, except that the Zeon limit is a maximum of +60.
Limits: The bonuses of this principle do not accumulate with the Free Access Spell Defense Erudition. Common Visual Effects: This effect tends to draw runes on the body the sorcerer (usually in one arm or both hands) which illuminate as accumulating Zeon. Every 5 points you spend to this end draw a mark on his body. Offensive Erudition (Erudicin Ofensiva)
This Metamagic principle gives the wizard the ability to use their energy to increase the accuracy and speed of spells. So, thanks to the added potential used, he increases his Magic Projection in an amount equivalent to to the Zeon spent. Similarly, the higher your ability, the more Zeon you can spend. Game Effects: When casting an Attack or Spiritual spell, the sorcerer can invest extra Zeon for a bonus equal to the amount spent. That is, if you invested 25 points above the Zeonic value of a spell, you get a +25 to your offensive Magic Projection. The limit of Zeon that anyone can use to increase their Magical Projection is determined by the number of areas of Offensive Erudition possessed. Basic Level (One area): The character may spend up to 20 additional points of Zeon to get an additional +20 increase to their Magic Projection. Advanced Level (Two areas): Same as above, except that the Zeon cap that can be invested is increased to 40. Arcane Level (Three areas): As above, except that the Zeon limit is a maximum of +60.
Common Visual Effects: In a manner very similar to what happens when using Offensive Erudition, this effect creates runes of empowerment. However, usually drawn in mid-air around the site the character used to cast the spell (your hand, mouth, chest ...) rather than directly on your body. Every 10 points you spend on this order causes a rune to form. Defensive Erudition (Erudicin Defensiva)
Defensive Erudition allows the sorcerer to use his magic to increase the protection provided by their defensive spells. So, the more Zeon spent, the greater his defense skill. Game Effects: When launching a Shield, the
warlock can spend extra Zeon for a bonus equivalent to that expense. That is, if you invested 25 Zeon points above the value of the spell, you would get +25 to your defensive Magic Projection. This bonus is retained for the entire time that the spell is active, so while the shield is maintained, all defenses that the character executes will receive the benefit. The limit of Zeon anyone can use to increase their magical projection is determined by the number of Defensive Erudition fields they have.
Basic Level (One area): The character may spend up to 20 additional points of Zeon to get an additional +20 increase to their Magic Projection.
Limits: The bonuses of this principle do not accumulate with the Free Access Spell Offensive Erudition. Common Visual Effects: This effect tends to draw runes on the body the sorcerer (usually in one arm or both hands) which illuminate as he accumulates Zeon. Every 5 points you spend to this end draw a mark on his body.
A sorcerer who has two areas and uses a Discharge Darkness using 80 Zeon points (50 points for the spells basic degree and 30 to increase his Projection), would launch the spell with +30 to his Magical Projection.
Bonus to Intelligence 0 1 2 3 4 5 6 7 8 9
A magic circle of witches has four members (three followers called A, B and C and an archmage), and must come face to face with the Dark Lord moving towards them. The Archmage is preparing to cast at the creature a Discharge of Light and asks his disciples to support the spell. The MA of the four sorcerers is 60, 40, 30 and 20, but they only have a single turn accumulate. Typically, the spell would have 150 Zen available, but as one is unable to reach even half the base Zenic value of it (that is 25 points, as the base cost of Discharge of Light is 50), the fourth cannot add his Zeon to the group total. Therefore, the mages have at their available up to 130 points of Zeon to cast the spell.
Combination with Link Spell If two characters who have mastered this principle also know Link Spell, they can combine two different spells to form a new one by following the rules described in this Metamagic advantage. Basically, each one prepares a spell independently, and in the time of its launch, combines them to create a new one. To determine the time of release, always use the Initiative of the slowest character.
magic, the magician's spells do mystic chains or loops around the bodies of those affected.
Limits: The use of this ability does not support special modifiers, and always uses the value as a fixed final result. Thus, a character would not get the bonus of a Blessing or Offensive Erudition. Common Visual Effects: Each difficulty level has an effect represented visually, often forming supernatural wings on the back or in the hands of the thrower. The higher the ability achieved, the more wings are formed.
Difficult Level (One area): Casting a spell, the character can choose to consume 10 points of Zeon and set the Magic Projected Final Skill roll directly at 120. Very Hard Level (Two areas): The character can consume 20 points of Zeon to set their Projection directly to a Final Skill of 140. Absurd levels (Three areas): The character can consume 40 points of Zeon to set their Projection directly to a Final Skill of 180. Almost Impossible level (Four areas): The character can consume 60 points of Zeon to set their Projection directly to a Final Skill of 240. Impossible level (Five areas): The character can consume 80 points of Zeon to set their Projection directly to a Final Skill of 280. Inhuman level (Six areas): The character can consume 100 points of Zeon to set their Projection directly to a Final Skill of 320. Zen level (Seven areas): The character can consume 200 points of Zeon to set their Projection directly to a Final Skill of 440.
Initial Level (One Area): The sorcerer gets a +25 to MA for each point of Fatigue invested. Arcane Level (Two Areas): The sorcerer gets a +40 to MA for each point of Fatigue invested.
Common Visual Effects: Usually there are no visual effects when implementing this principle.
A character with MA 40 and this principle at Advanced Level (+20 to Zenic Regeneration) and who also has the advantage Superior Magic Regeneration recovers 120 Zeon points a day.
Elevation (Elevacin)
The character can enter at will into an elevated state to increase their Spiritual rate of their Magic Regeneration. Game Effects: While activating this principle the character enters a trance-like sleep during which he applies the same PERception penalties as if he was asleep (-200 to Notice). As a benefit, while in the trance, twice as much Zeon is recovered. That is, half a day would count as a whole day when determining the Zenic Regeneration. Coming out of this state abruptly has serious consequences, causing the loss of half of its Fatigue points for the day, or in the case of a tireless creature, it applies a -60 All Action Penalty, that is recovered from at a rate of 5 per turn. After coming out of a state of spiritual elevation, voluntary or abruptly, the character must wait at least a day before re-entering it. Common Visual Effects: Each individual manifests this principle in a different way, but usually they stay completely still in a particular pose. Those who are able to see or feel magic may notice how your body attracts and absorbs the supernatural energy in the environment.
The absolute control of Zeon that the character has allows him minimize the costs of their spells in an extraordinary way, which can practically double their reserves of supernatural energy. Game Effects: When she casts a spell, the sorcerer spends only half of the total Zeon cost of that spell. It is important to note that this does not mean that the character only has to accumulate half of the Zeon to cast spells. She must still accumulate the full Zenic value, but simply at the time of execution only spends half. That is, even if you accumulate 200 points Zeon to cast a spell, when cast that spell only would cost 100 points for it, automatically retrieving the other 100 points in your reserve. Common Visual Effects: There is no visual effect.
Avatar
The Archmage breaks the chains of the real world to become an avatar magic itself, a mass of pure energy sizzling with supernatural power. Game Effects: The character becomes an intangible creature applying the rules of Damage Resistance, replacing its current Life Points with their Zeon. That is, when receiving damage Zeon points are lost instead of LP. While in this state, you also get a bonus of +50 his MA and a +20 to all your resistors (PR, MP, VR, DR, PsyR). Enabling Avatar uses half the Zeon points that remain in Zeon reserve. Limits: A character can only remain in in the Avatar state a number of rounds equal to their Power attribute. If they wish to come out of the Avatar state and then re-enter, they must again spend half their current Zeon points. Common Visual Effects: The Archmage's body explodes, becoming a monstrous form made of pure magic. Both the predominant color and appearance depend on the nature and soul of the character, and can be anything imaginable, from being angelic to becoming a demon.
Initial Level (One Area): The healing is increased by +20 LP base degree, intermediate degree by +40 LP, +60 LP at advanced degree and +80 LP for arcane degree spells.
Arcane Level (Two Areas): The healing is increased by +40 LP base degree, intermediate degree by +80 LP, +120 LP at advanced degree and +160 LP for arcane degree spells.
Limits: This principle has no effect on those spells that cure percentage amounts of Life Points. Common Visual Effects: Usually there are no visual effects in implementing this principle.
two and five rounds, during which he is perfectly free to prepare spells, accumulate Zeon or perform any action. However, these turns happen only for him, while the other people around him are completely paralyzed, isolated in a different time. Unfortunately, while the loop is active, the ability of the Warlock to interact with the world is very limited. While you are inside, the character cannot move more than one meter from his current position (or even use spells of transportation or other similar powers) or interact with the environment. Attempting to do so would immediately lose all the benefits obtained while in the Loop, the Zeon accumulated and prepared spells. A character can cast spells inside the loop, as you can have yourself targeted, but the consequences of such spells do not affect anyone but himself. Thus, he would be able to use a light spell or Offensive Erudition, but not a spell retrieving another person or an attack spell, as these two link to other individuals outside the launcher. Naturally, that does not mean that the sorcerer cannot prepare animating or Attack spells on the inside of the Loop and cast them on the turn he comes out of it. The activation of the Loop is an Active action. When he finally leaves the Loop, he "returns" at the same exact instant he entered. After using a Loop, the character must wait at least as many rounds as he was inside it before re-use again. That is, if three rounds were spent inside, he must wait three more after leaving before he can make another loop. Each turn the character remains inside an Existential Loop consumes 100 of their points of Zeon, which is subtracted automatically, without the need to accumulate.
Loop can be maintained up to two rounds. Arcane Level (Two Areas): The Existential Loop can be maintained up to five rounds.
Limits: This power has no impact on entities whose Gnosis is 40 or greater, unless the person using the Loop has a higher Gnosis. Common Visual Effects: Activating this principle, to the character, it appears as if the world around him stops and goes dark, like time itself has just frozen. Only the warlock keeps moving, preparing the spells that he is about to cast.
allows him to alter their shape at will and he may affect only those targets he wants with his offensive spells. Game Effects: This ability allows the magician to choose targets to receive the attack in the area of effect of their offensive spells, even in those spells that explicitly state otherwise, as a Fireball or Dome of Destruction. You cannot avoid attacking targets that you do not know about, such as those the character is blind to. Making use of this ability has an added cost of Zeon 10 points to the value of spell cast. Common Visual Effects: There is no particular form to represent this principle, it varies depending on the spell and will of the caster. It may become a huge meteor or a hail of rocks from space or a ball of fire that turns into dozens of igneous columns that only scorch those the sorcerer chooses.
caused by effects that force Resistance Checks, provided they are of mystical character. This ability is completely voluntary, if she prefers, the character may suffer only physical damage instead of Zeon points. Limits: This skill cannot overcome the damage received by a Supernatural attack from an entity with 20 points of Gnosis over the character. Common Visual Effects: Upon receipt of a magical attack that produces damage, supernatural lines of power glow around her body for a moment, as if she had been affected both spiritually and physically. Algol launches a volley of magic against Exodus, causing a total of 80 points damage. Since Exodus has the Endure Supernatural Damage Metamagic, he can choose to lose 40 Life Points and 40 points of Zeon.
Initial Level (One Area): The character may spend up to 20 points of Zeon. Advanced Level (Two Areas): The character may spend up to 40 points of Zeon. Arcane Level (Three Areas): The character may spend up to 60 points of Zeon.
Limits: This principle can only be used if declared on the first action that the character starts accumulating for a given spell. Once you have declared
its use, you must cast the spell, even if you no longer desire to. Common Visual Effects: Typically, the time at which the character activates the spell, symbols are drawn in the air like a clock moving at full speed. Exodus, who has an MA score of 80 points and the Metamagic principle Empowered Speed at Arcane Level, states that he wants to cast a Discharge of Light spell before throwing the dice. Spending 50 points in the spell and using the remaining 30 in turn, he gets a +30 in his initiative to use his Discharge.
A sorcerer with this principle would reach a distance of 50 meters when achieving a result of Medium Difficulty on their Magic Projection roll.
Initial Level (One Area): The character increases the MR difficulty of all their Spiritual spells by 5 points for every 50% damage received. Arcane Level (Two Areas): As above, except that the difficulty of the MR increases by 10 points for every 50% damage received.
Limits: This ability has no special effect against creatures with Damage Resistance. Common Visual Effects: Usually there are no visual effects associated with the use of this principle. Exodus casts a Wound spell with an MR of 120 against Algol, overcoming his defenses and getting a result of 120% damage. If he had this principle, he would increase the MR by 10 points (to MR of 130), while if he had it at Arcane degree, the increase would be 20 points (to 140 MR).
Initial Level (One Area): The range of a spell is double that indicated by the value of Magical Projection obtained by of the caster Arcane Level (Two Areas): The range of spells is quadrupled.
Limits: This principle has no effect on those spells with distances determined in their description, rather than the casters Magic Projection.. Common Visual Effects: Usually there are no visual effects associated with the use of this principle.
In dealing with two Attack type Spells, Base Damage is calculated by taking the higher of the two and adding half of the child. That is, spells with damage 80 and 60 are combined into one with Damage 110 (80 plus 30). In addition, the resulting spell absorbs the best features of each individual spell, keeping the largest area, the most appropriate type of attack and all the special effects of each one separately. If you combine two Spiritual spells, the MR of each effect is resolved separately, but the sorcerer decides the order in which the target of the spell must make their Resistance Checks. If it is a spell of type Attack and Spiritual, in the case of producing damage is the primary objective, the victim must simply make an MR check to know whether or not he is affected by it. When you combine a Spiritual spell that affects a single target and an Attack spell that affects an area, the sorcerer has two possibilities: either continue to affect a single target (within the default area), or elect to lower the MR of the spell by 50 points, but affect all those within the area of the spell.
Common Visual Effects: There is no certain effect, since the combination of spells always results in a spell that looks different from any of its components separately.