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The Benefits of Metamagic

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.

Moving Around the Tree


When you start to develop any Metamagic Advantage, you choose as a starting point a position on the tree which is a sphere without a level requirement. That means that even if your Metamagic benefits begin to develop when your character has already advanced a level, you cannot put yourself in a position with a requirement above level one. The starting point that you choose within the tree is much more important than it seems, as it is only possible to choose one. Once appointed, you cannot choose a different one and begin mastering areas from different positions. After choosing your starting area and having paid the cost in Magic Level to master it, you can begin to move through the Arcana Shepirah following some basic rules. First, you can only try to master a Metamagic Area that is attached directly by a line to another you've previously mastered. That is, if you had the Defensive Security Field benefit, you might choose as the next Magic Vital Energy Control or Transmission of Magic, because they are all connected by a line, but you may not choose a distant sphere, Stamina Damage as Supernatural. Secondly, whenever you choose a new area, you should have enough points of Magic Level to pay its cost. Finally, do not forget that it is impossible to choose a benefit if you do not meet the level requirement of the same, even if have enough points of Magic Level to master it. Naturally, both your starting point and the skills you choose as you continue on the path of the Arcana Shepirah, will be what defines your character's Metamagic. Customize it to your own abilities and powers.

The Arcana Shepirah


The Magic Tree, or Arcane Shepirah as it is known in the occult fields, is a staple of the Metamagic advantages, since inside are collected each and every one of the principles of supernatural existence. This is the concept of branches of magic meeting that the characters must go to master the different Metamagic benefits they want. Both the next page and the end of this volume contain an outline of Arcana Shepirah, the first as reference and the second to add a tab character.

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.

The Four Branches


While the powers that provide Metamagic benefits are more diverse, these are usually grouped into four different "branches" in the Magic Tree by the kind of abilities that are granted; Bellum Domini Arcanum, Esoteric Arcanum, Potestas Arcanum and Cognos Arcanum. However, often the lines of power seperating one Arcana Shepirah from another are often subtle and may go branching to another through intermediate passages.

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.

Destructive Increment (Incremento Destructivo)


This advantage allows the caster to use Metamagic to increase exponentially the destructiveness of their spells. Game Effects: The base damage produced by a character's attack spells increases by an amount determined by the number of advantages mastered. Initial Level (One area): The Base Damage of spells the character increases by +10 for basic degree, +20 for intermediate degree, +30 for advanced degree, and +40 for arcane degree. Arcane Level (Two areas): As above, except that the damage degree increases by +20 for basic degree, +40 for intermediate degree, +60 for advanced degree, and +80 for arcane degree. Limits: This power does not change the damage spells that allow for multiple attacks, such as Sphere of Destruction or Spine of Earth. In these cases, only one attack (chosen by launcher) would get the bonus. Common Visual Effects: None, unless the spell appears to be more powerful than it really is.

Bellum Domini Arcanum (Arcanum of Battle)


This branch contains those principles relating to offensive and defensive magic, or what is the same, the magic dedicated to supernatural fighting.

Potent Shields (Escudos Potenciados)


This principle allows the sorcerer to govern each of the fibers of supernatural shields, increasing exponentially the endurance of the same against any kind of attack. Game Effects: Shields improve their endurance, significantly increasing the number of points of damage endured without the sorcerer having to invest a larger amount of Zeon points. Depending on the number of areas that the sorcerer masters, the endurance can double or triple its original value. Basic level (One area): The endurance of shields is doubled. Arcane Leve (Two areas): The endurance of shields is tripled. Common Visual Effects: There are usually no visual changes to the shields, except that they seem more resilient and tough.

Potent Area (rea Potenciada)


The sorcerer masters the ability to force the space occupied by their magic to expand when projected through a spell, allowing you to increase exponentially the area effected by their spells. As a result, it covers huge areas of land, much higher than usually could do. Game Effects: When casting a spell that has an area, whether animations or attack, the character using it increases the distance covered by the spell depending on how many areas he has mastered. It is important to note that the wizard does not increase the maximum range of their spells, which remains set by their Magic Projection, but only of those areas. Basic Level (One area): The area of effect spells is increases by 50%. Arcane Level (Two areas): The area of effect is doubled. Common Visual Effects: No one is special, except those who had areas of spells cast. A sorcerer who have Basic Level of the principle and casts a spell with an area of 50 meters, the increase to 75, increasing by 50% the area of effect of any spell to use.

Mystic Precision (Precisin Mstica)


This principle allows the sorcerer to make advanced mathematical calculations to guide their offensive spells with pinpoint accuracy. Basic level (One area): The wizard's attack spells obtain the Precision tag. No effect on area attack spells. Arcane Leve (Two areas): As above, but area spells also obtain the necessary rule, and you may designate specific targets different in each objective. Common Visual Effects: In some cases, using this power causes a certain mark on the exact spot where the attack will hit.

Eliminate Protections (Eliminar Proteccin)


This principle gives the warlock the ability to enhance their offensive spells eliminating any kind of protection or armor preventing them from reaching their targets. Thus, the more Zeon they spend, the less protection their opponents receive. Game Effects: When casting an Attack or Spiritual spell, the sorcerer can invest extra Zeon to reduce the Defender's AT by an amount equivalent to 1 point of AT for every 10 points of Zeon. That is, if you invested 20 points above the Zeonic value of a casting of Discharge of Light, this use of the beam would decrease the Energy AT of the victim by 2. Basic Level (One area): The character may spend up to 20 points of Additional Zeon to reduce the AT of your target. Advanced Level (Two areas): The character may spend up to 40 points of Additional Zeon to reduce the AT of your target. Arcane Level (Three areas): As above, except that the Zeon limit is a maximum of +60.

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.

META MASTER: Double Damage (META MAGISTER : Doble Dao)


By mastering this principle, the magician has such control over the magic that is capable to turn their magical energy directly into destructive power; even at just a basic level, even a single spell is an incomparable force of destructive. Game Effects: The Base Damage of all offensive spells doubles. Limits: Additional bonuses the character might receive to Base Damage of their spells, either by other Metamagic benefits, items or spells empowerment, are not affected by this skill. Common Visual Effects: All offensive spells used by the character alter their original appearance, taking a look much more alive and powerful.

Potestas Archanum (Arcanum of Power)


The principles of this branch are related to spending and recovery Zeon and the exploitation of magical energy as the basis for performing spells.

Combined Magic (Magia Combinada)


The sorcerer is able to synchronize their magic with others, allowing him to cast spells with other wizards. Game Effects: Characters who possess this principle can combine their magical powers to cast a spell with other wizards. That means two or more wizards join forces to launch the same spell, which of course is much more powerful than if everyone had cast the spell individually. When they do, the Zeon spent by each caster accumulates to calculate the final zenic value of the spell, and it uses the highest Magic Projection of those who cast it. To calculate the maximum level that can be reached the spell, use the highest value of Intelligence in the group, plus an amount determined by the number of people casting the spell, as indicated in Table 10. The sorcerer with the highest Power attribute is who has ultimate control of the spell, unless of course she prefers to let someone else do it for her If it is an active spell, in order to determine the time of release, always use the slowest initiative of its casters. Unfortunately, casting a spell with two or more people has many requirements. First, all participants have to be close to each other and must know the spell being used, or they cannot use it. Second, each must accumulate at least half the cost of base degree of the spell, or the energies they provide are not strong enough to join the group. Limits: There can be a difference in the Magic Projection of the sorcerers no more than 100 points. If any, the sorcerer with the greater ability should be lowered to be within only 100 points between the highest and the lowest. Common Visual Effects: Sorcerers perform chants independently, but at the time of the execution of the spell, all spell trigger different fragments that bind together to complete the final spell.

Participants 2 3-4 5-6 7 8-11 12 13-20 21 22-100 101+

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.

Persistent Effects (Efectos Persistentes)


This principle allows the magician to strengthen how long a spell remains anchored to the core of its objectives. Game Effects: Any Spiritual spell that allows the affected victim to repeat the MR control every 5 rounds to get rid of consequences becomes every 10 rounds. Common Visual Effects: For those Spiritual spells that have visual effects or for those who can see

magic, the magician's spells do mystic chains or loops around the bodies of those affected.

Determined Magical Projection (Proyeccin Mgica Determinada)


This Metamagic advantage allows the character to use magic directly as a guide for their spells, instead of projecting their own ability. Thus, spells do not require you to use Magic Projection, as it is emulated using Zeon. Game Effects: The character may choose to spend a certain amount of Zeon while casting their spells, whether in attack or defense, rather than use their own Magical Projection defined-use a skill. The magician does not roll the dice and add the result to his projections, but instead uses a default value depending on the number of areas they have learned and the amount of Zeon spent. Naturally, a character who has mastered several of these areas is not at all obliged to always use the highest value. Depending on your needs, you may decide to use a Projection to consume less and less points of Zeon. The Zenic value consumed when using this principle is directly deducted from the characters reserve, without the need to accumulate that amount in advance.

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.

Exploitation of Physical Energy (Explotacin de la energa fsica)


The character can exhaust their body to noticeably increase the speed of their Magic Accumulation. Game Effects: When the character spends a point of Fatigue in order to increase their MA, they get a special bonus to their accumulation higher than usual. The exact value of the modifier depends on the number of areas mastered.

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.

Advanced Zenic Regeneration (Regeneracin Zenica Avanzada)


The sorcerer can better tune her essence with the energies supernatural about her, greatly increasing her ability to recover her reserves of Zeon. Game Effects: The magician increases their base Zeonic Regeneration by the amount indicated by the number of areas mastered. This bonus amount is before applying any other additional modifier, such as the Advantage Superior Magic Regeneration. Basic Level (One area): The character increases their base Zenic Regeneration by 10 points. Advanced Level (Two areas): The character increases their base Zenic Regeneration by 20 points. Arcane Level (Three areas): The character increases their base Zenic Regeneration by 30 points. Common Visual Effects: Usually there are no visual effects with the use of 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.

Esoteros Archanum (Esoteric Arcanum)


Esoteric Archanum is the branch of supernatural power which the sorcerer picks to master the mysteries. There are many mystical powers independent of the spells as such, but that sorcerers use to power their spells.

Defensive Security (Seguridad Defensiva)


This principle allows the caster to use supernatural defenses as an action innate to him without his release involving the same complexity than other spells. Game Effects: Although the warlock get a Fumble result in the time to launch a magic shield, the spell continues being activated, regardless of the level of Fumble obtained. In these cases, simply subtract the value of the Fumble from the defensive ability of the character, as if he had obtained a conventional defense. Common Visual Effects: At the time when the wizard launches the shield spell, he is surrounded by magical seals linked together.

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.

Life Magic (Magia Vital)


The magician has the ability to increase the healing capabilities of their spells. Game Effects: Spells that allow the caster to heal Life Points are increased, the power added to their effects indicated by the number of mastered areas.

META MASTER: Zeon Unlimited (META MAGISTER : Zeon Ilimitado)

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.

Sense Magic (Sentir la Magia)


A sorcerer with this principle perceives traces and emanations of any source that produces supernatural magic. Consequently, it is much easier to perceive the use of spells and the accumulation of Zeon. Game Effects: The warlock automatically increases by a degree every Magic Appraisal check to screen people with The Gift or to try to detect spells that are cast around her. In the same way, with a successful check, he can also feel if he is the final target of a spell. Common Visual Effects: Using this principle, the character's eyes may very well change slightly.

Hidden Magic (Magia Oculta)


A sorcerer with this principle has complete control over the traces and supernatural emanations produced by their spells. Accordingly, it is much easier to hide the use of spells and their accumulation of Zeon. Game Effects: This principle has two effects. For starters, the warlock halves the penalties faced by her Magical Appraisal to hide spells when accumulating Zeon. That is, if he had accumulated 100 Zeon points, he would only apply a -50 instead of -100. Second, it makes anyone who tries to detect whether or not he has supernatural abilities apply a penalty of -120 to her Magic Appraisal. Common Visual Effects: Obviously, due to the intrinsic nature of this principle there is often no visual effect.

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.

Initial Level (One Area): The Existential

Existential Loop (Bucle Existencial)


An Existential Loop is a principle that provides the ability to create an alteration in the continuum of reality. For a moment, the character deviates from the flow of space and time, being able to recite long spells, cast spells or prepare numerous freely without anyone being able to avoid it. Game Effects: This principle allows the character to consume large amounts of magic to be locked in a loop which isolates a moment of reality and the flow of time. Albeit limited, during that brief period, time only passes for him and he is, therefore, the only one able to act. Depending on the level reached in this principle, the warlock can stay inside the loop between

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.

Space Control (Control del Espacio)


Mastery of this principle makes the characters control of the form and space of his spells absolute. This

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.

Energy Management (Control de la Energa)


A sorcerer who masters this principle controls the supernatural matter of their spells. His power over the fine line that separates the material plane from the spirit is such that he is capable of empowering all of his mystical spells, even those that are based on earthly forces and are generally effective against non-material beings. Game Effects: The sorcerer can spend 10 points of Zeon to cast any of their attack spells to make the spell capable of damaging energy. Thus, even an Air blade or Earth Thorns mystical presence would be enough to affect immaterial beings, and energy-based attacks are not immune. Similarly, you can spend 10 points of Zeon during the casting of any defense spell to make your magic shield able to stop energy, even when the spell does not. Common Visual Effects: Discharges or shields often change color when it is empower to damage energy. For example, maybe the flames of a Fireball spell become green or bluish in color versus what the original had.

Transmission of Magic (Transmisin de Magia)


This principle allows a sorcerer to transmit and receive Zeon over a distance without the need for physical contact between him and the individual with whom he shares. Game Effects: When absorbing or transmitting Zeon to another person, the sorcerer not need to be touching, just within Presence meters of their target. Common Visual Effects: Generally, using this principle creates a bond of magical energy between the two characters, though this can only be perceived by those who see magic.

Empowered Speed (Forzar Velocidad)


The sorcerer has a higher accumulation of energy so that they may spend additional amounts of Zeon to perform their spells faster. Game Effects: The character can spend Zeon before determining his initiative for a bonus to initiative equivalent to the points invested. This expense counts as part of the accumulation of a determined spell, declared at the time of initiating the accumulation of spell, and therefore, the wizard is forced to launch the spell.

Endure Supernatural Damage (Aguante al Dao Sobrenatural)


Mastering this ability allows the character to use their magic energy as protection, hiding behind it to absorb part of the damage caused by other spells. Game Effects: When the wizard is the target of a magical attack, she may choose to take half the damage as points of Zeon instead of losing them all in Life Points. This ability only works against supernatural attack effects based on magic, and not in other supernatural abilities. That is, this capacity could transform Damage caused by a Discharge of Light or the Dome Destroyer of a Hecatondies, but not a Ki technique or a cut inflicted by a sword with arcane powers. This principle also works against Damage

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.

Cognos Archanum (Arcanum of Knowledge)


Cognos is the branch of Metamagic principles that collects knowledge of using and enhancement of the spells of the sorcerer.

Mystic Concentration (Concentracin Mstica)


The sorcerer develops the ability to accumulate magic as an natrual action, independent of his concentration or physical condition. Therefore, it is very easy to continue accumulating magic even if he is damaged. Game Effects: The character reduces by half the Difficulty of Withstand Pain checks made when suffering damage to maintain his accumulated Zeon. That is, if for example, he suffered an attack that caused 80 points of damage, the Withstand Pain check required to overcome the pain would be 40 instead of 80 to keep the accumulated Zeon (see Chapter 11, Anima: Beyond Fantasy). Common Visual Effects: There is usually no visual effect.

Double Innate Sorcery (Doble Conjuro Innato)


The characters mastery of environmental energies enables him to perform various spells as innate chains. Game Effects: Contrary to the general rules, the character is capable of launching two different innate spells per turn. Limits: This ability does not change the number of spells innate a character can maintain without having to pay their maintenance, this is still limited to just one. Common Visual Effects: When you use two spells innate, the sorcerer verbally pronounces one while making gestures for the other.

Sorcery Specialist (Conjuro Especialista)


The sorcerer is specialized or has a unique talent for casting a certain type of spell, allowing him to innately increase the effects of a spell. Game Effects: When acquiring Sorcery Specialist, the sorcerer must choose a specific spell you know. After that, every time he declares that he is preparing to cast that spell, he adds +10 to his MA and applies a +1 to his Intelligence to calculate the Level of spell he can cast it. Maximum Level: Along the Arcane Shephirah, there are several areas of Sorcery Specialist with a designated level. That limit indicates the maximum level of spell the character can choose to master with that area in particular. That is, if indicated, Level 40, the character may choose any spell whose level lies between 2 and 40, but not a higher level. Multiple Sorcery Specializations: A character can master various areas in the Metamagic Tree. In this case, he is free to choose different spells (specializing in different spells), or increase the expertise he already has in the same spell. If he chooses to enhance one spell, each additional area increases the MA by +10 to cast the spell and gives another +1 to his Intelligence. That is, if he masters the same spell three times, this spell would be cast with +30 MA and +3 to his Intelligence. Common Visual Effects: This area does not usually have any visual effect.

META MASTER: Added Maintenance (META MAGISTER : Mantenimiento Aadido)


Spells are kept completely natural for the character, tied to his own soul, he is able to keep them active without entailing an additional expense for him. Game Effects: Spells with per turn maintenance must only be paid once every 5 turns. At the same time, spells with daily maintenance costs are converted into weekly costs, and only need to paid once every seven days to keep them running. Limits: This ability is limited to a spell for every two Power points of the character. That is, an individual with Power 12 could take advantage of this principle in six spells kept at the same time, while the remainder would be governed by traditional rules. Common Visual Effects: There is no visual effect.

Break Resistance (Romper Resistencias)


The sorcerer casting spells uses his ability to penetrate through the spiritual defenses of their targets and, in doing so, makes it much more difficult to resist his effects. Game Effects: The sorcerer increases the difficulty of resisting any Spiritual spell that he casts. For every 50% of damage done, the MR to resist his spell increases by 5 or 10 points.

A sorcerer with this principle would reach a distance of 50 meters when achieving a result of Medium Difficulty on their Magic Projection roll.

Link Spell (Enlazar Conjuros)


This sphere allows the warlock interweave two different spells creating a whole new result much more powerful than any of its components separately. Game Effects: To combine, the character must only accumulate enough Zeon to use each of the spells, but declaring that, you are then bound to cast. In doing so, only a single Magic Projection roll is made, executing both as a unit. The combined effects of a spell are highly variable depending on the spells that make up the combination. Usually, only Spiritual and Attack spells are combined, as the results of linking other kinds of spells are always chaotic and unstable. To do so, the following guidelines must be followed:

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).

Increased Range (Distancia Incrementada)


The magician has the ability to increase the range of their spells. Game Effects: Spells increase the distance indicated by Magic Projection of the caster (See Anima Beyond Fantasy, Table 10).

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.

Maximize Spell (Maximizacin de Conjuros)


A sorcerer with this principle is able to maximize the potential of their spells to a higher level than her Intelligence allows. Game Effects: The character gains a +1 to Intelligence at the time of calculating the requirements for their spells. Common Visual Effects: Usually there are no visual effects associated with the use of this principle.

Superior Innate Spell (Conjuro Innato Superior)


The magic in the environmental answers to the thoughts of the Archmage, who handles it almost unconsciously, and his innate magic is even more powerful. Game Effects: The character can cast innate spells while accumulating Zeon. Limits: While it is capable of casting innate spells while accumulating Zeon, this principle does not let you cast innate magic while actually casting a natural spell. Common Visual Effects: The archmage does not even seem to use innate spells, magic just springs from him, merely taking form while he is gesturing and preparing his true spells.

Double Spell (Doble Conjuro)


Using his supernatural power and ability to maximize his concentration, the sorcerer is able to prepare and cast two different spells in unison in exchange for consuming large amounts of Zeon. Game Effects: During the same turn, the character is capable of release two different spells using double his MA. Neither spell may individually exceed the character's base MA; all the effects are as if he had two full consecutive rounds of accumulation to launch different spells. The Zeon cost to cast two spells in this way is equivalent to double what he would have used to cast such spells independently. The extra points are subtracted directly from the Reserve Limits: Only spells that a character is capable of executing with their base MA (without applying any kind of modifier, not even from magic items or other spells) can be cast with this principle. Also, this option is selected, the wizard is limited to casting a maximum of two spells, even if the surplus MA allows them to cast more. Common Visual Effects: The wizard seems to unfold, singing two incantations at once and gesticulating at a speed beyond description. Overall, at the execution time of spells each of his hands is full of crackling energy of different colors, representing the two spells he is preparing to launch. Exodus, who owns 90 ACT states that it wants to use area to launch two different spells. The first is a Shield of Light at base level (50 Zeon), while the second is a Light Armor spell at intermediate grade (90 Zeon). Since neither exceeds his base MA, the warlock does not have problems casting. As the use of both spells would cost 140 Zeon points, casting this combination with this principle will consume 280.

META MASTER: High Magic (META MAGISTER : Alta Magia)


Archmage has the ability to cast spells of a higher existence. Game Effects: Possessing this principle, the character can use High Magic spells without the need for Gnosis 25 or above. However, the release of these spells is accomplished by releasing extreme amounts of power, far above the real value of the spell. Therefore, at the time of casting a High Magic spell, the sorcerer loses an amount of Zeon equivalent to the Zenic value invested and the maintenance cost of the is doubled. That is, by launching a spell with a Zenic value of 200, the character loses 400 in total.

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