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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. METAMAGICIAN Description: This rare and esoteric school deals with the study of the scientific and logical underpinnings of magic itself, as well as the casting of spells that modify the operation of other spells. It is usually only open to individuals that attend a large college of magic, although it is not unheard of for a lone metamagician to take on apprentices far from such a school. Specialist Name: Metamagician. Allowed Races: Humans, elves, and half-elves may be metamagicians. The requirement for a broad base of magical skills excuses the other races from joining this school. Ability Requirements: Metamagicians must possess an intelligence that is no less than 17 because of the extreme technical rigor of metamagical studies. Saving Throw Modifiers: None. Bonus Spells And Acquired Powers: A metamagician can memorize an extra spell at each spell level, providing that at least one of the memorized spells is from the school of metamagic. As metamagicians rise in experience, they learn progressively more about how to control magical forces. Their bodies, in fact, become little more than vessels for the magical powers inside of them. This influence over magic manifests itself as a magic resistance of 5% when the metamagician reaches 11th level. With each experience level that the metamagician attains after 11, another 5% resistance is added on. Thus, a 16th level metamagician has a 30% magic resistance. Oppositional Schools: The discipline of metamagic is a study of magic in all of its forms. Thus, there is no oppositional school to metamagic. However, the metamagician must take an experience point penalty of 15% to represent the extra time and study required to learn all of the different methods open to him. (Note that since the metamagician must have an intelligence of 17 or better, s/he automatically gets an experience point bonus of 10%. This is already accounted for in assigning the 15% penalty; actually, the metamagician receives a 25% penalty that is partially counteracted by high intelligence.) Spell Analysis: The metamagical spell list -- taken from the Player's Handbook 2nd Edition, The Complete Wizard's Handbook, The Tome of Magic, and Greyhawk Adventures -- is as follows: Level One: Detect Magic (PH2) Identify (PH2) Nahal's Reckless Dweomer (TM) Wild Magic Nystul's Magic Aura (PH2) Level Two: Chaos Shield (TM) Wild Magic Protection From Cantrips (PH2) Sense Shifting (TM) Vocalize (CWH) Level Three: Alacrity (TM) Augmentation I (TM) Dispel Magic (PH2) Far Reaching I (TM) Level Four: Dilation I (TM) Divination Enhancement (TM) Extension I (PH2) Far Reaching II (TM) Minor Globe of Invulnerability (PH2) Minor Spell Turning (TM) Mordenkainen's Celerity (TM) Otiluke's Dispelling Screen (CWH) Rary's Mnemonic Enhancer (PH2) Rary's Spell Enhancer (GA) Remove Curse (PH2) Level Five: Extension II (PH2) Far Reaching III (TM) Rary's Superior Spell Enhancer (GA) Safeguarding (TM) Vortex (TM) Wild Magic Level Six: Anti Magic Shell (PH2) Augmentation II (TM) Dilation II (TM) Extension III (PH2) Globe of Invulnerability (PH2) Mordenkainen's Lucubration (PH2) Wildshield (TM) Wild Magic Wildstrike (TM) Wild Magic Level Seven: Hornung's Surge Selector (TM) Wild Magic Intensify Summoning (TM) Spell Shape (TM) Wild Magic Spell Turning (PH2) Level Eight: Permanency (PH2) Serten's Spell Immunity (PH2) * Wildzone (TM) Wild Magic Level Nine: Mordenkainen's Disjunction (PH2) Stabilize (TM) Wild Magic