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