T3

Sorcery / Schticks / Metamagic

Metamagic is used to manipulate magical energies in the environment, specifically those of Sorcery. The standard difficulty of Metamagic tasks is the targets Magic, Sorcery, or Dodge.

If you have both Metamagic and Summoning, you can use metamagical effects to counter Creatures powers. If you have the Technomagical Enabler, the same applies there.

A Backlash with Metamagic reduces your Magic attribute by one for the rest of the session. This is not the same as a spent Magic point.

Metamagical Effects

Dispel Magic

This cancels any currently active Sorcery. Difficulty equals the Sorcery Action Value of the character who caused the effect. You need only equal or exceed the Difficulty in order to completely neutralize the effect. This will not negate permanent magics, like those created using the Permanency effect of Fertility or Metamagic. This effect is available to both Fertility and Metamagic.

Remove Curse

Long-lasting curses and magical effects, like those created with Fertility: Permanency, can always be negated by performing the correct deeds. This might involve some semi-impossible taks, like taking a quest, making a net out of nettles and throwing it over the victim, or learning the secret name of a demon and speaking it backwards, but the laws of magic say that there is always a way to negate a curse. This effect is used to learn how. This effect is available to both Divination and Metamagic.

Obviously, this is like throwing yourself at the GMs mercy and pleading for a plot hook – but then again, you are always at the GMs mercy, so why not plead while you are at it?

Channel

You may create a magical conduit between yourself and another character or even a place. You must either see your target, or you must both work simultaneously to create the effect. This requires communication or a previous agreement. Only one of you need know Metamagic.

Once this link is created, either of you can cast spells through the magical conduit, and the effect will originate from your linked character or object. Each such spell costs the caster a single Magic point, and both of you three shots. You use the best Sorcery skill of either of you. The character actually in place does the targeting and the spellcaster decides which spells to cast.

Remote

You symbolically link yourself to something, and you can then cast spells through that object. You must touch the object and spend a Magic point to activate it for a session. Favorite objects are ritual dolls, holograms, illusions, statues, or objects significant to your tradition, such as great trees for a druid. It cannot be small enough to count as a personal object, it must be cumbersome enough that somebody who wishes to protect it counts as defending somebody else.

Whenever you focus your attention upon this object, it starts to glow, hum or otherwise draw attention to itself, being about as noticeable as you would be if you were there and casting spells. It counts as an unnamed character with your Sorcery as its Dodge value, and you can cast spells through it using your Sorcery. If "killed'', it is rendered harmless. You can actively defend the object with your Sorcery.

Note that the Remote has no sensory powers, so you must use some other power or device for targeting.

Sense Magic

Allows the sorcerer to see the flow of chi and magical energy in an area. The stronger a place's chi, the easier it is for the sorcerer to see. She can identify feng shui sites. She can instantly sense any active Sorcery and identify any spell cast in her presence. She can identify magic items without handling them. She can see and identify other chi-related effects, but in a more vague way.

Spell Shield

Make a Sorcery roll against a difficulty of 8; the Outcome becomes the diameter of a magic-protective sphere. Casting Sorcery against anyone inside this area has a minimum difficulty equal to your Sorcery action value; if the normal difficulty would be lower, increase it to that value. The sphere is immobile unless you elect to maintain it as a continuous action, in which case it is centered on you and moves along when you move.

Ranging

You can cast a single spell without range penalties, at the cost of a single Magic point. You must still see your target for spells that requires a line-of-sight, and Cover applies normally. Casting a spell through remote viewing (cameras, divination) causes a delay and a low rumble that prevents the target from being surprised, as well as a -5 Action Value penalty.

Sustaining

When you use a magical effect of duration other than instant, you may spend a Magic point to extend the duration to a whole session. You must opt to do this before you roll any dice. This can be mighty useful, but the Gamemaster may not allow it for all effects.

Permanency

When you use a magical effect of duration other than instant, you may spend three Magic points to make the effect permanent. You must opt to do this before you roll any dice. If you fail, there is an automatic backlash. Permanent magic is locked into the world by some geas or riddle, that must be solved before the effect can be negated. It cannot simply be dispelled. See Divination: Remove Curse. This effect is available to both Law and Metamagic.

Transfer Power

You can transfer one or more Magic points from one willing person to another. If the effect fails, the transfered points are lost. Usually used by apprentices to transfer points to their mentors, or mentors to draw upon the power of apprentices.