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1995-11-29
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Path: usenet.ee.pdx.edu!cs.uoregon.edu!reuter.cse.ogi.edu!hp-cv!hp-pcd!hplabs!sdd.hp.com!usc!cs.utexas.edu!news.sprintlink.net!newsfeed.internetmci.com!in1.uu.net!not-for-mail
From: "Mr. Mad" <mlmorr0@service1.uky.edu>
Newsgroups: rec.games.frp.archives
Subject: RESOURCE: NEW SCHOOL OF MAGIC -- Metaphysics
Followup-To: rec.games.frp.misc
Date: 25 Nov 1995 06:49:40 -0500
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*************************************************************************
New School of Magic: Metaphysics
*************************************************************************
Greetings:
Wild mages are to powerful. Think about it. All other specialists
have schools of opposition to contend with, and none get bonus powers
such as the ability to control a Deck of Many things 50% of the time.
However, such flukes cannot last forever, and at last the wild mage has
found his weakness: Metaphysics.
By definition, Metaphysical spells are those spells which alter the
flow of magic energy in a controlled precise manner. Spells of this
school affect other spells. If the school is introduced into the
campaign, the standard mage becomes it's specialist, since the only
opposition school to this one is chaotic or "wild" magic. The new mage
can then memorize an extra member of this school per level. Most of
these spells don't affect targets, so save modifiers are a DM's option
(Hell isn't everything?), and it's the DM's discretion upon whether or
not he will give the "specialist" any bonuses/penalties to learn spells.
Several spells in the Player's Handbook are in this school. They
are:
Detect Magic, Read Magic, Spectral Hand, Misdirection, Dispel Magic, Non
Detection, Minor Globe of Invulnerability, Dismissal, Anti-Magic Shell,
Extention Spells, Contingency, Limited Wish, Spell Turning, Mind Blank,
Permanancy, Mordenkainen's Disjunction, Rary's Mnuemonic Enhancer,
Mordenkainen's Lucribation, Globe of Invulnerability, Wish.
>From the Tome of Magic and Complete Wizard's Handbook are:
Vocalize, Alacrity, Augmentation Spells, Far Reaching Spells, Squaring
the Circle, Dilation Spells, Minor Spell Turning, Lower Resistance,
Safeguarding, Chain Contingency.
There are more out there, and I've wrote quite a few to round out
the school. The existance of Metamagics will also solve some long
standing problems with AD&D 2nd Ed.
#1 Certain Specialist were too weak for practical play. All the
spells of this school can be cast by a specialist of the various schools,
regardless of form. Hence an illusionist can once again dispel magic as
he could in 1st ed.
#2 It completely eliminates the need for a lesser school of
divination. Metaphysical spells contain the "essential" spells of
wizardry, Detect Magic and Read Magic.
Couple of notes.
#1 Wild mages can cast the first level spells of this school. They
have to be able to, you can't function as a wizard without them.
#2 If you ever thought that the school of Alteration has too many
spells then you can remove from it the spells it shares with this school
without harming Transmuters too much. In fact, considering that several
nasty Abjurations are contained in this school as well that might be a
good idea to keep transmuters in check.
#3 As with wild magic, metaphysical spells always exist in at least
one other school. Hence you may wish to mark them with a symbol such as
@. In the Tome of Magic all Wild spells were marked with a *.
I welcome feedback and also ask, Could someone please coin a better
name for this school?
The Marvelous Magnificent Michael Morris the Manically Mad
/ \//\:mlmorr0@pop.uky.edu
\ ////:
\MM/ : "Those we love most hurt us most." -- from my book,
\/ : Flowers in the Wind.