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Metamagic spells:

by Carl Quaif

(NB: I use the term "metamagic" to refer to a spell which alters or incorporates other spells. Contingency, for instance, is metamagic under this criterion.)

Eboram's Conferral
Level: 4
Range: touch
Duration: special
Effect: 1 spell
Created by the Thyatian research mage Eboram Deionychus, after reading an account by a group of adventurers who fought Landryn Teriak, the Wraith Lord. He was particularly interested in Teriak's innate ability to confer the power to cast a spell on other creatures, and determined to devise a metamagic capable of achieving a similar effect. The result, after years of work, was the group of spells known as Eboram's Conferral. Each spell (which must be learnt separately) can confer the ability to generate a single casting of a particular spell of level 1-3 upon a living being of greater than animal intelligence. The spells are named according to the magic they confer, such as "Eboram's Conferral: Magic Missile" or "Eboram's Conferral: Fireball" - a mage memorising a Conferral does not need to know the spell referred to, as the magic is contained within the formula of the metamagic. A conferred spell will remain dormant until activated by the recipient, either by a keyword or by an act of will, depending on the casting mage's desire - the former is a better choice, if the recipient is to carry more than one spell. There is no limit to the number of Conferrals a single being can receive; A guard could carry multiple Lightning Bolts, for example, or a messenger could hold a Fly, an Invisibility and a Charm Person. Once cast, the spell is gone, as if cast by a mage. All spells function as if cast by a 6th-level mage, whatever the true level of the caster. Note: any Conferrals unused by the time the Day of Dread comes around will fade away harmlessly.

Robyn's Insurance
Level: 4
Range: touch
Duration: special
Effect: 1 spell, 1 target
This nasty Metamagic was based on the "Eboram's Conferral" series of spells. Robyn Simerius was a Thyatian mage of Hinterlander descent, and a close comrade of Eboram before the war with Alphatia - in fact, they had once been lovers. Unbeknownst to Eboram, Robyn was secretly in the employ of the Alphatian military, one of several sleeper agents recruited years before. She had free access to the trusting, naive Eboram's research notes, and realised the incredible military advantage an army of mundanes with Conferred spells on them would provide - effectively, Thyatis would have legions of sword-wielding, armour-wearing wizards at their disposal - if this information reached the Thyatian government. While Eboram perfected his research, she adapted it, creating a magical trap. The Robyn's Insurance series of spells cover the same range of spell effects, conferred upon a living being. However, the recipient of a Robyn's Insurance spell has no control over its release; the spell is triggered either by an act of will from the caster, or by the recipient performing a certain action or series of actions. Once the spell is triggered, the spell takes effect (with no saving throw) on the carrier. Such a spell is usually damage-causing (Eboram was himself the victim of a "Robyn's Insurance: Fireball" spell, triggered when he attempted to stop her from escaping his workshop), but can be a harmless or even useful spell (for instance, a "Robyn's Insurance: Levitation" spell, triggered if the carrier falls more than 10 feet). Each Insurance spell can have only one automatic trigger, but like Conferrals, a victim can have any number of Insurances cast upon them. Example: Every new apprentice of the paranoid mage Arianus has the following Insurance spells cast upon them: Hold Person (if they try to enter his library unaccompanied), Sleep (if they try to read any of his spellbooks), and Fireball (if they ever try to speak his name outside his tower). After Robyn's escape to Alphatia, she sold the formulae for her spells to allow her to buy land and materials for a new tower of her own. The various Insurance spells were coming into regular use in Alphatia before the Wrath of the Immortals; following the transfer of the continent to the Hollow World, only a few mages, in Belissaria and elsewhere, retain knowledge of them on the outer world.