______________________________________________________________________________UNDER CONSTRUCTION

#METAFOCUS LEVEL (ML)

Comparable to the Technological Level of a society in determining the prominence of Metaphysics.

Double ML to determine a starting character’s maximum level in Metafocus Discipline Skills. Attune is not limited.

Metaphysic Level (ML)

Example

Prominent Effect

0

Null No native Meta users

1

Rare

Most races Negligible ratio of Meta Users and likely to be harshly judged or highly expected of

2

Selective

More ‘in tune’ people but in minorities or reclusive. Early stage of Enlightenment.

- Syndicate Rare Minor factions or groups of users (such as covens, cults, orders, special operations, bloodlines, etc…)

3

Cultured

- Aulurans, Dynasty and Impyrium.

Most Races with Awakened in the recommended list. Uncommon but accepted Meta Usage (Adapts of various types)

4

Standardized

- Alterians, Impyrium Regi & Psion

Most Awakened Races Common Meta Usage

(Used by many and evident in the society)

5

Advanced

- Mondi, Shar Knor Very Common Meta Usage

(Prominent usage by everyone)

6

Deific

- Progenitor types and beyond the understanding of any active races Transcended

(Casually affecting reality)

NOT AVAILABLE TO PCS

PRIMARY EFFECT TYPES

DAMAGE

[ALL]

Damage spells are spells that deal direct damage or damage over time to enemies in RPGs. These spells are often part of different schools of magic, such as Evocation or Necromancy. Here is a comprehensive and expanded description of Damage spells in RPGs:

Understanding Damage Spells:

Damage spells are spells that deal direct damage or damage over time to enemies in RPGs.

These spells can be used to deal damage to enemies, manipulate energy or create illusions.

Damage spells are often part of different schools of magic, such as Evocation or Necromancy.

Common Damage Spells:

Some common Damage spells include Fireball, Magic Missile, and Finger of Death.

Damage over time spells include spells like Cloudkill, which deals damage over time to enemies in a specific area.

Versatility:

Damage spells are versatile and can be used in various situations. They can be used to damage enemies, manipulate energy or create illusions.

Damage spells are most effective when used to supplement the caster's abilities or to control enemies.

Challenges:

Damage spells can be challenging to use, as they often require the caster to make a successful attack roll or to have a high spellcasting ability score.

Damage spells can also be resisted by creatures with high saving throw scores or by creatures with immunity to certain types of damage.

When describing Damage spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Damage spells are spells that deal direct damage or damage over time to enemies in RPGs. These spells are versatile and can be used in various situations. Damage spells are most effective when used to supplement the caster's abilities or to control enemies. When describing Damage spells, it's important to consider the context of the spell and the situation in which it is being used.

DEBUFF

[ALL]

Debuff spells are spells that negatively affect the abilities of enemies in RPGs. These spells can be used to weaken enemies, reduce their effectiveness in combat, or hinder their movement. Here is a comprehensive and expanded description of Debuff spells in RPGs:

Understanding Debuff Spells:

Debuff spells are spells that negatively affect the abilities of enemies in RPGs.

These spells can be used to weaken enemies, reduce their effectiveness in combat, or hinder their movement.

Common Debuff Spells:

Some common Debuff spells include Slow, Blindness, and Silence.

Debuff spells can also include spells that reduce the effectiveness of enemy spells or abilities, such as Dispel Magic.

Versatility:

Debuff spells are versatile and can be used in various situations. They can be used to weaken enemies, reduce their effectiveness in combat, or hinder their movement.

Debuff spells are most effective when used to supplement the caster's abilities or to control enemies.

Challenges:

Debuff spells can be challenging to use, as they often require the caster to make a successful attack roll or to have a high spellcasting ability score.

Debuff spells can also be resisted by creatures with high saving throw scores or by creatures with immunity to certain types of debuffs.

When describing Debuff spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Debuff spells are spells that negatively affect the abilities of enemies in RPGs. These spells are versatile and can be used in various situations. Debuff spells are most effective when used to supplement the caster's abilities or to control enemies. When describing Debuff spells, it's important to consider the context of the spell and the situation in which it is being used.

ENHANCEMENT

[matter, entropy]

Enhancement spells are spells that positively affect the abilities of allies in RPGs. These spells can be used to increase the strength, speed, defense, or other stats of allies, or to protect them from harm. Enhancement spells can be part of different schools of magic, such as Abjuration or Buff spells. Here is a comprehensive and expanded description of Enhancement spells in RPGs, consolidating descriptions of Protection, Buff, and Abjuration spells:

Understanding Enhancement Spells:

Enhancement spells are spells that positively affect the abilities of allies in RPGs.

These spells can be used to increase the strength, speed, defense, or other stats of allies, or to protect them from harm.

Enhancement spells can be part of different schools of magic, such as Abjuration or Buff spells.

Common Enhancement Spells:

Some common Enhancement spells include Mage Armor, Shield, and Haste.

Protection spells are a type of Enhancement spell that can be used to protect allies from harm, such as spells that create barriers or shields.

Buff spells are a type of Enhancement spell that can be used to increase the strength, speed, defense, or other stats of allies.

Abjuration spells are a type of Enhancement spell that can be used to protect allies from harm, such as spells that dispel magic or protect against certain types of damage.

Versatility:

Enhancement spells are versatile and can be used in various situations. They can be used to increase the strength, speed, defense, or other stats of allies, or to protect them from harm.

Enhancement spells are most effective when used to supplement the caster's abilities or to protect allies.

Challenges:

Enhancement spells can be challenging to use, as they often require the caster to make a successful attack roll or to have a high spellcasting ability score.

Enhancement spells can also be dispelled by creatures with high dispel scores or by creatures with immunity to certain types of enhancement spells.

When describing Enhancement spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Enhancement spells are spells that positively affect the abilities of allies in RPGs. These spells can be used to increase the strength, speed, defense, or other stats of allies, or to protect them from harm. Enhancement spells can be part of different schools of magic, such as Abjuration or Buff spells. Enhancement spells are versatile and can be used in various situations. Enhancement spells are most effective when used to supplement the caster's abilities or to protect allies. When describing Enhancement spells, it's important to consider the context of the spell and the situation in which it is being used.

ILLUSION

[illusion]

Illusion spells are spells that create false sensory effects in RPGs. These spells can be used to deceive enemies, create distractions, or hide the caster or their allies. Illusion spells are part of the Illusion school of magic, which focuses on the ability to create false sensory effects.

Common Illusion Spells:

Some common Illusion spells include Minor Illusion, Disguise Self, and Invisibility.

Minor Illusion is a cantrip that allows the caster to create a small, illusory object or sound.

Disguise Self is a 1st level spell that allows the caster to change their appearance to look like someone else.

Invisibility is a 2nd level spell that allows the caster or a target to become invisible.

Versatility:

Illusion spells are versatile and can be used in various situations. They can be used to deceive enemies, create distractions, or hide the caster or their allies.

Illusion spells are most effective when used to supplement the caster's abilities or to control the battlefield.

Challenges:

Illusion spells can be challenging to use, as they often require the caster to make a successful attack roll or to have a high spellcasting ability score.

Illusion spells can also be resisted by creatures with high saving throw scores or by creatures with immunity to certain types of illusion spells.

When describing Illusion spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Illusion spells are spells that create false sensory effects in RPGs. These spells are versatile and can be used in various situations. Illusion spells are most effective when used to supplement the caster's abilities or to control the battlefield. When describing Illusion spells, it's important to consider the context of the spell and the situation in which it is being used.

HEALING

[entropy]

Healing spells are spells that restore hit points or repair damage to creatures or objects in RPGs. These spells can be used to heal injuries, cure diseases, or repair objects. Here is a comprehensive and expanded description of Healing spells in RPGs, including Mending and Repair abilities:

Understanding Healing Spells:

Healing spells are spells that restore hit points or repair damage to creatures or objects in RPGs.

These spells can be used to heal injuries, cure diseases, or repair objects.

Common Healing Spells:

Some common Healing spells include Cure Wounds, Healing Word, and Mass Cure Wounds.

Mending spells are a type of Healing spell that can be used to repair objects, such as broken weapons or armor.

Repair spells are a type of Healing spell that can be used to repair constructs or other objects.

Versatility:

Healing spells are versatile and can be used in various situations. They can be used to heal injuries, cure diseases, or repair objects.

Healing spells are most effective when used to supplement the caster's abilities or to heal allies.

Challenges:

Healing spells can be challenging to use, as they often require the caster to make a successful attack roll or to have a high spellcasting ability score.

Healing spells can also be resisted by creatures with high saving throw scores or by creatures with immunity to certain types of healing spells.

When describing Healing spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Healing spells are spells that restore hit points or repair damage to creatures or objects in RPGs. These spells can be used to heal injuries, cure diseases, or repair objects. Mending spells and Repair spells are types of Healing spells that can be used to repair objects or constructs. Healing spells are versatile and can be used in various situations. Healing spells are most effective when used to supplement the caster's abilities or to heal allies. When describing Healing spells, it's important to consider the context of the spell and the situation in which it is being used.

UTILITY

[ALL]

Utility spells are spells that provide non-combat benefits to the caster or their allies in RPGs. These spells can be used to solve puzzles, gather information, or provide other useful effects. Here is a comprehensive and expanded description of Utility spells in RPGs:

Understanding Utility Spells:

Utility spells are spells that provide non-combat benefits to the caster or their allies in RPGs.

These spells can be used to solve puzzles, gather information, or provide other useful effects.

Utility spells can be part of different schools of magic, such as Divination or Transmutation.

Common Utility Spells:

Some common Utility spells include Detect Magic, Comprehend Languages, and Knock.

Detect Magic is a 1st level spell that allows the caster to detect the presence of magic within 30 feet of them.

Comprehend Languages is a 1st level spell that allows the caster to understand and speak any language.

Knock is a 2nd level spell that allows the caster to unlock or unstick a locked or stuck object.

Versatility:

Utility spells are versatile and can be used in various situations. They can be used to solve puzzles, gather information, or provide other useful effects.

Utility spells are most effective when used to supplement the caster's abilities or to provide non-combat benefits to the party.

Challenges:

Utility spells can be challenging to use, as they often require the caster to make a successful attack roll or to have a high spellcasting ability score.

Utility spells can also be resisted by creatures with high saving throw scores or by creatures with immunity to certain types of utility spells.

When describing Utility spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make non-combat situations more engaging and exciting.

In summary, Utility spells are spells that provide non-combat benefits to the caster or their allies in RPGs. These spells are versatile and can be used in various situations. Utility spells are most effective when used to supplement the caster's abilities or to provide non-combat benefits to the party. When describing Utility spells, it's important to consider the context of the spell and the situation in which it is being used.

SUMMONING

[dimensional]

Summoning spells are spells that allow the caster to conjure creatures or objects to do their bidding in RPGs. These spells can be used to summon creatures to fight alongside the caster or to perform specific tasks. Here is a comprehensive and expanded description of Summoning spells in RPGs:

Understanding Summoning Spells:

Summoning spells are spells that allow the caster to conjure creatures or objects to do their bidding in RPGs.

These spells can be used to summon creatures to fight alongside the caster or to perform specific tasks.

Summoning spells can be part of different schools of magic, such as Conjuration or Transmutation.

Common Summoning Spells:

Some common Summoning spells include Conjure Elemental, Summon Celestial, and Summon Undead.

Conjure Elemental is a 5th level spell that allows the caster to summon an elemental to fight alongside them.

Summon Celestial is a 7th level spell that allows the caster to summon a celestial creature to fight alongside them.

Summon Undead is a 3rd level spell that allows the caster to summon an undead creature to fight alongside them.

Versatility:

Summoning spells are versatile and can be used in various situations. They can be used to summon creatures to fight alongside the caster or to perform specific tasks.

Summoning spells are most effective when used to supplement the caster's abilities or to control the battlefield.

Challenges:

Summoning spells can be challenging to use, as they often require the caster to make a successful attack roll or to have a high spellcasting ability score.

Summoning spells can also be resisted by creatures with high saving throw scores or by creatures with immunity to certain types of summoning spells.

When describing Summoning spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Summoning spells are spells that allow the caster to conjure creatures or objects to do their bidding in RPGs. These spells are versatile and can be used in various situations. Summoning spells are most effective when used to supplement the caster's abilities or to control the battlefield. When describing Summoning spells, it's important to consider the context of the spell and the situation in which it is being used.

TRANSMUTATION

[matter]

Transmutation spells are spells that change the physical properties of a creature, object, or condition in RPGs. These spells can be used to transform matter, alter reality, or manipulate energy. Here is a comprehensive and expanded description of Transmutation spells in RPGs:

Understanding Transmutation Spells:

Transmutation spells are spells that change the physical properties of a creature, object, or condition in RPGs.

These spells can be used to transform matter, alter reality, or manipulate energy.

Transmutation spells are part of the Transmutation school of magic, which focuses on the ability to change matter.

Common Transmutation Spells:

Some common Transmutation spells include Polymorph, Control Flames, and Druidcraft.

Polymorph is a 4th level concentration spell that allows the caster to transform a creature into another creature of their choosing.

Control Flames is a 1st level spell that allows the caster to manipulate fire, such as extinguishing flames or creating shapes with them.

Druidcraft is a cantrip that allows the caster to create minor natural effects, such as causing a flower to bloom or predicting the weather.

Versatility:

Transmutation spells are versatile and can be used in various situations. They can be used to transform matter, alter reality, or manipulate energy.

Transmutation spells are most effective when used to supplement the caster's abilities or to control the environment.

Challenges:

Transmutation spells can be challenging to use, as they often require the caster to make a successful attack roll or to have a high spellcasting ability score.

Transmutation spells can also be resisted by creatures with high saving throw scores or by creatures with immunity to certain types of transmutation spells.

When describing Transmutation spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Transmutation spells are spells that change the physical properties of a creature, object, or condition in RPGs. These spells can be used to transform matter, alter reality, or manipulate energy. Transmutation spells are versatile and can be used in various situations. Transmutation spells are most effective when used to supplement the caster's abilities or to control the environment. When describing Transmutation spells, it's important to consider the context of the spell and the situation in which it is being used.

SENSORY

[mental]

Divination spells are spells that allow the caster to learn secrets, predict the future, find hidden things, and foil deceptive spells in RPGs. These spells can be used to gain knowledge about a person, place, or object. Divination spells are part of the Divination school of magic, which focuses on the ability to gain knowledge.

Common Divination Spells:

Some common Divination spells include Detect Magic, Identify, and Clairvoyance.

Detect Magic is a 1st level spell that allows the caster to detect the presence of magic within 30 feet of them.

Identify is a 1st level spell that allows the caster to identify the properties of a magic item.

Clairvoyance is a 3rd level spell that allows the caster to see and hear a location up to one mile away.

Versatility:

Divination spells are versatile and can be used in various situations. They can be used to gain knowledge about a person, place, or object.

Divination spells are most effective when used to supplement the caster's abilities or to gain information about a specific situation.

Challenges:

Divination spells can be challenging to use, as they often require the caster to make a successful attack roll or to have a high spellcasting ability score.

Divination spells can also be resisted by creatures with high saving throw scores or by creatures with immunity to certain types of divination spells.

When describing Divination spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Divination spells are spells that allow the caster to gain knowledge about a person, place, or object in RPGs. These spells are versatile and can be used in various situations. Divination spells are most effective when used to supplement the caster's abilities or to gain information about a specific situation. When describing Divination spells, it's important to consider the context of the spell and the situation in which it is being used.

CONTROL

[mental, illusion, matter]

Control spells are spells that allow the caster to manipulate the actions or movements of creatures or objects in RPGs. These spells can be used to control the battlefield, manipulate enemies' minds, or move objects. Here is a comprehensive and expanded description of Control spells in RPGs:

Understanding Control Spells:

Control spells are spells that allow the caster to manipulate the actions or movements of creatures or objects in RPGs.

These spells can be used to control the battlefield, manipulate enemies' minds, or move objects.

Control spells can be part of different schools of magic, like Enchantment or Transmutation.

Common Control Spells:

Some common Control spells include Charm Person, Hold Person, and Telekinesis.

Charm Person is a 1st level spell that allows the caster to charm a humanoid creature and influence their actions.

Hold Person is a 2nd level spell that allows the caster to paralyze a humanoid creature.

Telekinesis is a 5th level spell that allows the caster to move objects with their mind.

Versatility:

Control spells are versatile and can be used in various situations. They can be used to control the battlefield, manipulate enemies' minds, or move objects.

Control spells are most effective when used to supplement the caster's abilities or to control enemies.

Challenges:

Control spells can be challenging to use, as they often require the caster to make a successful attack roll or to have a high spellcasting ability score.

Control spells can also be resisted by creatures with high saving throw scores or by creatures with immunity to certain types of control spells.

When describing Control spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Control spells are spells that allow the caster to manipulate the actions or movements of creatures or objects in RPGs. These spells are versatile and can be used in various situations. Control spells are most effective when used to supplement the caster's abilities or to control enemies. When describing Control spells, it's important to consider the context of the spell and the situation in which it is being used.

MOVEMENT

[teleportation (dimensional ), telekinesis (force), transformation (matter)]

Movement spells are spells that allow the caster or their allies to move in different ways in RPGs. These spells can be used to traverse difficult terrain, escape danger, or gain tactical advantages in combat. Here is a comprehensive and expanded description of Movement spells in RPGs:

Understanding Movement Spells:

Movement spells are spells that allow the caster or their allies to move in different ways in RPGs.

These spells can be used to traverse difficult terrain, escape danger, or gain tactical advantages in combat.

Movement spells can be part of different schools of magic, such as Transmutation or Conjuration.

Common Movement Spells:

Some common Movement spells include Fly, Teleport, and Dimension Door.

Fly is a 3rd level spell that allows the caster or a target to fly with a movement speed of 60 feet for up to 10 minutes.

Teleport is a 7th level spell that allows the caster or a target to instantly transport themselves to a location they are familiar with.

Dimension Door is a 4th level spell that allows the caster or a target to instantly transport themselves up to 500 feet in any direction.

Versatility:

Movement spells are versatile and can be used in various situations. They can be used to traverse difficult terrain, escape danger, or gain tactical advantages in combat.

Movement spells are most effective when used to supplement the caster's abilities or to gain tactical advantages in combat.

Challenges:

Movement spells can be challenging to use, as they often require the caster to make a successful attack roll or to have a high spellcasting ability score.

Movement spells can also be resisted by creatures with high saving throw scores or by creatures with immunity to certain types of movement spells.

When describing Movement spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Movement spells are spells that allow the caster or their allies to move in different ways in RPGs. These spells are versatile and can be used in various situations. Movement spells are most effective when used to supplement the caster's abilities or to gain tactical advantages in combat. When describing Movement spells, it's important to consider the context of the spell and the situation in which it is being used.

NECROMANCY

[summoning (dimensional ), transformation (matter)]

in RPGs. These spells can involve communication with the dead, resurrection, or the creation and control of undead creatures. Necromancy spells are often part of the Necromancy school of magic, which focuses on manipulating the forces of life and death. Here is a comprehensive and expanded description of Necromancy spells in RPGs, including Spirit Magic:

Understanding Necromancy Magic:

Necromancy spells are spells that manipulate the power of death, unlife, and the life force.

These spells can involve communication with the dead, resurrection, or the creation and control of undead creatures.

Necromancy spells are often part of the Necromancy school of magic, which focuses on manipulating the forces of life and death.

Common Necromancy Spells:

Some common Necromancy spells include Animate Dead, Finger of Death, and Vampiric Touch.

Spirit Magic spells are a type of Necromancy spell that involve communication with the spirits of the dead. These spells can be used to communicate with the dead, to gain knowledge from the dead, or to summon spirits to fight for the caster.

Versatility:

Necromancy spells are versatile and can be used in various situations. They can be used to animate the dead, to drain life force from enemies, or to control undead creatures.

Necromancy spells are most effective when used to supplement the caster's abilities or to control enemies.

Challenges:

Necromancy spells can be challenging to use, as they often require the caster to make a successful Charisma check or to have a high Charisma score.

Necromancy spells can also be resisted by creatures with high Wisdom scores or by creatures with immunity to mind-affecting spells.

Ethical Considerations:

Necromancy spells can raise ethical considerations in RPGs, as they often involve manipulating the dead or creating undead creatures.

Some players may choose to avoid using Necromancy spells altogether, while others may use them in a more ethical or controlled manner.

When describing Necromancy spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Necromancy spells are spells that manipulate the power of death, unlife, and the life force in RPGs. These spells can involve communication with the dead, resurrection, or the creation and control of undead creatures. Necromancy spells are versatile and can be used in various situations. Necromancy spells are most effective when used to supplement the caster's abilities or to control enemies. When describing Necromancy spells, it's important to consider the context of the spell and the situation in which it is being used. Spirit Magic spells are a type of Necromancy spell that involve communication with the spirits of the dead.

______________________________________________________________________________UNDER CONSTRUCTION

#METAFOCUS DISCIPLINE SKILLS

DIMENSION

TELEPORTATION

Teleportation spells are spells that allow the caster to transport themselves or others from one location to another in RPGs. These spells are often part of the Conjuration school of magic, which focuses on creating objects and creatures out of thin air. Teleportation spells can be divided into different categories based on their power level, range, and area of effect. Here is a more detailed description of Teleportation spells in RPGs:

Understanding Teleportation Magic: Teleportation spells are spells that allow the caster to transport themselves or others from one location to another. These spells can be used to quickly travel long distances, to escape danger, or to surprise enemies. Teleportation spells are often part of the Conjuration school of magic, which focuses on creating objects and creatures out of thin air.

Common Teleportation Spells: Some common Teleportation spells include Teleport, Dimension Door, and Gate.

Mechanics of Teleportation Spells: Teleportation spells can be complicated and difficult to use. Casting these spells at a higher spell level allows the spellcaster to transport themselves or others to a farther location, allowing spellcasters to travel longer distances.

Teleportation spells can be very useful in RPGs, especially for quickly traveling long distances or escaping danger. Some Teleportation spells have additional effects, such as surprising enemies or transporting objects. In general, Teleportation spells are most effective when used to supplement the caster's abilities or to create distractions. However, it's important to balance the use of Teleportation spells with other types of spells, such as damage spells or control spells, to ensure that the party is well-rounded and prepared for any situation.

When describing Teleportation spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Teleportation spells are spells that allow the caster to transport themselves or others from one location to another in RPGs. These spells can be used to quickly travel long distances, to escape danger, or to surprise enemies. Teleportation spells are most effective when used to supplement the caster's abilities or to create distractions. When describing Teleportation spells, it's important to consider the context of the spell and the situation in which it is being used.

SUMMONING

Summoning spells are spells that allow the caster to bring creatures or objects from one place to another in RPGs. These spells are often part of the Conjuration school of magic, which focuses on creating objects and creatures out of thin air. Summoning spells can be divided into different categories based on their power level, range, and area of effect. Here is a more detailed description of Summoning spells in RPGs:

Understanding Summoning Magic: Summoning spells are spells that enable the caster to bring creatures or objects from one place to another. These spells can be used to summon creatures to fight for the caster, to transport creatures or objects from one place to another, or to create non-magical or magical objects. Summoning spells are often part of the Conjuration school of magic, which focuses on creating objects and creatures out of thin air.

Common Summoning Spells: Some common Summoning spells include Conjure Elemental, Planar Ally, and Summon Creature.

Practical Guide to Summoning Spells: Summoning spells can be complicated and difficult to use. Casting these spells at a higher spell level allows the spellcaster to summon creatures of a higher Challenge Rating, allowing spellcasters to summon more powerful creatures to fight for them.

Summoning spells can be very useful in RPGs, especially for summoning creatures to fight for the caster or for transporting creatures or objects from one place to another. Some Summoning spells have additional effects, such as creating non-magical or magical objects. In general, Summoning spells are most effective when used to supplement the caster's abilities or to create distractions. However, it's important to balance the use of Summoning spells with other types of spells, such as damage spells or control spells, to ensure that the party is well-rounded and prepared for any situation.

When describing Summoning spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Summoning spells are spells that allow the caster to bring creatures or objects from one place to another in RPGs. These spells can be used to summon creatures to fight for the caster, to transport creatures or objects from one place to another, or to create non-magical or magical objects. Summoning spells are most effective when used to supplement the caster's abilities or to create distractions. When describing Summoning spells, it's important to consider the context of the spell and the situation in which it is being used.

ILLUSION

PHANTASM

Phantasm spells are spells that create illusions or mental images in RPGs. These spells can be useful for deceiving enemies, creating distractions, or for creating areas of effect that hinder enemies who enter them. Phantasm spells are often part of the Illusion school of magic, which focuses on manipulating the perceptions of others. Here are some examples of phantasm spells in RPGs:

Phantasmal Force: A spell that creates a mental image of an object or creature that only the caster and the target can see. The target believes the image is real and reacts accordingly.

Phantasmal Killer: A spell that creates a mental image of a creature that terrifies the target, potentially causing them to die of fright.

Phantasmal Image: A spell that creates a mental image of an object or creature that can move and act like the real thing. The image can be used to distract enemies or create a decoy.

Phantasmal Terrain: A spell that creates a mental image of a terrain feature, such as a chasm or a wall, that hinders enemies who enter the area.

Phantasm spells can be very useful in RPGs, especially for deceiving enemies or creating distractions. Some phantasm spells have additional effects, such as creating areas of effect that hinder enemies who enter them. Phantasm spells can be used in a variety of ways, such as creating a decoy to distract enemies, creating a fake wall to hide behind, or creating a terrifying image to frighten enemies. In general, phantasm spells are most effective when used to deceive enemies or to create distractions. However, it's important to balance the use of phantasm spells with other types of spells, such as damage spells or control spells, to ensure that the party is well-rounded and prepared for any situation.

Phantasm spells are often part of the Illusion school of magic, which focuses on manipulating the perceptions of others. Illusion spells can be divided into different categories based on their power level, range, and area of effect. Some illusion spells create images that only the caster and the target can see, while others create illusions that can be seen by everyone. Illusion spells can also be used to create areas of effect that hinder enemies who enter them, such as creating a fake wall or creating a terrifying image to frighten enemies.

SHADOW (CONJURATION)

Shadow Conjuration spells are a type of spell in RPGs that allow the caster to create quasi-real versions of other conjuration or creation spells. These quasi-real versions are not as powerful as the original spells, but they can still be useful in a variety of situations. Here is a comprehensive and expanded description of Shadow Conjuration spells in RPGs:

Mimicry: Shadow Conjuration spells can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower. This means that the caster can create quasi-real versions of creatures, objects, or effects that are similar to those created by other spells.

Power Level: Shadow Conjuration spells are 30% as powerful as the conjurations and creations they mimic, as opposed to 20% for other shadow spells. This means that the quasi-real versions created by Shadow Conjuration spells are slightly more powerful than those created by other shadow spells.

Versatility: Shadow Conjuration spells are versatile and can be used in various situations. They can be used to create quasi-real versions of creatures or objects to distract enemies, to create quasi-real versions of walls or other obstacles to block enemies, or to create quasi-real versions of other spells to supplement the caster's abilities.

Energy Shadow Conjuration: Energy Shadow Conjuration spells are spells that use a more abstract form of magic. These spells do not manifest as elements common to nature. Instead, the caster wields energy that only exists in the realm by magical or divine means.

Shadow Conjuration spells can be very useful in RPGs, especially for supplementing the caster's abilities or for creating distractions. Some Shadow Conjuration spells have additional effects, such as creating quasi-real versions of walls or other obstacles to block enemies. In general, Shadow Conjuration spells are most effective when used to supplement the caster's abilities or to create distractions. However, it's important to balance the use of Shadow Conjuration spells with other types of spells, such as damage spells or control spells, to ensure that the party is well-rounded and prepared for any situation.

When describing Shadow Conjuration spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Shadow Conjuration spells are a type of spell in RPGs that allow the caster to create quasi-real versions of other conjuration or creation spells. These spells are versatile and can be used in various situations. Shadow Conjuration spells are most effective when used to supplement the caster's abilities or to create distractions. When describing Shadow Conjuration spells, it's important to consider the context of the spell and the situation in which it is being used.

ENERGY

EVOCATION

Evocation spells are spells that manipulate energy or tap an unseen source of power to produce a desired end in RPGs. The School of Evocation is known for its potent damage-dealing spells, making it one of the most powerful schools of magic. Here is a comprehensive and expanded description of Evocation spells in RPGs:

Understanding Evocation Magic:

The School of Evocation is the power school. No other school of magic contains as many potent damage-dealing spells as this spell list.

Whether it is divine, eldritch, or elemental energy, this school specializes in harnessing the tendrils of the Weave to create a desired effect.

The ‘evocation’ is simply the noun form of the word ‘evoke,’ which means to give rise, draw forth, or produce. In essence, that is exactly what this school of magic does.

Common Evocation Spells:

Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.

Examples of common Evocation spells include Magic Missile, Fireball, and Lightning Bolt.

Energy Evocations:

Energy evocations are spells that use a more abstract form of magic. These spells do not manifest as elements common to nature. Instead, the caster wields energy that only exists in the realm by magical or divine means.

Mechanics:

Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing.

Evocation spells can be used to manipulate energy or tap into an unseen source of power to produce a desired effect.

Evocation spells can be very powerful in RPGs, especially for dealing damage to enemies or manipulating energy.

Versatility:

Evocation spells are versatile and can be used in various situations. They can be used to damage enemies, manipulate energy or create illusions.

In general, Evocation spells are most effective when used to deal damage to enemies or to manipulate energy.

When describing Evocation spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Evocation spells are spells that manipulate energy or tap an unseen source of power to produce a desired end in RPGs. The School of Evocation is known for its potent damage-dealing spells, making it one of the most powerful schools of magic. Evocation spells can be very powerful in RPGs, especially for dealing damage to enemies or manipulating energy. Evocation spells are versatile and can be used in various situations. When describing Evocation spells, it's important to consider the context of the spell and the situation in which it is being used.

FORCE

Telekinesis spells are spells that enable the caster to move objects or creatures with their mind in RPGs. These spells can be used to manipulate physical matter, allowing the user to touch, grab, hold, and otherwise interact with a target. Telekinesis spells can be part of different schools of magic, such as Transmutation or Conjuration. Here is a comprehensive and expanded description of Telekinesis spells in RPGs, including Force:

Understanding Telekinesis Spells:

Telekinesis spells are spells that enable the caster to move objects or creatures with their mind in RPGs.

These spells can be used to manipulate physical matter, allowing the user to touch, grab, hold, and otherwise interact with a target.

Telekinesis spells can be part of different schools of magic, such as Transmutation or Conjuration.

Common Telekinesis Spells:

Some common Telekinesis spells include Telekinesis, Mage Hand, and Force Push.

Telekinesis is a 5th level spell that allows the caster to move objects or creatures weighing up to 1,000 pounds with their mind.

Mage Hand is a cantrip that allows the caster to create a spectral hand that can manipulate objects.

Force Push is a spell that allows the caster to push back enemies with a wave of force.

Versatility:

Telekinesis spells are versatile and can be used in various situations. They can be used to manipulate objects, move creatures, or push back enemies.

Telekinesis spells are most effective when used to supplement the caster's abilities or to control the environment.

Challenges:

Telekinesis spells can be challenging to use, as they often require the caster to make a successful attack roll or to have a high spellcasting ability score.

Telekinesis spells can also be resisted by creatures with high saving throw scores or by creatures with immunity to certain types of telekinesis spells.

When describing Telekinesis spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Telekinesis spells are spells that allow the caster to move objects or creatures with their mind in RPGs. These spells are versatile and can be used in various situations. Telekinesis spells are most effective when used to supplement the caster's abilities or to control the environment. When describing Telekinesis spells, it's important to consider the context of the spell and the situation in which it is being used.

MIND

MENTAL/PSIONIC

Mental or Psionic spells are spells that manipulate the mind or mental energy in RPGs. These spells can be useful for controlling enemies, reading minds, or for creating illusions. Here is a more detailed description of Mental/Psionic spells in RPGs:

Understanding Mental/Psionic Magic: Mental/Psionic spells are spells that manipulate the mind or mental energy. These spells can be used to control enemies, read minds, or create illusions. Mental/Psionic spells are often part of the Psionics school of magic, which focuses on manipulating the mind.

Common Mental/Psionic Spells: Some common Mental/Psionic spells include Mental Attack, Minderead, Psionic Blast, Illusion (which is just the Psionic summon), and Mind Flay.

Energy Mental/Psionic Spells: Energy Mental/Psionic spells are spells that use a more abstract form of magic. These spells do not manifest as elements common to nature. Instead, the caster wields energy that only exists in the realm by magical or divine means.

Mental/Psionic spells can be very useful in RPGs, especially for controlling enemies or reading minds. Some Mental/Psionic spells have additional effects, such as creating illusions or manipulating energy. In general, Mental/Psionic spells are most effective when used to control enemies or read minds. However, it's important to balance the use of Mental/Psionic spells with other types of spells, such as damage spells or control spells, to ensure that the party is well-rounded and prepared for any situation.

When describing Mental/Psionic spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

Language use also applies to different schools of magic, including Psionics. There are many specific words you could reserve specifically for Mental/Psionic spells, such as "mind control," "telepathy," or "illusion." The same goes for the type of spell, such as a mind-reading spell, a mind-control spell, or an illusion spell. If you struggle with this, having a small list of words you can refer to for specific magic types can be helpful.

In summary, Mental/Psionic spells are spells that manipulate the mind or mental energy in RPGs. These spells can be useful for controlling enemies, reading minds, or for creating illusions. Mental/Psionic spells are most effective when used to control enemies or read minds. When describing Mental/Psionic spells, it's important to consider the context of the spell and the situation in which it is being used.

ENCHANTMENT

Enchantment spells are spells that affect the minds of others, influencing or controlling their behavior in RPGs. These spells are often part of the Enchantment school of magic, which focuses on charm and influence. Here is a comprehensive and expanded description of Enchantment spells in RPGs:

Understanding Enchantment Magic:

Enchantment spells are spells that affect the minds of others, influencing or controlling their behavior. These spells can be used to charm enemies, to influence NPCs, or to control creatures.

Enchantment spells are often part of the Enchantment school of magic, which focuses on charm and influence.

Common Enchantment Spells:

Some common Enchantment spells include Charm Person, Hold Person, and Suggestion.

Versatility:

Enchantment spells are versatile and can be used in a variety of situations. They can be used to charm enemies, to influence NPCs, or to control creatures.

Enchantment spells are most effective when used to supplement the caster's abilities or to control enemies.

Challenges:

Enchantment spells can be challenging to use, as they often require the caster to make a successful Charisma check or to have a high Charisma score.

Enchantment spells can also be resisted by creatures with high Wisdom scores or by creatures with immunity to mind-affecting spells.

When describing Enchantment spells in RPGs, it's important to consider the context of the spell and the situation in which it is being used. A well-described spell can help to immerse players in the game and make combat and other situations more engaging and exciting.

In summary, Enchantment spells are spells that affect the minds of others, influencing or controlling their behavior in RPGs. These spells are versatile and can be used in various situations. Enchantment spells are most effective when used to supplement the caster's abilities or to control enemies. When describing Enchantment spells, it's important to consider the context of the spell and the situation in which it is being used.

______________________________________________________________________________UNDER CONSTRUCTION

#SPELL PROPERTIES

Name: The spell's name, which is commonly known by players.

DISCIPLINE SKILLS: 1 OR MULTIPLE METAFOCUS DISCIPLINE SKILLS THAT ARE USED (SYNERGETIC)

Casting time: The amount of time it takes to cast the spell, which can vary from a standard action to several minutes.

Components: The verbal, somatic, and material components required to cast the spell.

Range: The distance from the caster at which the spell can be cast.

Area of effect: The area in which the spell takes effect, such as a cone, a line, a sphere, or a cylinder.

Duration: The length of time that the spell's effects last, which can vary from instantaneous to several hours.

Target: The creature or object affected by the spell.

Damage type: The type of damage dealt by the spell, such as fire, cold, or acid.

RESISTANCE CHECK: The type of ABILITY CHECK required to avoid or reduce the spell's effects. DIFFICULTY IS DETERMINED BY THE CASTER’S ATTUNE CHECK

DIFFICULTY: The COMBINED POINTS OF THE SPELLS COMPONENTS of the spell, which determines how powerful it is and how difficult it is to cast. THIS IS THE DC FOR THE METAFOCUS SKILL CHECK (WITH AN INVOCATION GRANTING THE ABILITY TO TAKE 10 AS WELL AS BEING A SPECIALIZATION BONUS TO THE CHECK).

Spell type: The category of the spell, such as damage, healing, buff, debuff, utility, control, summoning, illusion, necromancy, transmutation, abjuration, enchantment, divination, or evocation.

OFFENSIVE

Acid - StandardTouchInstantToughness3/rank

Blast - StandardRangedInstantToughness2/rank

Confuse - StandardRangedInstant (L)Will1/rank

Corrosion - StandardTouchInstantFort/Tough3/rank

Damage - StandardTouchInstantToughness (S)1/rank

Dazzle - StandardRangedInstant (L)Reflex/Fortitude1–4/rank

Death Touch - StandardTouchInstantFortitude1/rank

Disease - StandardTouchSee descriptionFortitude3/rank

Disintegration - StandardRangedInstantFort/Tough5/rank

Drain - StandardTouchInstantFortitude (S)1–5/rank

Energy Aura - FreeTouchSustainedToughness4/rank

Fatigue - StandardTouchInstantFortitude (S)2/rank

Mental Blast - StandardPerceptionInstantWill4/rank

DEFENSIVE

Absorption - ReactionPersonalContinuousNone4/rank

Deflect - StandardTouchInstantNone1–3/rank

Immunity - NonePersonalPermanentNone1/rank

Immutable - NonePersonalPermanentNone10 points

Mind Shield - FreePersonalSustainedNone1/rank

ENHANCEMENT

Adaptation - FullPersonalContinuousNone6/rank

Additional Limbs - NonePersonalPermanentNone1/rank

Adrenal Surge - FreePersonalVariesNone1/rank

Age Shift - FreePersonalSustainedNone8 points

Alternate Form - FreePersonalVariesNone5/rank

Anatomic Separation - MovePersonalContinuousNone2/rank

Animal Mimicry - FreePersonalContinuousNone9/rank

Astral Form - StandardExtendedContinuousNone5/rank

Boost - StandardTouchInstantFortitude (H)1–5/rank

Density - FreePersonalSustainedNone3/rank

Elasticity - MovePersonalSustainedNone1/rank

Empowerment - FullTouchSustainedWill (H)6/rank

Enhanced - NonePersonalContinuousNoneVaries

Evolutionary Shift - FreePersonalSee descriptionNone10 points

Grafting - StandardTouchSustainedFortitude11/rank

Growth - FreePersonalSustainedNone3/rank

Mental Duplication - StandardTouchContinuousWill3/rank

Mimic - StandardTouchSustainedNone1-5/rank

HEALING

Healing - FullTouchInstantFortitude (H)2/rank

Life Control - StandardPerceptionInstant (L)Fortitude4/rank

CONTROL

Air Control - StandardPerceptionSustainedSee description2/rank

Animal Control - StandardPerceptionSustained (L)Will2/rank

Animate Objects - StandardRangedSustainedNone3/rank

Cold Control - StandardRangedSustainedFortitude2/rank

Color Control - StandardRangedSustained (L)Reflex2/rank

Dream Manipulation - StandardPerceptionSustainedWill3 /rank

Earth Control - StandardPerceptionSustainedNone2/rank

Electrical Control - StandardRangedInstantToughness2/rank

Emotion Control - StandardPerceptionSustained (L)Will (S)2/rank

Environmental Control- StandardRangedSustainedNone1–2/rank

Fire Control - StandardPerceptionSustainedNone2/rank

Gravity Control - StandardRangedSustainedSee description2/rank

Hypnosis - StandardSensorySustainedWill2/rank

Illusion - StandardPerceptionConcentrationWill1–4/rank

Immovable - ReactionPersonalPermanentNone1/rank

Invisibility - FreePersonalSustainedNone4 or 8 points

Kinetic Control - StandardRangedInstantToughness2 /rank

Light Control - StandardRangedSustainedNone2/rank

Luck Control - ReactionPerceptionInstantNone3/rank

Magnetic Control - StandardPerceptionSustainedNone2/rank

Microwave Control - StandardRangedInstantToughness2/rank

Mind Control - StandardPerceptionConcentration (L)Will2/rank

UTILITY

Blending - FreePersonalSustainedNone2 or 4 points

Blur - FreePersonalSustainedNone4 points

Communication - FreeExtendedSustainedNone1/rank

Comprehend - NonePersonalContinuousNone2/rank

Concealment - FreePersonalSustainedNone2/rank

Darkness Control - StandardRangedSustainedNone2/rank

Datalink - FreeExtendedSustainedNone1/rank

Displacement - FreePersonalSustainedNone4 points

Features - NonePersonalPermanentNone1/rank

MOVEMENT

Bouncing - ReactionPersonalPermanentNone2/rank

Burrowing - MovePersonalSustainedNone1/rank

Dimensional Control - FreePersonalSee descriptionNone2/rank

Dimensional Pocket - Standard/MoveTouchInstant (L)Ref/Will2/rank

Flight MovePersonalSustainedNone2/rank

Friction Control - StandardPerceptionInstantReflex3/rank

Insubstantial - FreePersonalSustainedNone5/rank

Leaping - MovePersonalInstantNone1/rank

SENSORY

Clairaudience - MoveExtendedConcentrationNone1/rank

Clairvoyance - MoveExtendedConcentrationNone2/rank

ESP - MoveExtendedConcentrationNone1–4/rank

Mind Reading - Standard/FullPerceptionConcentration (L)Will1/rank

SUMMONING

Create Object - StandardRangedSustainedNone2/rank

Duplication - StandardPersonalSustainedNone2/rank

Exorcism - StandardPerceptionInstantSee description2/rank

Force Constructs - StandardRangedSustainedNone2/rank

Force Field - FreePersonalSustainedNone1/rank

Ignite - StandardPerceptionInstantToughness3/rank

Machine Animation - StandardRangedSustainedNone2/rank

ULTIMATE POWER APPENDIX II: MASTER POWER AND EFFECTS TABLE

Name - ActionRangeDurationSaveCost

Mirror Image- FreePersonalSustainedNone4 points

Morph - FreePersonalSustainedNone1–3/rank

Move Object - StandardRangedSustainedNone2/rank

Mutation - StandardTouchSustained (L)Fortitude4/rank

Nauseate - StandardTouchInstant (L)Fortitude (S)2/rank

Nemesis - FreePerceptionContinuousNone8/rank

Nullify - StandardRangedInstantWill1–3/rank

Object Mimicry - MoveTouchSustainedNone6/rank

Obscure - StandardRangedSustainedNone1–4/rank

Pain - StandardPerceptionConcentration (L)Will5/rank

Paralyze - StandardTouchInstant (L)Will (S)2/rank

Petrification - StandardRangedSustained (L)Fortitude3/rank

Pheromones - ReactionSensorySustained (L)Will4/rank

Plant Control - StandardRangedInstantReflex2/rank

Plant Mimicry - FreePersonalContinuousNone9/rank

Plasma Control - StandardRangedInstantToughness2/rank

Possession - StandardTouchSustained (L)Will3/rank

Power Resistance - ReactionPersonalInstantNone2/rank

Probability Control - ReactionPersonalInstantWill (H)4/rank

Protection - NonePersonalPermanentNone1/rank

Quickness - FreePersonalContinuousNone1/rank

Radiation Control - StandardRangedInstantToughness2/rank

Reflection Field - ReactionPersonalInstantNone8/rank

Reflex Memory - FreePersonalContinuousNone9/rank

Regeneration - NonePersonalPermanentFortitude (H)1/rank

Sensory Link - MoveExtendedConcentration (L)Will2/rank

Sensory Shield - ReactionPersonalPermanentNone1-2/rank

Shape Matter - StandardRangedSustained (L)None4/rank

Shapeshift - MovePersonalSustainedNone8/rank

Shield - FreePersonalSustainedNone1/rank

Shrinking - FreePersonalSustainedNone1/rank

Silence - FreePersonalSustainedNone1 or 2 points

Sleep - StandardRangedInstant (L)Fortitude3/rank

Snare - StandardRangedInstantReflex (S)2/rank

Sonic Control - StandardRangedInstantRef/Fort2/rank

Spatial Control - MovePersonalInstantNone2/rank

Speed - MovePersonalSustainedNone1/rank

Spirit Control - StandardPerceptionSustainedWill2/rank

Strike - StandardTouchInstantToughness1/rank

Stun - StandardTouchInstant (L)Fortitude (S)2/rank

Suffocate - StandardTouchConcentrationFortitude2/rank

Summon - StandardTouchSustainedNone2/rank

Super-Movement - MovePersonalSustainedNone2/rank

Super-Senses - NonePersonalContinuousNone1/rank

Suspended Animation - FullPersonalContinuousNone2 points

Swimming - MovePersonalSustainedNone1/rank

Telekinesis - StandardRangedSustainedSee description2/rank

Telepathy - StandardPer/ExtConcentration (L)Will2/rank

Teleport - MovePersonalInstantReflex (H)2/rank

Thermal Control - StandardRangedSustainedFortitude2/rank

Transform - StandardRangedSustained (L)Fortitude3–6/rank

Transmit - Move/FullPersonalInstantNone1/rank

Transmutation - StandardRangedSustained (L)None5/rank

Trip - StandardRangedInstantNone1/rank

Universal Translator - ReactionPersonalContinuousNone8 points

Vibration Control - StandardRangedInstantToughness2/rank

Ward - StandardTouchSustainedWill1/rank

Water Control - StandardPerceptionSustainedNone2/rank

Weapon Summoning - FreePersonalSee descriptionToughness2/rank

Weather Control - StandardRangedSustainedFortitude2/rank

=================================

______________________________________________________________________________UNDER CONSTRUCTION

#METAFOCUS DISCIPLINES

Knowledge and ability to consciously alter reality.

These Abilities are to cover metaphysical (Meta) powers - including Studied Arcanist, Transcendental Psychic, Devout Priest, Akashic Channeler, Latent Abilities from unusual ancestry, possible Highly Experimental and/or Advanced and/or Ancient and/or Metaphysically Imbued Super Technology or a myriad of other things (in other words magic, psychic and other).

Many Schools teaching various disciplines will be limited in teaching others of a like school (magic & magic, psychic & psychic, etc)

Studying from a different School of Thought may be possible but will be more complicated depending on severity of school’s (or source’s) difference (see Basics - Skills, Learning).

Must attain Disciplines from Awakening - then Skill points will need to be allotted in Attune and each Discipline’s 2 Metafocus Skills as desired, additional purchases of Awakening is required to attain other Disciplines (gaining access to the 2 skills from each, Attune Skill is learned with initial Awakening).

Key Ability is chosen at Awakening (Intellect, Wisdom or Charisma).

Discipline Abilities may be empowered on a ‘free-cast’ basis - involving a narrative of the effect, within the confines of the Discipline’s level (noted within Discipline descriptions).

Free-Cast checks involve an Attune check to draw/channel available energy and direct it for an effect. The Attune check determines any DCs for Effects and Attack, to be resisted or evaded as appropriate.

A Discipline Skill check follows to determine the severity of its Effects and/or Damage.

Critical Successes will have a dramatic effect on the results as usual with an improved effectiveness of some type in addition to the +30 bonus to the check.

Critical Mistakes will be likewise disastrous often leading to some type of backfire often centering on caster (GM’s call or random) in addition to the -10 to the check.

An Attune check resulting in 0 or less becomes an uncontrolled energy surge: effect over an area, wrong target, generally something not intended.

A Discipline check resulting in 0 or less causes a different effect than desired: from a dramatic fizzle to transposed energy.

Invocation levels are added to the Discipline Skill checks they are based on.

(Invocations are considered Discipline Specializations for any other effect as needed)

Invocations are as Free-Casting but with the Discipline check being now optional,

(consider to automatically Take 10 by default on Discipline checks involving a learned Evocation, check may still be made if an attempt of a better result is desired/needed)

[Key Ability + Discipline Skill Level + Invocation Level + 10 (or d20 roll) for Damage/Severity]

Attune Check is used as listed determining the Difficulty of the Resistance of an Effect or the Evasion of an Attack

Metaphysic Checks

Base Difficulty for activating a Metafocus Discipline or Invocation

Very Easy (DC 5) - Safe Quiet Area, Sanctum - Laboratory and Library setting

Easy (DC 10) - Casual, Non-Hostile Environment - Walking or Passenger in Vehicle

Average (DC15) - Very Active or Hostile Environment - Vigorous Movement or in Combat

Difficult (DC20) - Extreme Activity - Crashing or Uncontrolled Fall

Failing a Metaphysic Check

Caster takes 1 point of Non-Lethal Damage per 5 points the check failed by and is quite Painful

(this is internalized strain from Channeling and is not absorbed by Stamina or any Armor)

On a Fumble - a Check will be required for the Caster to not suffer the Effect in some way

(Check will be based on the type of Effect)

METAFOCI COMPONENTS

Ranges

Melee / Point Blank (5 ft for Small and Medium Attackers)

+5 to Check

Close (up to 100 ft)

No Modifier

Medium (up to 500 ft)

-5 to Check

Long (up to 2,500 ft)

-10 to Check

Extended (Miles, target or location must be accurately detected or known well)

-15 to Check

Multiple targets

-5 to Attune check per extra target with full effect for each

otherwise damage and effects will be divided amongst subjects as best possible

Area Effect

may cover an Area with the following DC increases in Focus Skill check

Blast (per 10 ft radius sphere) -5 to Check

Line (5 ft wide by 60 ft long) -10 to Check

Cone (90 ft Long by 45 ft at its Widest) -15 to Check

Damage

Damage Dice are determined by what stage is achieved in the Metafocus Check

1d6 per Stage achieved with check after all modifiers

Source

Primary factor of the character's meta abilities

(mechanics are Ability based, examples denote the School of learning)

Intelligence Based (Reason and Logic) - Psychic, Arcane, Akashic

Wisdom Based (Willpower and Intuition) - Divine, Nature, Cosmic

Charisma Based (Confidence and Dominance) - Bardic, Hereditary, Granted

Attune Skill

Channeling is drawing energy to manifest and focus to empower an Ability

General multi-purpose skill dealing with Meta Energies

Attune Ability listed under each Discipline require no check to use

Metafocus Skills

The skills of manipulation of the patterns of meta forces (determines the efficiency of power)

Allows minor manipulation of various base forces. Including cantrips, prestidigitation and tricks related and known by all disciplines - Minor Abilities listed for each skill require no roll to use and its benefits are based on the relevant skill’s stage

Sensing ability listed with each discipline used to sense controlled forces at work and identify the effects, source, etc.

Skill checked to learn Invocations and other similar effects related to the Skill

Meta Combat

Attune is used for the Attack Roll

Target defense is treated as similar attacks.

Counter Effect may be attempted using the same or an opposing effect to nullify

Attune is used by Attacker and Defender is Defender is higher success then may make an opposed Metafocus Skill check - if Attacker succeeds then the Effect is is normal / if the Defender wins the Effect is countered and nullified

Damage, Range and other factors are determined by the level of the Metafocus Skill

________________________________________________________________________________________________

DIMENSIONAL DISCIPLINE

SUMMON FOCUS

Summon known existing creatures, gear, materials, etc (from somewhere)

Temporary Companion or Equipment

10 Bestiary Build Points or 5 Wealth Equivalent per Stage of Check

Duration: 1 round per Level (1 Minute per Level for 1KP)

TELEPORT FOCUS

Relocation of position without the subject traveling between the points of space

Difficulty is based on familiarity of target area after all modifiers

Familiarity DC

Very Familiar (or clearly visible) 5

Well Known (or seen recently) 10

Visited (or seen once) 15

Known (heard or seen a poor image of) 20

Unknown 25

*Cantrip

Able to determine the dimensions of an area or object (distance, height, width, length, etc.)

Minor Abilities –

Summoning – Conjure Sustenance (makes a drink or snack for 1 person, 1 minute cast)

Teleportation – Vanish Objects (move an object about body and possessions, at will)

________________________________________________________________________________________________

ENERGY DISCIPLINE

ELEMENTAL FOCUS

Conjuration of various forms of energy

1d6 Damage per Stage

Damage Critical is based on Elemental Effect:

Pyro - Burns on Crit for ½ Damage for next 2 rounds

Voltic - Shocks (Stun) on Crit

Cryo - Freezes (Slow) on Crit

Sonic - Booms (Stun) on Crit

Corrosive - Dissolution on Crit for ½ Damage for next 2 rounds

FORCE FOCUS

Ranged manipulation of kinetic energy

Damage is purely kinetic

1d8 Damage per Stage

1 25 lb 11 3,025

2 100 12 3,600

3 225 13 4,255

4 400 14 4,900

5 625 15 5,625

6 900 16 6,400

7 1,225 17 7,225

8 1,600 18 8,100

9 2,025 19 9,025

10 2,500 20 10,000

Weight Movable: (5 lbs x Force Level) squared

(1st 25 lbs, 2nd 100 lbs, 3rd 225 lbs, 4th 400 lbs, 5th 625 lbs, etc)

*Cantrip

Elemental - Analyze an energy source or effect and determine the amount of energy available or used.

Force - Know a targets Mass and Velocity

Minor Abilities -

Elemental – Spark (cause 1 point of elemental damage of chosen type with associated effect, at will)

Force – Nudge (apply up to 10 pounds of force at short range at will as a free or move action - no direct damage, close doors, push buttons..)

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ILLUSION DISCIPLINE

PHANTASM FOCUS

Create false imagery, sounds, and other sensations

Range: Medium

Area: 10 foot cube per skill level

Duration: 1 minute per Level

SHADOW FOCUS

Conjuration of solid creatures and items from ether, may look realistic or not

Object Size: up to 2 ft per Skill Level per side with a weight up to 10lbs times the level squared

Range: Close

Duration: 1 round per Level (1 Minute per Level for 1KP)

(as a Companion but temporary - see bestiary rules)

*Cantrip

Analyzing any possible illusion is checked at Advantage.

Minor Abilities -

Phantasm - Facade (personal illusion)

Shadow – Light Manipulation (adjust illumination in area, at will, 30% change per skill stage)

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MATTER DISCIPLINE

ENHANCE FOCUS

Improving the pattern of something

Effect: Add up to 5BP per level

Duration: 1 Minute per Level

TRANSMUTE FOCUS

Altering the pattern of something

Effect: Manipulate up to 5BP per level

Duration: 1 Minute per Level

*Cantrip

Analyze an object's structure and composition.

Minor Abilities -

Enhancement – Reinforced Item (chosen personal item is 5% improved per skill level - toughness, damage..

Transmutation – Versatile Item (chosen personal item may change to other item of same cost, 1 minute)

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MENTAL DISCIPLINE

PROJECT FOCUS

Cause others to sense, feel or think differently.

Range: Extended (100 ft at 1st Level, increase by x5 per level thereafter (2nd 500ft, 3rd 2,500ft, 4th 12,500ft, etc))

SENSE FOCUS

Precognition, clairvoyance, and delving into the mind of another

Range: Extended (100 ft at 1st Level, increase by x5 per level thereafter (2nd 500ft, 3rd 2,500ft, 4th 12,500ft, etc))

*Cantrip

Detect presence and general location of intelligent beings

Sense current state of psyche and/or mental or emotional ailments.

Minor Abilities -

Projection - Telepathy

Sensing - Visions

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ENTROPY DISCIPLINE

CHAOS FOCUS

Amplification of entropic forces and damaging to most everything, Negative Energy

Range: Short

Damage: 2d6 damage per stage of skill (Novice, Trained, Expert, Master and Pinnacle)

plus 1d per level of Invocation used (most armors are ignored or harmed by Entropic Effects)

ORDER FOCUS

Manipulation and repairing patterns or most anything, Positive Energy

Range: Short

Healing: 2d6 damage healed per stage of skill (Novice, Trained, Expert, Master and Pinnacle)

plus 1d per level of Invocation used

[if dealing with undead or negative energy creature inverse the damage / heal effects]

*Cantrip

Detect presence and general location of ‘living’ subjects

Sense current physical condition and any type of illnesses, damage, injuries, ailments or even any allergies of the subject (generally usable on ‘living’ subjects although this is relative to perception).

Abilities -

Death - Cull (touch causes 1 point negative energy and hastens demise if near death, at will)

Life – Stabilize (touch heals 1 point of damage and stabilizes a wounded patient immediately, at will)

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INVOCATIONS

Effectively - Spell Skills, Psi Skills, Mystic Skills, Etc…

Invocations are purchased for 2BP each

Level is added to the Discipline Skill used (if multiple Discipline are Invoked the lowest of the Skills are used), Metaphysic Abilities have no Discipline Skill base (Default with Key Ability and Starting Skill of 1)

Each Invocation starts at Level 1 may be further improved as any other Skill once known without improving the Discipline Skills

Invocations are considered Specializations for other rules and effects and also limited to 10 levels

[Key Ability + Discipline Skill Level + Invocation Level + other modifiers]

Listed with each Invocation is typically the minimum level of a Discipline required to learn

DIMENSIONAL

SUMMONING

TELEPORT

Filch – Teleport 1 – move small object about body / within feet

Recall – Teleport 4 – quick relocate to specific spot within range

Shadow Step – Teleport 6 - relocate using a medium (though not necessarily shadow)

Translocate – Teleport 10 – teleport chosen targets within area

ENERGY

ELEMENTAL

Blast – Elemental 1 – single target ranged touch attack of focused energy

Burst – Elemental 4 – area effect (5ft square per level at 1d6 damage per 2 levels)

Charge Cell - Elemental 2 - Recharge a power cell - 1 charge per 5DC on check per use

Energy Shield - Elemental 1 - DR of 5 + Elemental Skill vs ALL Energy OR DR of 10 + double Elemental Skill vs a specific energy type (Pyro, Cryo, Sonic, Voltic, Corrosive)

EMP Burst - Elemental 8 – area effect (5ft square per level at 1d4 damage per level, damages unshielded electronics and Synthetic creatures)

Power Device - Elemental 4 - supplies energy to device, DC based on power needed & duration

Radiant Recharge - Elemental 10 - Recharge power cells in a 5 ft radius x skill level - 1 charge per cell per 5DC on check per use

Shutdown - Elemental 4 - disrupts power within a device causing it to power down. May be restarted after the effect ends.

FORCE

Ballistic Attack - Force 5 - Penetration 5, uses objects

Bolt – Force 1 – single target kinetic ranged touch attack

Enhanced Friction - Force 1 - Negate movement penalties or maximizes traction - may cling to vertical surfaces

Kinetic Field - Force 1 - DR of 5 + Force Skill vs Kinetic Attacks

Negate Friction - Force 1 - makes surface very slick

Shield - Force 1 - mobile floating plane of force up to Tower Shield in size / effect

Surge – Force 4 – single target kinetic knock back (ranged touch, Rush Maneuver, Damage is Non-Lethal)

Telekinesis - Force 1 - precise range movement and control of objects

Wave – Force 10 – Area Effect Surge but at ZERO range (30ft Radius or 50ft x 25ft Cone)

ILLUSION

PHANTASM

Glimmers – Phantasm 1 – corner of the vision type distraction

Invisibility - Phantasm 6 - unseen, add check total to stealth vs visual (or one other sense)

Improved Invisibility - Phantasm 11 - hard to detect by mundane means, add check total to stealth

Mask - Phantasm 1 - change appearance of target with glamour, add check to disguise

SHADOW

Creeps – Shadow 1 – foreboding feel / chill

MATTER

ENHANCE

Fortify - Enhance 6 - increase an attribute of an item

TRANSFORM

Shift - Transform 1 - alter physical body to change appearance

Transmute – Transform 6 – inanimate object into another inanimate object

Transmorph – Transform 11 – living being into another living being

MENTAL

PROJECT

Awaken Biotech - Project 1 - Bonding between the character and a Biotechnological Organism

Empathic Projection - Project 1 - sway feelings of other

Push – Project 6 – one simple command

Cloak - Project 6, Phantasm 1 - a target’s mind is clouded to not notice something

SENSE

Incubate Biotech - Sense 1

Comprehension - Sense 1 - add to Language Checks and may take a 10 on such Checks

Scan – Sense 1 – read surface thoughts (10 nothing, 15 rabble, 20 basic info, 25 detailed info)

Probe – Sense 6 – intrusive mental analysis for particular information (one question per check as Scan)

Entropy

DEATH

Entropy – Death 1 – single target ranged touch attack

LIFE

Cure – Life 6 – removes one ailment (DC varies by level of affliction)

Invigorate – Life 1 – single target heal / Life 10 (1 target +1 additional target per 5 DC over 10)

Revitalize – Life 6 – fully physically rested, full rest and focus (1 time per day plus actual rest.)

Restoration - Life 11 - Recovery from permanent ailment or injury, Regeneration effect

Resurrect - Life 16 - Bring a target back from the dead

COMPOSITE INVOCATIONS

Prestidigitation – any at 1 – cantrip effects

Spectral Valet - Summoning 1 / Force 1, NON-COMBATIVE, 1 hour per level of Summoning

Boost - Life 1 / Enhance 1 - +1 to a score per 5 DC (max of 1/2 skill), 1 round per level in Life

Anima - Transform 6 / Force 6 / Shadow 6 - temporary Meta Companion from one’s own energy

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INVOCATIONS

Invocations are purchased for 1BP each, with a base level of its Discipline Skill(s) used. Invocations only require an Attune check, unlike free casting using Attune AND Discipline checks

May be separately improved as skills, without need to improve the base skills. This will let someone focus on a particular 'spell' without having to improve their overall casting, allowing a casting a Specialty / Focus if desired.

Special Ability Feature will allow the use of an Invocation (base skill of 1) without any other Meta Knowledge, does not grant Attune or a Discipline’s access.

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