QUOTE (Custom Metamagics)
Metamagic Techniques
Dual Perception (Adept, Magician)
Initiates with Dual Perception are capable of perceiving both the Astral & Physical planes simultaneously. While using Astral Perception, they may continue to use physical perception normally (including augmented reality, but not virtual reality), & do not suffer the -2 penalty to physical actions.
This metamagic may be taken only by characters capable of Astral Perception.
Insight (Adept, Magician)
Choose a single Magical Active Skill. Increase that skills rating by one-half your Initiate Grade (round up). This is subject to the normal limits on augmented skill maximums.
This metamagic may be taken multiple times; it does not stack. Each time it is taken, choose a new Magical Active Skill.
Weaving (Magician)
Prerequisite: Quickening
Weaving allows an initiate to alter their spells to temporarily sustain themselves. To use Weaving, the initiate must take a Complex Action to adjust one of their active spells to sustain itself. Once done, the caster no longer suffers sustaining penalties for that spell, & can no longer dismiss the spell or (in the case of Area effects) change its location; the spell may be dispelled as normal (see Dispelling Sustained Spells, p.176 SR4). The spell will end after Magic minutes, after which time, the initiate must recast the spell if they wish to retain its effects.
An initiate may have a number of spells sustained in this way at one time equal to one half Initiate Grade (round up).
Astral Shift (Adept, Magician)
Prerequisite:, Dual Perception
Astral shift allows an initiate’s entire being - physical, mental, and spiritual - to enter the astral plane and reemerge into the physical world at a new location.
Shifting to astral space takes a Complex Action and causes (10 – Initiate Grade)S Drain. Returning to physical space takes a Complex Action.
While astrally shifted, an initiate uses all the normal rules for astral projection (p.192, SR4A), except an initiate may maintain their astral shift for up to Magic minutes. After this time, if she has not returned to her physical body, she will die and her astral form will dissipate.
This metamagic may only be taken by characters capable of Astral Projection.
Astral Projection (Adept)
Astral projection grants an initiate the ability to astrally project (p.192, SR4A). While astrally projecting, an initiate uses all the normal rules for astral projection, except the initiate may maintain their astral form for up to Magic minutes. After this time, if the initiate has not returned to her physical body, her astral form will die, leaving her physical body in a permanent coma.
This metamagic may only be taken by characters capable of Astral Perception.
Intensify (Magician)
Intensify allows an initiate to cast spells as an Extended Test with a time interval of Complex Action (Spellcasting) or 12 – Magic Hours (Ritual Spellcasting). The number of rolls made beyond the first cannot exceed the casters Initiate Grade, and for each roll made beyond the first, the Drain of the spell is increased by +1.
If the Magical Link (such as Line of Sight) is broken at any time during the casting, the spell fails & the caster must resist Drain for casting the spell as normal. This metamagic does not allow a caster to exceed Force hits.
Note: These metamagics are, at this time, not fully tested. Dual Perception is fine, and I believe all others are with the possible exception of Intensify (it has quite a few downsides, & is not useful inside combat outside stealth, which is deadly anyways, but has potential to cause problems with "buff" spells or re-aplication of mental manipulations)
As with all material used in a game, I strongly suggest that any character who meets the prerequisites is allowed to take/use the material - in this case, metamagics. That said, one of the requirements for most of these in my game (Dual Perception & Astral Projection being the primary exceptions) is to acquire the metamagic formulae/technique, as they are not 'publicy available'. What, exactly, this entails is ultimately up to the GM, but I use the rules for researching new metamagics in the 'acquiring metamagics outside of initiation' section of
Street Magic.
In my game, I am currently playing a magician with Astral Shift; with my absurd Logic & reasonable Arcana, as well as my backstory, is acceptable. Outside of unique circumstances, this particular one I suggest reserving for the Immortal Elves, some dragons (particlularly Greats), and other unique characters that have ties to
Earthdawn. Regardless, from what I have been able to tell thus far in play & numbercrunching/theoretical senarios, it is still a reasonably balanced metamagic & should not disrupt a game if made available (it greatly increases the speed of personal travel, but is not equivalent to teleportation, and the character does not need to deal with physical barriers or gravity, but must still deal with astral barriers & drain).
Also on the subject of Astral Shift (along with the Shift & Mist Form powers), we have a rule that a character altering their form may attempt a Magic + Charisma (Object Resistance) test against each object in their possession (they must be carrying/holding/wearing the object, simply touching it is not sufficient). If successful, the object melds with their new form, becoming nonfunctional, but resumes it's normal form & location when the character shifts back.
Because it has not really come up in a significant manner yet, I have not fully flushed out the details of that ruling, but am inclined to add a modified bonus to objects based on their sympathetic connection to the character. I am currently unsure if this rule should also be used for shapeshifting through Sorcery (aka Shapechange or Critter Form spells), but am inclined to say yes.