Metamagic is a Magician-only resource that lets you reshape a spell as
it leaves your mind. Metamagic is a small pool of points you spend to apply
one of several named modifications to your next cast.

Unlocks:
   The maximum pool grows with level: 1 point at level 8, 2 at level 11,
and 3 at level 17.

Regeneration:
   Points recover slowly — roughly one every ten minutes, reduced by high
Focus (floor around eight minutes). Regeneration only advances while you
are active. Because recovery is slow, metamagic points persist across
logoff and are not lost on disconnect. Holding a spell (see below) freezes
regeneration until you release or dismiss it.

   Your current points are shown in the score sheet, in the train menu,
and in the prompt via the ~r token.

Usage:
   Type 'metamagic' with no arguments for a status readout, including
the unlock level of each option and your remaining cooldown.

Modifications:

  metamagic clarity
      Spend 1 point to recover 30% of your maximum mana instantly.
      Available at level 8. (Formerly named "focus"; that word still works
      as an alias.)

  metamagic held <spell>
      Shape and hold a completed spell in mind for instant, silent release.
      Pays the spell's mana cost and 1 metamagic point immediately. Regen
      is frozen while the spell is held. Release it with 'release prepared'
      (or 'release metamagic') — the release bypasses silence and grapple.
      'metamagic dismiss' discards the held spell without casting; the
      point is not refunded. Available at level 8.

  metamagic expand
      Your next buff spell reaches every group member in the room instead
      of a single target. Self-only and combat spells are not affected.
      Available at level 11.

  metamagic quicken <secondary spell>
      Your next cast fires a primary spell followed by a secondary spell
      in the same round. The secondary must be known at least three levels
      below your current level. Available at level 15.

  metamagic ruinous
      Your next qualifying damage spell leaves a persistent room effect
      for several combat rounds. Each damage spell has its own ruinous
      effect: Magic Arrow leaves Arcane Residue; Flaming Hands leaves
      Ignite; Frostbite leaves Flash Freeze; Lightning Bolt leaves
      Charged Atmosphere; Fireball leaves Smoke Haze; Acid Arrow leaves
      a Corrosive Pool; Earth Spike leaves Shattered Ground; Energy Drain
      leaves a Mana Void; Meteor Swarm leaves Impact Tremors; Inferno
      leaves Lingering Flames. Only one ruinous effect may exist in a
      room at a time — a new effect overwrites the old. Available at
      level 17.

  metamagic cancel
      Releases the currently shaped modification. The spent point is lost.


            
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