Duration:
Instant – This effects the targets once and does nothing else. Some effects cannot be used as an instant spell.
Rounds – The spell lasts for a number of rounds equal to your spellcasting attribute.
Minutes – The spell lasts for a number of minutes equal to your spellcasting attribute.
Hours – The spell lasts for a number of hours equal to your spellcasting attribute.
Permanent – The spell never ends.
Meta:
Enchant – You enchant an object so that it casts a spell for you. The total Enchant spell you cast on the item cannot exceed 30 points. A single item cannot hold more than 4 Enchant spells (You may replace). It cannot be affected by Weaken metamagic or cast on a creature.
Extend – The duration of the spell doubles (An Instant spell lasts for an extra round, a spell for rounds now lasts for twice your spellcasting attribute, etc).
Greater Enchant – As Enchant except the limits change to 60 point and 2 spells. One Greater Enchant equals two normal Enchants for the purpose of mixing magics.
Nullify – You may destroy an ongoing spell or even ready an action to nullify another magi's spell. You must weave the same power however, also adding the nullify metamagic. This may even be used to disenchant an item.
Quicken – Cast the spell as a Move Action.
Silent – Cast the spell with only the verbal component.
Still – Cast the spell with only the somatic component.
Strengthen – The spell you are casting has any attack rolls you use increased by 1.This includes Spellcraft or Lore [Arcana] checks for area of effect rolls and versus Mental Defense. This metamagic may be stacked multiple times.
Weaken – Reduces target spell's duration by one step (Such as Hours to Minutes). An Instant spell will be dispelled entirely. An extended spell will only have the Extend metamagic negated. Spells that can not normally be Instant will be dispelled if weakened to that level.
Boost:
Boost cannot be used as an instant duration spell.
Armor – Increase your armor bonus to physical threshold by 1.
Attribute Score – Increase an attribute score by one point per four spell points, but by no more than 50%.
d20 Roll – Increase one specific d20 roll (Attacks, one defense, a skill, etc) by 1 per two spell points, but by no more than the attribute score tied to that roll.
Penetration – Adds one point to the AP of the item or creature you cast it upon.
Speed – Gain a +1 square bonus to speed per one spell point.
Threshold – Gain a +1 bonus to Threshold versus one damage type per three spell points. This can be physical damage or one specific energy type (Acid, Cold, Electricity, Fire, or Sonic).
Curse – May change the bonus of a boost into a penalty instead. Anything that targets a roll tied to a mental attribute must also beat a Mental Defense Roll. Lowering an attribute below 0 causes the person to fall unconscious. If the attribute does not recover to at least 0 within a day, the target dies.
Creation:
Creation cannot be used as an instant duration spell.
Change – You can change the shape, texture, or flavor of an object. You can change the taste of normal food to something more palatable.
Create – You can create something entirely new. If it is not permanent, created food does not satisfy your hunger.
Telekinesis – You can move objects or creatures as a speed of 2 squares. It is not enough force to crush or fling for damage, but could be dropped as a falling object. Up to 5 pounds can be moved per spell point. You cannot effect something you cannot see unless you can touch it directly, even with an area effect spell.
Damage – You can use this to create walls of force or energy (Such as fire), or even a wall of blades (Physical). To change energy/force, you must match the intensity of the energy/force. An ordinary source (Such as a campfire) counts as normal (10) damage.
Damage:
Energy – Choose one energy type (Acid, Cold, Electricity, Fire, Sonic). Each 2 spell points gives you 1 die of damage. You may mix types of damage, but each is applied separately.
Essence – This is pure magical force. If used in creation, a creature cannot pass through the created essence (Not even one with the Incorporeal Technique) but takes no damage in the attempt.Each 3 spell points gives you 1 die damage. You may mix types of damage, but each is applied separately.
Physical – The spell does physical damage. Each spell point gives you 1 die of damage. You may mix types of damage, but each is applied separately.You choose if the damage is Bludgeoning, Slashing, or Piercing.
Toxin - The spell poisons the target. Using a toxin must be an instant spell.
Penetrating - Each spell point adds +2 Armor Penetration to the spell.
Typed – May make your physical damage one specific material type such as Halzium, Orichalcum, or Silver.
Mind:
Mind cannot be used as an instant duration spell. On a successful spell, the target gets to roll their Mental Defense to resist as well as any normal physical defense to avoid the spell.
Charm/Fear – Makes the target do for you as they would a friend (Charm) or flee from you as if you were their worst nightmare (Fear). Either effect (choose only one per spell) lasts for the duration of the spell. The target must know the caster is there in order to act appropriately.
Command – You can order a person to do something they normally would not (Such as ordering them to hold still – effectively making them helpless). If the command threatens their life directly (Such as telling someone to stab themselves or walk off a cliff), they may make a second Mental Defense roll with a +5 bonus to break the spell. The command must be something fairly simple, complex instructions automatically fail. The victim must also understand the command for it to be effective unless you use the Silent metamagic.