Spell Matrices
The initiates of the YET have discovered -or rather have been taught- a new form of metamagic based around the metaphysical disciplines of the Grimoires.
The initiate creates a mental and astral construct which he then imbues with a small measure of his life and luck. This gives the construct an aura all of its own. The magician is then able to imprint on this matrix the pattern of any spell he knows. This pattern contains the spells formula, and through the imprinting process the matrix's aura is configured into a channel between the etheric and physical planes for the casting of the specific spell.
This imprinting process can be done in a ten minute ritual of meditation without any lasting harm. It may also be done 'on the fly'. The magician has to be careful though as any break in concentration will displace _all_ the pattern imprints in all his spell matrices. Attuning on the fly can also be draining.
The matrix's aura can then be used to shape the astral energies lessening the effects of drain when casting that particular spell. If the matrix is to be used for another spell the new spell's pattern is imprinted upon the matrix and the old pattern is erased (unless a shared matrix is used).
The capacity of a spell matrix is rumoured to be much less than a grimoire for all but the most powerful initiates.
System: The mental construct is created by a metaphysical meditation and conceptualisation within the initiate's mind and aura. the maximum rating of a spell matrix is the initiate's Magical Theory skill. An initiate may have a number of spell matrices equal to his grade plus one. Each matrix can hold only one spell unless specifically designed otherwise (see Share Matrices below).
To imprint the pattern of a spell in a matrix requires a Sorcery test with a TN of the desired spell's force. If the ten minute ritual is not performed reattuning on the fly takes a minimum number of turns based upon the drain category, 1 turn for Light drain, 2 for Moderate, 3 for Serious and 4 for Deadly. The magician must resist (Force) Light stun damage to reattune on the fly like this.
The TN for resisting the spell's drain is reduced by the matrix's rating. The chosen force of the spell cannot exceed the force which the matrix has stored within it (i.e. the force of the spell the magician chose to imprint on the matrix).
Whilst a matrix is being used it is considered astrally active, and open to attack (but not grounding spells through -there is no physical component). If the matrix is not in use it can collapse in on itself and merge with the initiate's own aura becoming almost invisible to astral sight (TN of the initiate's Magic attribute), a masking of the initiate's own aura will also mask the collapsed matrix -but only when collapsed. It takes a Simple action to collapse and expand a spell matrix.
To create a spell matrix the magician must conceptualise and build it within his mind's eye. This takes a base time of 30 days. Roll the initiate's Magical Theory skill with a TN of the desired rating, if no successes are rolled half the base time passes before the initiate realises his theory and design is flawed in some way. Otherwise divide the base time by the successes. This design encapsulates the rating of the matrix, its maximum number of spells, and its maximum strengthening (see below). The spell matrix and its design do not increase their potential capacity and strengthening when an initiate attains a new grade.
Once the design is complete, or an old design is being re-used, the initiate must pay karma equal to the spell matrix's rating. If desired, the initiate can "strengthen" teh matrix against astral attack and hostile spellcasting. The initiate pays extra karma which increases the matrix's effective rating against such attacks on a one for one basis. The maximum number of points of karma an initiate can put into strengthening is equal to his grade, a zero grade initiate cannot strengthen a matrix.
A "Share Matrix" is one which can hold more than one spell pattern. The maximum capacity of matrix an initiate can design is equal to his grade (Grade 0 magician's have a maximum capacity of 1). Add +1 to the effective matrix rating per additional spell capacity to determine its maximum rating. E.g. a grade 3 initiate wants to design a rating 5 share matrix with a spell capacity of 3, he requires a Magical Theory skill of 7 or more.