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The lines -- or streams -- of '''mana''' flow through everything in/on [[Elanthia]], even through the planet itself. [[Spells]] manipulate these lines of mana away from their natural state to form spell patterns. The body of every animate being naturally resists the manipulation of the mana lines passing through it, causing [[Magic Resistance]]. |
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Lines or streams of '''mana''' flow through everything in and on [[Elanthia]], even through the planet itself. [[Spells]] manipulate these lines of mana away from their natural state to form spell patterns <ref>[[Post:Introductory Magic Theory - 11/06/2014 - 12:23]]</ref><ref>[[Post:Confounds, Necromancers and the value of sharing pt 1.1a - 12/12/2014 - 11:39 AM]]</ref> but, without the intervention of very powerful magic, mana streams always return to their natural state when the spell is complete<ref>[[Post:Confounds, Necromancers and the value of sharing pt 1.1a - 12/12/2014 - 12:36]]</ref>. The body of every animate being naturally resists the manipulation of the mana lines passing through it, causing [[Magic Resistance]]. Mana is invisible and cannot normally be detected; different kinds of magic users are trained to "see" it differently depending on their respective disciplines. Once trained in the perception of one type of mana, a mage is blind to all other frequencies (though manipulation, albeit blindly, is still possible; see [[Magical theory]]). Spell energy as a product of other types of mana can still be detected, however. Mana is not portable, although the spell energy that results from manipulating mana can be held by the magic user or stored within [[Cambrinth]] |
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==Mana perception== |
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The information contained in this article comes largely from [[GM]] [[Armifer]], from discussions in the DragonRealms forums. |
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Many magical actions require you to harness mana using your [[attunement]]. The mana currently available to you varies, and may be perceived using the {{com|PERCEIVE}} command. Your accuracy in doing so is dependent on your [[Attunement skill]]; below 75 ranks, you may have less precision in distinguishing mana levels. The mana scale is listed in the table below.<ref>[[Post:Test Instance: New PP Model (Overview) - 6/17/2009 - 15:50:50]]</ref> You can use {{com|TOGGLE|TOGGLE MANA}} to turn on and off visible indications of the mana rankings.<ref>[[Post:Tuesday_Tidings_-_32_-_New_Numerical_Toggles_and_Expanded_Armor_Hindrance_Scale_-_09/29/2020_-_19:33]]</ref> |
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==Casting Spells== |
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When you successfully CAST a spell, the mana leaves the picture. You have successfully twisted the mana in the right way to produce the spell energy you need, and have released the mana to go back to its natural state. What you're left with is spell energy that is in a spell pattern, and the spell will endure for as long as that pattern is coherent. The spell pattern is still there, can be detected and possibly even dispelled with the right magic, but is made out of spell energy instead of mana. |
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{| align=center class=wikitable |
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Defining "spell energy" and "mana" differently in this way may seem obtuse, and...well, it kind of is. But it's used to define two important ramifications in the magic system. |
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!width=25%| Weak<br>(<25 ranks) |
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!width=25%| Developing<br>(25-50 ranks) |
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!width=25%| Improving<br>(50-75 ranks) |
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!width=25%| Normal<br>(>75 ranks) |
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|- |
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|dim || faint || faint || faint |
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|- |
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|dim || faint || faint/hazy || dim |
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|- |
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|dim || faint/muted || hazy || hazy |
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|- |
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|dim/glowing || muted || hazy/flickering || dull |
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|- |
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|glowing || muted/glowing || flickering || muted |
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|- |
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|glowing || glowing || flickering/shimmering || dusky |
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|- |
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|glowing/bright || glowing/luminous || shimmering || pale |
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|- |
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|bright || luminous || shimmering/glowing || flickering |
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|- |
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|bright || luminous/bright || glowing/lambent || shimmering |
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|- |
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|bright || bright || lambent || pulsating |
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|- |
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|bright || bright || lambent/shining || glowing |
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|- |
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|bright || bright || shining || lambent |
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|- |
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|bright || bright || shining/fulgent || shining |
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|- |
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|bright || bright || fulgent || luminous |
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|- |
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|bright || bright || fulgent/glaring || radiant |
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|- |
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|bright || bright || glaring || fulgent |
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|- |
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|bright || bright || glaring || brilliant |
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|- |
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|bright || bright || glaring || flaring |
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|- |
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|bright || bright || glaring || glaring |
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|- |
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|bright || bright || glaring || blazing |
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|- |
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|bright || bright || glaring || blinding |
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|} |
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===Abilities that increase mana levels=== |
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{{#ask:[[Boosts::Mana level]] |
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|?guild association is |
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|format=ul |
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|headers=hide |
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|default=None |
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}} |
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===Abilities that decrease mana levels=== |
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1: Mana is never created or destroyed, only temporarily manipulated. You do not rip mana to shreds, or dispel mana, or exhaust your supply of mana; mana is effectively eternal for mortals. Good thing, too. Otherwise after thousands of years of magic use, Elanthia would be barren of the stuff. |
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{{#ask:[[Debuffs::Mana level]] |
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|?guild association is |
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|format=ul |
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|headers=hide |
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|default=None |
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}} |
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See Also: [[Attunement_skill|Attunement Skill]] for more info |
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2: Magic resistance, defined as resistance to mana manipulation, does not impact a spell once it is being contested. A Barbarian's BMR might weaken the pattern, but if it still goes off he doesn't get any benefit to dodging a magical lightning bolt any more than he gets a benefit to dodging actual lightning bolts. |
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==The |
==The mana spectrum== |
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Mana is a spectrum of energies with different frequencies, which is "a metaphor to describe that higher mana resonates with increasingly ephemeral ('small and quick') forces while lower mana resonates with increasingly physical ('big and slow') forces"[ |
Mana is a spectrum of energies with different frequencies, which is "a metaphor to describe that higher mana resonates with increasingly ephemeral ('small and quick') forces while lower mana resonates with increasingly physical ('big and slow') forces"<ref>[[Post:Crosspost: Holy Mana Fluctuation - 5/14/2008 - 15:15:35]]</ref>. |
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From highest to lowest: |
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*''Divinity'' |
*''Divinity'' |
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*'''Holy''' ([[Cleric]] |
*'''[[#Holy_mana|Holy Mana]]''' ([[Cleric|Clerics]] and [[Paladin|Paladins]]) |
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*'''Life''' ([[Empath]] |
*'''[[#Life_mana|Life Mana]]''' ([[Empath|Empaths]] and [[Ranger|Rangers]]) |
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*'''Elemental''' ([[Warrior Mage]] |
*'''[[#Elemental mana|Elemental Mana]]''' ([[Warrior Mage|Warrior Mages]] and [[Bard|Bards]]) |
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*'''Lunar''' ([[Moon Mage]] |
*'''[[#Lunar_mana|Lunar Mana]]''' ([[Moon Mage|Moon Mages]] and [[Traders]]) |
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*''Gravity'' |
*''Gravity'' |
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*''Time'' |
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[[image:ManaField.gif|400px|right]] |
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Divinity, Gravity and Time are considered the "basic building blocks of reality", and cannot be manipulated by mortals. Attempts to do so usually end with disastrous results. |
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Divinity and Gravity are considered the "basic building blocks of reality" and cannot be manipulated by mortals. Attempts to do so usually end with disastrous results. |
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===Holy Mana=== |
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Holy Mana results from the past, present and future presence of the [[Immortals]]. Because of its short wavelength, Holy mana requires something extra from the caster. The purity of a [[Cleric]]'s [[devotion]] or a [[Paladin]]'s [[soul state]] allows them to tap into the latent Holy mana. |
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[[#Necromantic_mana|Necromantic Mana]] is actually a non existent type of mana perceived solely by [[Necromancer|Necromancers]] after going through some sort of imperfect physiological process while trying to alter themselves to see three types at once<ref>[[Post:Questions about mixing mana types. - 11/10/2009 - 20:07:32]]</ref> |
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Appearance: Golden. By default it has almost no substance, like a shadow of a real mana stream. Clerics perceive it getting more "real" as their Devotion increases. Paladins see it as "real" all the time, but its appearance reflects their soul. Diseased blotches appear around the Paladin in proportion to the amount of sin and hubris in his soul. Even with a pristine soul, they never go away entirely. |
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The mana spectrum can be drawn in different ways, based on what you consider important at the time. The classic way of doing so is to start in the middle ground between [[#Life_Mana|Life Mana]] and [[#Elemental Mana|Elemental Mana]] and split it. [[#Holy_Mana|Holy Mana]] and [[#Life_Mana|Life Mana]] are conceptually ephemeral realms while [[#Elemental Mana|Elemental Mana]] and [[#Lunar_Mana|Lunar Mana]] are conceptually physical realms. An equally valid way of looking at it is to think of it as a curve. [[#Life_Mana|Life Mana]] and [[#Elemental Mana|Elemental Mana]], at the bottom of the curve, are grouped together as the metaphysical concrete realms while [[#Holy_Mana|Holy Mana]] and [[#Lunar_Mana|Lunar Mana]], at the top of the curve on opposite ends are metaphysically abstract realms. The worst compatibility (in terms of [[Sorcery]]) occurs in the clusters of the first chart, trying to juggle two conceptually similar but metaphysically conflicting realms. Both Elementalists and Moon Mages deal with "the physical," but a Warrior Mage wants to change something's material structure and a Moon Mage wants to underwrite the meaning of its three-dimensional space and everything goes to pot. The best compatibility occurs in the cluster of the second chart, playing with an entirely new concept that is still grounded in the same cosmological "level" the caster is used to. A Moon Mage's background is better suited to dealing with the notions of ephemeral souls and extra-planar gods than he is furry critters and visceral magic. |
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Holy mana ebbs and flows with the holy days. It steadily increases as a holiday approaches, peaks, and then slowly drains away -- a gradual slope rather than a sudden spike. It cycles much quicker than Life mana. |
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. |
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== |
==Room-based mana== |
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For Holy, Life, Elemental and Arcane spell casters, available mana is mostly determined by the current room. Each room has a distinct mana level, bonused by your {{skill|Attunement}} and by small cyclic factors unique to each mana type (see Theory, below)<ref>[[Post:Stupid questions - 06/17/2012 - 11:05]]</ref><ref>[[Post:Mana, Elanthia, and You - 8/10/2009 - 16:35:23]]</ref>. The bonus from Attunement represents mana from the adjacent area and is a skillset perk; Magic Primes see more mana faster than Magic Secondaries, who see it faster than Tertiaries. The mana scale grows faster at low levels of skill, but is weighted to take into account a character's full lifespan and mana boosters. |
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Life mana is the result of continuing struggle between order and chaos, the antithesis of entropy. |
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===Holy mana=== |
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Appearance: Empaths tend to perceive it as something very light and airy, brightly colored and generally pleasant to look at. Rangers perceive it in darker, earthen tones. It ebbs and flows regularly, much like a heart, and tends to shift this way and that when not under the hold of a magician. |
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Holy mana results from the past, present and future presence of the [[Immortals]]<ref>[[Post:Mana Level Overrides - Player Participation, Pls - 7/14/2009 - 17:57:54]]</ref>. Because it resonates with the gods themselves, Holy mana cannot be wielded without the assistance of a supernatural connection, which in both known cases is the guilds [[Magical_Theory#Confounds|confound]]<ref>[[Post:Why does Holy hurt so much? - 11/03/2010 - 12:25:08]]</ref>. The purity of a [[Cleric]]'s [[devotion]] or a [[Paladin]]'s [[soul state]] allows them to tap into the latent Holy mana.<ref>[[Post:Other school's spell scrolls - 1/21/2009 - 15:16:29]]</ref>. With its short wavelength, Holy mana cycles the more quickly than [[#Life_Mana|Life Mana]], but more slowly than [[#Elemental Mana|Elemental Mana]] or [[#Lunar_Mana|Lunar Mana]]. It increases steadily as the holy days of the [[Immortals]] approach, peaks, and then slowly drains away.<ref>[[Post:Stupid questions - 06/17/2012 - 11:19]]</ref><ref>[[Post:Stupid questions - 06/17/2012 - 11:05]]</ref> |
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To [[cleric|Clerics]], Holy mana has a golden colour and ephemeral and becomes more substantial or "real" as their Devotion increases. [[Paladin|Paladins]] perceive it as substantial all the time, but its appearance reflects their soul; the more corrupt and sinful the Paladin, the more they see diseased blotches appear within the streams of mana. Even those with a pristine soul continue to notice them. |
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Life mana ebbs and flows with the seasons, most likely around the solstices. |
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=== |
===Life mana=== |
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Life mana is the result of continuing struggle between order and chaos, the antithesis of entropy<ref>[[Post:Mana Level Overrides - Player Participation, Pls - 7/14/2009 - 17:57:54]]</ref>. The Life mana bonus cycle involves the seasons, solstices and equinoxes. Life mana rises and falls with the seasons, generally around the solstices, and has the longest cycle of any mana type<ref>[[Post:Stupid questions - 06/17/2012 - 11:19]]</ref><ref>[[Post:Stupid questions - 06/17/2012 - 11:24]]</ref>. |
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Elemental mana derives from the actions and reactions of the elements of Elanthia, as well as trickling rawly from the [[Elemental Planes]]. Elemental mana best resonates with the physical reality rather than the abstract. |
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[[Empath|Empaths]] generally see Life Mana as something very light and airy, with bright colors that are pleasing to see. [[Ranger|Rangers]], on the other hand, perceive it in dark, earthy tones. Both guilds perceive it as having a regular ebb and flow like a heartbeat when in its natural state. |
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Appearance: Bards perceive it aurally rather than visually. Warrior Mages see something that has an amalgamation of elemental traits, and could in general be described as harsh to handle and "fiery," slow to move naturally but libel to jerk out of his mental hold if he's not careful. In both cases, Elemental mana is not the magician's buddy or some target of hippy communion; it is a wild, mindless thing to be mastered. |
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Note: Life mana is the only one that's ever slightly inaccurate on the external rooms, but in general not by very much. It's because the bonus for Life mana is calculated differently for the rest and it's hard to properly do it for each room, so we use the current room's bonus. <ref>[[Post:Strange observation - 8/13/2009 - 12:01:08]]</ref> |
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Elemental mana is empowered during inclement weather. Hurricanes count. Warrior Mages who enjoy Fire spells are encouraged to indulge in pyromania indoors. |
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=== |
===Elemental mana=== |
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Elemental mana derives from the actions and reactions of the elements of Elanthia, as well as trickling in raw form from the [[Elemental Planes]]. Elemental mana best resonates with the physical reality rather than the abstract. The Elemental mana bonus cycle depends on weather. Elemental mana is empowered during inclement weather, such as rainstorms and hurricanes<ref>[[Post:Stupid questions - 06/17/2012 - 11:19]]</ref>. Warrior Mages who enjoy Fire spells are encouraged to indulge in pyromania indoors. |
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Lunar mana derives from large kinetic forces at work; interactions between [[:Category:Heavenly Bodies|heavenly bodies]] -- moons, planets, stars. Its long wavelength allows spells like [[Moongate]] to border on Gravity. |
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[[Bard|Bards]] perceive Elemental mana aurally rather than visually, with the tempo and complexity of the music increasing with mana levels. [[Warrior_Mage|Warrior Mages]] perceive Elemental mana as an amalgam of elemental traits, at once fiery and slow to move away from its natural state as well as liable to jerk out of a magician's mental hold. In both cases it is described as a wild, mindless, and primal force that is difficult to manipulate. |
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Appearance: Cold and white, very much like clear starlight. In opposition to Holy, Lunar mana is always seems very much "real" and with a sense of gravity to it. It seems almost static on the level of individual streams, but moves regularly in great, inexorable tides across the planet. Lunar mana has a creepy ability to sometimes form runes, symbols, and other expressions of meaning in the nominally random flux of this tide. |
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==Other types of mana== |
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Lunar mana derives some of its bonus based on the weather (they want the opposite of Warrior Mages), and some on the time of day. |
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== |
===Lunar mana=== |
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Lunar mana derives from large kinetic forces at work; interactions between [[:Category:Heavenly Bodies|heavenly bodies]] -- [[moons]], [[planets]] and the [[sun]]<ref>[[Post:Elanthian Mana - 10/09/2011 - 22:42]]</ref>. |
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Unlike other mana types, lunar mana is constant throughout [[Elanthia]] and varies with time alone.<br/> |
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The mana provided by the sun is relatively constant and provides a slow but steady mana growth as the magicians skill advances. It is far from the most dominant source of Lunar mana and, in fact, is not even perceivable by novice mages.<br/> |
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As an evolution of magic, mixing different types of mana produces inherently unstable and volatile magics, known as sorceries and necromancies. '''Sorcery''' is defined as the mixture of non-Life mana types; while '''Necromancy''' is defined as the mixture of Life mana with others. Holy and Life mana cannot be mixed together because of their high frequencies. Note that there can exist different sorceries with the same mana combination in varying ratios. Known books of such magics are: |
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The most dominant, and easiest to perceive, source of mana is the [[moons|three moons]] themselves. The mana provided by a [[moons|moon]] varies with the phase of the moon, its position above or below the horizon and its distance from [[Elanthia]]. Special lunar events between moons such as conjunctions, oppositions, and eclipses also increase the overall level of lunar mana. Each moon also has a stronger effect for specific types of spells providing a variability in mana levels across the spellbooks. |
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*[[:Category:Evocation Sorcery Spellbook|Evocation Sorcery]] (elemental + lunar) |
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*[[:Category:Domination Sorcery Spellbook|Domination Sorcery]] (holy + lunar) |
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*[[:Category:Blackfire Sorcery Spellbook|Blackfire Sorcery]] (elemental + holy) |
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*[[:Category:Teleologic Sorcery Spellbook|Teleologic Sorcery]] (lunar + holy/elemental) |
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*[[:Category:Corruption Necromancy Spellbook|Corruption Necromancy]] (life + lunar) |
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*[[:Category:Perversion Necromancy Spellbook|Perversion Necromancy]] (life + elemental) |
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==== |
====Moon Mage Spellbooks==== |
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*[[:Category:Perception Spellbook|Perception]] is strongly influenced by Yavash, weakly by Katamba, and not at all by Xibar. |
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''What would happen if someone theoretically tried to force Life and Holy mana together?'' |
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*[[:Category:Psychic Projection Spellbook|Psychic Projection]] is strongly influenced by Xibar, weakly by Yavash, and not at all by Katamba. |
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*[[:Category:Moonlight Manipulation Spellbook|Moonlight Manipulation]] is strongly influenced by Katamba, weakly by Xibar, and not at all by Yavash. |
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*[[:Category:Enlightened Geometry Spellbook|Enlightened Geometry]] is equally influenced by all three, effectively acting as an average mana level.<ref>[[Post:Teleologic & Stellar mana levels - 8/20/2014 - 12:12]]</ref> This average is used for generic magic actions such as charging cambrinth, harnessing mana, and casting [[:Category:Analogous Patterns spellbook|Analogous Patterns spells]]. |
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*[[:Category:Stellar Magic spellbook|Stellar Magic spells]] no longer have their own explicit mana level, but instead use the mana type of the spellbook that is most closely related to the stellar spell. |
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**[[Shadewatch Mirror]] and [[Read the Ripples]] use Perception mana levels. |
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**[[Invocation of the Spheres]] uses Enlightened Geometry mana levels. |
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**[[Starlight Sphere]] uses Moonlight Manipulation mana levels |
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*[[:Category:Teleologic Sorcery spellbook|Teleologic Sorcery]] uses a blend of Perception, Psychic Projection, and the appropriate local Elemental or Holy mana level, which means it is most strongly influenced by your location and Yavash, followed by Xibar and then Katamba. Note that Moon Mages can only sense the portion provided by the moons, so the mana levels for this spellbook will appear to be a much smaller amount than the others.<br/> |
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====Trader Spellbooks==== |
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Nothing exceptionally interesting, outside the normal [[Outrage|necromantic backlash]]. |
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* [[:Category:Fabrication spellbook|Fabrication spellbook]] is influenced by Yavash and Katamba. |
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* [[:Category:Illusion spellbook|Illusion spellbook]] is influenced by Xibar and Yavash. |
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* [[:Category:Noematics spellbook|Noematics spellbook]] is influenced by Xibar and Katamba.<ref>[[Post:Re:_Trader_Magic_Released_-_12/27/2017_-_06:02]]</ref> |
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The [[planets]] provide a percentage bonus to moon and solar mana, depending on how far within a magician's perceivable range the planet is. There are four ranges based on [[Attunement]] skill: barely within, within, well within, deep within. This bonus is cumulative, increasing with each planet you can perceive. The size and mass of the planet do not matter. The planets do have orbits, however, and may move into or out of your range as they move closer to or farther away from Elanthia.<ref>[[Post:Test Instance: New PP Model (Lunar) - 6/17/2009 - 15:52:15]]</ref><ref>[[Post:PP planets - 7/21/2009 - 13:24:43]]</ref><br/> |
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The inability to mix Holy and Life has the very noticeable side effect of not allowing a "holy necromancy" to exist, yet it doesn't seem directly related to this end. The gods do not show up and smack you for doing it, it just...doesn't work. It appears that a divine edict has found an accomplice in natural law. |
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\ |
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Finally, The lunar mana bonus cycle depends on weather and time of day. Lunar mana is more easily perceived on clear days and at night, and as such has the shortest bonus cycle of any mana type.<ref>[[Post:Stupid questions - 06/17/2012 - 11:19]]</ref><br/> |
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[[Moon_Mage|Moon mages]] and [[Trader|Traders]] both perceive their mana as cold and white like starlight. The opposite of [[#Holy_Mana|holy mana]] in many ways, lunar mana always seems very "real" and has a sense of weight and gravity to it. It moves in great tides across the entire planet, causing individual streams to appear almost static. Occasionally, it is observed to form runes, symbols, and other expressions of meaning within the nominally random flux of its tide. |
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Perhaps the gods have meddled with the laws of the universe to prohibit it. Perhaps this proof there is some innate, cosmic evilness about necromantic mixtures, to the point where the very mechanism is repelled by the emanations of the gods. Or perhaps this is just one very interesting coincidence. |
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=== |
===Necromantic mana=== |
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Often incorrectly referred to as Arcane Mana<ref>[[Post:Arcane Magic Philosophy - 7/12/2010 - 17:46:58]]</ref>, Necromantic Mana is a freakish amalgamation of [[#Elemental Mana|Elemental]], [[#Life_Mana|Life]] and [[#Lunar_Mana|Lunar]] Mana that doesn't really exist. It is an illusion perceived by [[Necromancer]] resulting from barbaric modifications to their nervous system intended to allow them to "see" more than one type of mana.<ref>[[Post:Questions about mixing mana types. - 11/10/2009 - 20:07:32]]</ref>. The primary sources of Necromantic mana are the [[#Life_Mana|Life]] and [[#Elemental Mana|Elemental]] mana in the room. [[#Lunar_Mana|Lunar Mana]] provides a fluctuating bonus to Necromantic Mana<ref>[[Post:Do the Moons Affect Arcane Magic - 9/26/2018 - 20:58]]</ref><ref>[[Post:Stupid questions - 06/17/2012 - 11:19]]</ref>. [[#Holy_Mana|Holy Mana]] affects the Necromantic mana value in a non-direct, confounding way which you're not meant to fully understand.<ref>[[Post:Buggy ACS? - 1/8/2010 - 16:13:58]]</ref> |
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Fuels certain necromantic magics. Not much is known about it. |
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Necromantic mana appears 'stained' and wholly unnatural, like veins of coagulated fat and grease that hang in the air like limp ropes. It is never observed moving naturally, but if left unattended the streams may be in a radically different configuration when later observed. The volume and intensity does not change with these shifts, only its appearance. |
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==Notes== |
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*Mana cannot be carried with you. |
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*[[Cambrinth]] holds the energy generated when manipulating mana, not the mana itself. |
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*All mana streams fluctuate with time. In all cases, this is pure bonus: the mana flux will never bring the mana any lower than what your skills would allow you to access. |
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*See the [[Harness Ability skill|Harness Ability]] article for information on the utilization of mana. |
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* [[Mana Levels]] |
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{{RefAl|r=y|a=y}} |
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[[Category:Magic]] |
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* [[Mana Levels]] |
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* [[Attunement Levels]] |
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* [[Magical theory]] |
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{{cat|Magic}} |
Latest revision as of 14:24, 30 January 2024
Lines or streams of mana flow through everything in and on Elanthia, even through the planet itself. Spells manipulate these lines of mana away from their natural state to form spell patterns [1][2] but, without the intervention of very powerful magic, mana streams always return to their natural state when the spell is complete[3]. The body of every animate being naturally resists the manipulation of the mana lines passing through it, causing Magic Resistance. Mana is invisible and cannot normally be detected; different kinds of magic users are trained to "see" it differently depending on their respective disciplines. Once trained in the perception of one type of mana, a mage is blind to all other frequencies (though manipulation, albeit blindly, is still possible; see Magical theory). Spell energy as a product of other types of mana can still be detected, however. Mana is not portable, although the spell energy that results from manipulating mana can be held by the magic user or stored within Cambrinth
Mana perception
Many magical actions require you to harness mana using your attunement. The mana currently available to you varies, and may be perceived using the PERCEIVE command. Your accuracy in doing so is dependent on your Attunement skill; below 75 ranks, you may have less precision in distinguishing mana levels. The mana scale is listed in the table below.[4] You can use TOGGLE MANA to turn on and off visible indications of the mana rankings.[5]
Weak (<25 ranks) |
Developing (25-50 ranks) |
Improving (50-75 ranks) |
Normal (>75 ranks) |
---|---|---|---|
dim | faint | faint | faint |
dim | faint | faint/hazy | dim |
dim | faint/muted | hazy | hazy |
dim/glowing | muted | hazy/flickering | dull |
glowing | muted/glowing | flickering | muted |
glowing | glowing | flickering/shimmering | dusky |
glowing/bright | glowing/luminous | shimmering | pale |
bright | luminous | shimmering/glowing | flickering |
bright | luminous/bright | glowing/lambent | shimmering |
bright | bright | lambent | pulsating |
bright | bright | lambent/shining | glowing |
bright | bright | shining | lambent |
bright | bright | shining/fulgent | shining |
bright | bright | fulgent | luminous |
bright | bright | fulgent/glaring | radiant |
bright | bright | glaring | fulgent |
bright | bright | glaring | brilliant |
bright | bright | glaring | flaring |
bright | bright | glaring | glaring |
bright | bright | glaring | blazing |
bright | bright | glaring | blinding |
Abilities that increase mana levels
- Ethereal Fissure (Warrior Mage)
- Glyph of Mana (Paladin)
- Meraud's commune (Cleric)
- Nexus (spell) (Bard)
- Raise Power (Empath)
Abilities that decrease mana levels
See Also: Attunement Skill for more info
The mana spectrum
Mana is a spectrum of energies with different frequencies, which is "a metaphor to describe that higher mana resonates with increasingly ephemeral ('small and quick') forces while lower mana resonates with increasingly physical ('big and slow') forces"[6].
From highest to lowest:
- Divinity
- Holy Mana (Clerics and Paladins)
- Life Mana (Empaths and Rangers)
- Elemental Mana (Warrior Mages and Bards)
- Lunar Mana (Moon Mages and Traders)
- Gravity
Divinity and Gravity are considered the "basic building blocks of reality" and cannot be manipulated by mortals. Attempts to do so usually end with disastrous results.
Necromantic Mana is actually a non existent type of mana perceived solely by Necromancers after going through some sort of imperfect physiological process while trying to alter themselves to see three types at once[7]
The mana spectrum can be drawn in different ways, based on what you consider important at the time. The classic way of doing so is to start in the middle ground between Life Mana and Elemental Mana and split it. Holy Mana and Life Mana are conceptually ephemeral realms while Elemental Mana and Lunar Mana are conceptually physical realms. An equally valid way of looking at it is to think of it as a curve. Life Mana and Elemental Mana, at the bottom of the curve, are grouped together as the metaphysical concrete realms while Holy Mana and Lunar Mana, at the top of the curve on opposite ends are metaphysically abstract realms. The worst compatibility (in terms of Sorcery) occurs in the clusters of the first chart, trying to juggle two conceptually similar but metaphysically conflicting realms. Both Elementalists and Moon Mages deal with "the physical," but a Warrior Mage wants to change something's material structure and a Moon Mage wants to underwrite the meaning of its three-dimensional space and everything goes to pot. The best compatibility occurs in the cluster of the second chart, playing with an entirely new concept that is still grounded in the same cosmological "level" the caster is used to. A Moon Mage's background is better suited to dealing with the notions of ephemeral souls and extra-planar gods than he is furry critters and visceral magic. .
Room-based mana
For Holy, Life, Elemental and Arcane spell casters, available mana is mostly determined by the current room. Each room has a distinct mana level, bonused by your Attunement skill and by small cyclic factors unique to each mana type (see Theory, below)[8][9]. The bonus from Attunement represents mana from the adjacent area and is a skillset perk; Magic Primes see more mana faster than Magic Secondaries, who see it faster than Tertiaries. The mana scale grows faster at low levels of skill, but is weighted to take into account a character's full lifespan and mana boosters.
Holy mana
Holy mana results from the past, present and future presence of the Immortals[10]. Because it resonates with the gods themselves, Holy mana cannot be wielded without the assistance of a supernatural connection, which in both known cases is the guilds confound[11]. The purity of a Cleric's devotion or a Paladin's soul state allows them to tap into the latent Holy mana.[12]. With its short wavelength, Holy mana cycles the more quickly than Life Mana, but more slowly than Elemental Mana or Lunar Mana. It increases steadily as the holy days of the Immortals approach, peaks, and then slowly drains away.[13][14]
To Clerics, Holy mana has a golden colour and ephemeral and becomes more substantial or "real" as their Devotion increases. Paladins perceive it as substantial all the time, but its appearance reflects their soul; the more corrupt and sinful the Paladin, the more they see diseased blotches appear within the streams of mana. Even those with a pristine soul continue to notice them.
Life mana
Life mana is the result of continuing struggle between order and chaos, the antithesis of entropy[15]. The Life mana bonus cycle involves the seasons, solstices and equinoxes. Life mana rises and falls with the seasons, generally around the solstices, and has the longest cycle of any mana type[16][17].
Empaths generally see Life Mana as something very light and airy, with bright colors that are pleasing to see. Rangers, on the other hand, perceive it in dark, earthy tones. Both guilds perceive it as having a regular ebb and flow like a heartbeat when in its natural state.
Note: Life mana is the only one that's ever slightly inaccurate on the external rooms, but in general not by very much. It's because the bonus for Life mana is calculated differently for the rest and it's hard to properly do it for each room, so we use the current room's bonus. [18]
Elemental mana
Elemental mana derives from the actions and reactions of the elements of Elanthia, as well as trickling in raw form from the Elemental Planes. Elemental mana best resonates with the physical reality rather than the abstract. The Elemental mana bonus cycle depends on weather. Elemental mana is empowered during inclement weather, such as rainstorms and hurricanes[19]. Warrior Mages who enjoy Fire spells are encouraged to indulge in pyromania indoors.
Bards perceive Elemental mana aurally rather than visually, with the tempo and complexity of the music increasing with mana levels. Warrior Mages perceive Elemental mana as an amalgam of elemental traits, at once fiery and slow to move away from its natural state as well as liable to jerk out of a magician's mental hold. In both cases it is described as a wild, mindless, and primal force that is difficult to manipulate.
Other types of mana
Lunar mana
Lunar mana derives from large kinetic forces at work; interactions between heavenly bodies -- moons, planets and the sun[20].
Unlike other mana types, lunar mana is constant throughout Elanthia and varies with time alone.
The mana provided by the sun is relatively constant and provides a slow but steady mana growth as the magicians skill advances. It is far from the most dominant source of Lunar mana and, in fact, is not even perceivable by novice mages.
The most dominant, and easiest to perceive, source of mana is the three moons themselves. The mana provided by a moon varies with the phase of the moon, its position above or below the horizon and its distance from Elanthia. Special lunar events between moons such as conjunctions, oppositions, and eclipses also increase the overall level of lunar mana. Each moon also has a stronger effect for specific types of spells providing a variability in mana levels across the spellbooks.
Moon Mage Spellbooks
- Perception is strongly influenced by Yavash, weakly by Katamba, and not at all by Xibar.
- Psychic Projection is strongly influenced by Xibar, weakly by Yavash, and not at all by Katamba.
- Moonlight Manipulation is strongly influenced by Katamba, weakly by Xibar, and not at all by Yavash.
- Enlightened Geometry is equally influenced by all three, effectively acting as an average mana level.[21] This average is used for generic magic actions such as charging cambrinth, harnessing mana, and casting Analogous Patterns spells.
- Stellar Magic spells no longer have their own explicit mana level, but instead use the mana type of the spellbook that is most closely related to the stellar spell.
- Shadewatch Mirror and Read the Ripples use Perception mana levels.
- Invocation of the Spheres uses Enlightened Geometry mana levels.
- Starlight Sphere uses Moonlight Manipulation mana levels
- Teleologic Sorcery uses a blend of Perception, Psychic Projection, and the appropriate local Elemental or Holy mana level, which means it is most strongly influenced by your location and Yavash, followed by Xibar and then Katamba. Note that Moon Mages can only sense the portion provided by the moons, so the mana levels for this spellbook will appear to be a much smaller amount than the others.
Trader Spellbooks
- Fabrication spellbook is influenced by Yavash and Katamba.
- Illusion spellbook is influenced by Xibar and Yavash.
- Noematics spellbook is influenced by Xibar and Katamba.[22]
The planets provide a percentage bonus to moon and solar mana, depending on how far within a magician's perceivable range the planet is. There are four ranges based on Attunement skill: barely within, within, well within, deep within. This bonus is cumulative, increasing with each planet you can perceive. The size and mass of the planet do not matter. The planets do have orbits, however, and may move into or out of your range as they move closer to or farther away from Elanthia.[23][24]
\
Finally, The lunar mana bonus cycle depends on weather and time of day. Lunar mana is more easily perceived on clear days and at night, and as such has the shortest bonus cycle of any mana type.[25]
Moon mages and Traders both perceive their mana as cold and white like starlight. The opposite of holy mana in many ways, lunar mana always seems very "real" and has a sense of weight and gravity to it. It moves in great tides across the entire planet, causing individual streams to appear almost static. Occasionally, it is observed to form runes, symbols, and other expressions of meaning within the nominally random flux of its tide.
Necromantic mana
Often incorrectly referred to as Arcane Mana[26], Necromantic Mana is a freakish amalgamation of Elemental, Life and Lunar Mana that doesn't really exist. It is an illusion perceived by Necromancer resulting from barbaric modifications to their nervous system intended to allow them to "see" more than one type of mana.[27]. The primary sources of Necromantic mana are the Life and Elemental mana in the room. Lunar Mana provides a fluctuating bonus to Necromantic Mana[28][29]. Holy Mana affects the Necromantic mana value in a non-direct, confounding way which you're not meant to fully understand.[30]
Necromantic mana appears 'stained' and wholly unnatural, like veins of coagulated fat and grease that hang in the air like limp ropes. It is never observed moving naturally, but if left unattended the streams may be in a radically different configuration when later observed. The volume and intensity does not change with these shifts, only its appearance.
References
- ↑ Post:Introductory Magic Theory - 11/06/2014 - 12:23
- ↑ Post:Confounds, Necromancers and the value of sharing pt 1.1a - 12/12/2014 - 11:39 AM
- ↑ Post:Confounds, Necromancers and the value of sharing pt 1.1a - 12/12/2014 - 12:36
- ↑ Post:Test Instance: New PP Model (Overview) - 6/17/2009 - 15:50:50
- ↑ Post:Tuesday_Tidings_-_32_-_New_Numerical_Toggles_and_Expanded_Armor_Hindrance_Scale_-_09/29/2020_-_19:33
- ↑ Post:Crosspost: Holy Mana Fluctuation - 5/14/2008 - 15:15:35
- ↑ Post:Questions about mixing mana types. - 11/10/2009 - 20:07:32
- ↑ Post:Stupid questions - 06/17/2012 - 11:05
- ↑ Post:Mana, Elanthia, and You - 8/10/2009 - 16:35:23
- ↑ Post:Mana Level Overrides - Player Participation, Pls - 7/14/2009 - 17:57:54
- ↑ Post:Why does Holy hurt so much? - 11/03/2010 - 12:25:08
- ↑ Post:Other school's spell scrolls - 1/21/2009 - 15:16:29
- ↑ Post:Stupid questions - 06/17/2012 - 11:19
- ↑ Post:Stupid questions - 06/17/2012 - 11:05
- ↑ Post:Mana Level Overrides - Player Participation, Pls - 7/14/2009 - 17:57:54
- ↑ Post:Stupid questions - 06/17/2012 - 11:19
- ↑ Post:Stupid questions - 06/17/2012 - 11:24
- ↑ Post:Strange observation - 8/13/2009 - 12:01:08
- ↑ Post:Stupid questions - 06/17/2012 - 11:19
- ↑ Post:Elanthian Mana - 10/09/2011 - 22:42
- ↑ Post:Teleologic & Stellar mana levels - 8/20/2014 - 12:12
- ↑ Post:Re:_Trader_Magic_Released_-_12/27/2017_-_06:02
- ↑ Post:Test Instance: New PP Model (Lunar) - 6/17/2009 - 15:52:15
- ↑ Post:PP planets - 7/21/2009 - 13:24:43
- ↑ Post:Stupid questions - 06/17/2012 - 11:19
- ↑ Post:Arcane Magic Philosophy - 7/12/2010 - 17:46:58
- ↑ Post:Questions about mixing mana types. - 11/10/2009 - 20:07:32
- ↑ Post:Do the Moons Affect Arcane Magic - 9/26/2018 - 20:58
- ↑ Post:Stupid questions - 06/17/2012 - 11:19
- ↑ Post:Buggy ACS? - 1/8/2010 - 16:13:58
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