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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. The body of every animate being naturally resists the manipulation of the mana lines passing through it, causing [[Magic Resistance]].
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]]


==Mana perception==
The information contained in this article comes largely from [[GM]] [[Armifer]], from discussions in the DragonRealms forums.


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>
==Using Mana & Spellcasting==


{| align=center class=wikitable
Mana is never created or destroyed, only temporarily manipulated and diverted away from its natural state. It cannot be destroyed, dispelled, or exhausted; it is effectively eternal. When a spell pattern is woven and utilized, the energy (referred to as ''spell energy'') that is produced when mana is manipulated away from its natural state is what is used to maintain a spell pattern and produce magical effects.
!width=25%| Weak<br>(<25 ranks)
!width=25%| Developing<br>(25-50 ranks)
!width=25%| Improving<br>(50-75 ranks)
!width=25%| Normal<br>(>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===
{{#ask:[[Boosts::Mana level]]
|?guild association is
|format=ul
|headers=hide
|default=None
}}


===Abilities that decrease mana levels===
When a spell is prepared, the mage manipulates mana into a spell pattern meant to produce the desired effect. Once the spell is cast, the streams of mana return to normal, leaving behind the spell energy produced by its manipulation. This spell energy remains in the pattern woven for it which will endure so long as the pattern remains coherent.
{{#ask:[[Debuffs::Mana level]]
|?guild association is
|format=ul
|headers=hide
|default=None
}}


See Also: [[Attunement_skill|Attunement Skill]] for more info
Magic Resistance only occurs to the actual manipulation of mana, not spell energy. As such, Magic Resistance may weaken the power of a spell or even stop it from being cast entirely, but once the pattern has been created and cast the spell energy is not affected and cannot be resisted, though it can still be manipulated or dispelled with the proper tools.


==The Spectrum==
==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"[http://www.play.net/forums/messages.asp?forum=20&category=30&topic=11&message=7086]. From highest to lowest:
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>.

From highest to lowest:


*''Divinity''
*''Divinity''
*'''Holy''' ([[Cleric]]s and [[Paladin]]s)
*'''[[#Holy_mana|Holy Mana]]''' ([[Cleric|Clerics]] and [[Paladin|Paladins]])
*'''Life''' ([[Empath]]s and [[Ranger]]s)
*'''[[#Life_mana|Life Mana]]''' ([[Empath|Empaths]] and [[Ranger|Rangers]])
*'''Elemental''' ([[Warrior Mage]]s and [[Bard]]s)
*'''[[#Elemental mana|Elemental Mana]]''' ([[Warrior Mage|Warrior Mages]] and [[Bard|Bards]])
*'''Lunar''' ([[Moon Mage]]s)
*'''[[#Lunar_mana|Lunar Mana]]''' ([[Moon Mage|Moon Mages]] and [[Traders]])
*''Gravity''
*''Gravity''

[[image:ManaField.gif|400px|right]]


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.
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|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>
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 the section on sorcery below). Spell energy as a product of other types of mana can still be detected, however.


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.
===Holy Mana===
.
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.


==Room-based mana==
Holy mana appears ephemeral and is described as golden in color. Clerics perceive it as becoming 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.
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.


===Holy mana===
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.
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>


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.
===Life Mana===
Life mana is the result of continuing struggle between order and chaos, the antithesis of entropy.


===Life mana===
Life mana's appearance differs greatly between Empaths and Rangers. Empaths generally see it as something very light and airy, with bright colors that are pleasing to see. Rangers 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.
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>.


[[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.
Life mana rises and falls with the seasons, generally around the solstices, and has the longest cycle of any mana type.


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>
===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.


===Elemental mana===
Unique to Bards, they 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.
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.


[[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.
Elemental mana is empowered during inclement weather, such as rainstorms and hurricanes. Warrior Mages who enjoy Fire spells are encouraged to indulge in pyromania indoors.


===Lunar Mana===
==Other types of mana==
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.


===Lunar mana===
Lunar mages 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.
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>.
Unlike other mana types, lunar mana is constant throughout [[Elanthia]] and varies with time alone.<br/>


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/>
Lunar mana is more easily perceived on clear days and at night, and as such has the shortest bonus cycle of any mana type.


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.
===Arcane Mana===


====Moon Mage Spellbooks====
Fuels certain necromantic and/or sorcerous magics. Not much is known about it, except that Necromancers will use it.
*[[:Category:Perception Spellbook|Perception]] is strongly influenced by Yavash, weakly by Katamba, and not at all by Xibar.
*[[:Category:Psychic Projection Spellbook|Psychic Projection]] is strongly influenced by Xibar, weakly by Yavash, and not at all by Katamba.
*[[:Category:Moonlight Manipulation Spellbook|Moonlight Manipulation]] is strongly influenced by Katamba, weakly by Xibar, and not at all by Yavash.
*[[: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]].
*[[: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.
**[[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
*[[: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/>


====Trader Spellbooks====
Arcane 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.
* [[:Category:Fabrication spellbook|Fabrication spellbook]] is influenced by Yavash and Katamba.
* [[:Category:Illusion spellbook|Illusion spellbook]] is influenced by Xibar and Yavash.
* [[:Category:Noematics spellbook|Noematics spellbook]] is influenced by Xibar and Katamba.<ref>[[Post:Re:_Trader_Magic_Released_-_12/27/2017_-_06:02]]</ref>


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/>
==Sorcery & Necromancy==
\
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/>


[[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.
Sorceries and Necromancies are spell patterns that utilize two different types of mana in their creation. Sorcery is the mixing of any two non-Life types, while Necromancy utilizes Life mana in the pattern. Natural laws prevent Holy and Life mana from being mixed together, causing violent backlashes when it is attempted. Different sorceries utilize mana in different ratios to produce their effects.


===Necromantic mana===
Because no mage can perceive more than one type of mana, sorcerous spell patterns require the mage to manipulate at least one type of mana blindly. In addition, sorcerous spell patterns tend toward being inherently unstable and destructive to begin with. What this means for aspiring sorcerers is that their craft is always inherently dangerous and potentially fatal; a bit of misplaced energy within their spell pattern can easily result in backfires which lead to an incredibly violent backlash of energy. These typically manifest as black and blue flames which destroy the hands and arms, or worse. The risk of this happening can go down with skill, but never fully goes away, even for the most talented magicians.


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>
Attempting to mix Life and Holy results in a unique effect typically referred to as a necromantic backlash, and can also happen when attempting to use Life mana in a spell pattern meant for Holy mana, and vice versa. It results in damage to the body and a magical disease similar to flesh rot manifesting in the user, similar to other necromantically-engineered diseases. The inability to mix Holy and Life has the noticeable side-effect of not allowing a "holy necromancy" to exist, but whether this is due to the Immortals manipulating natural law to make it so, proof that there is such an innate evilness to necromancy that the emanations of the gods repel it, or is simply a convenient coincidence is unknown.


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.
Currently existing books of sorcerous and necromantic magic are:


*[[:Category:Evocation Sorcery Spellbook|Evocation Sorcery]] (elemental + lunar)
*[[:Category:Domination Sorcery Spellbook|Domination Sorcery]] (holy + lunar)
*[[:Category:Blackfire Sorcery Spellbook|Blackfire Sorcery]] (elemental + holy)
*[[:Category:Teleologic Sorcery Spellbook|Teleologic Sorcery]] (lunar + holy/elemental)
*[[:Category:Corruption Necromancy Spellbook|Corruption Necromancy]] (life + lunar)
*[[:Category:Perversion Necromancy Spellbook|Perversion Necromancy]] (life + elemental)


The [[Necromancer]] Guild will also have several new necromancy spellbooks.


{{RefAl|r=y|a=y}}
==Notes==

*Mana cannot be carried with you.
*[[Cambrinth]] stores spell energy, not the mana itself.
*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.
*See the [[Harness Ability skill|Harness Ability]] article for information on the utilization of mana.
* [[Mana Levels]]
* [[Mana Levels]]
* [[Attunement Levels]]

* [[Magical theory]]
[[Category:Magic]]
{{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

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:

ManaField.gif

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.
  • 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

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

  1. Post:Introductory Magic Theory - 11/06/2014 - 12:23
  2. Post:Confounds, Necromancers and the value of sharing pt 1.1a - 12/12/2014 - 11:39 AM
  3. Post:Confounds, Necromancers and the value of sharing pt 1.1a - 12/12/2014 - 12:36
  4. Post:Test Instance: New PP Model (Overview) - 6/17/2009 - 15:50:50
  5. Post:Tuesday_Tidings_-_32_-_New_Numerical_Toggles_and_Expanded_Armor_Hindrance_Scale_-_09/29/2020_-_19:33
  6. Post:Crosspost: Holy Mana Fluctuation - 5/14/2008 - 15:15:35
  7. Post:Questions about mixing mana types. - 11/10/2009 - 20:07:32
  8. Post:Stupid questions - 06/17/2012 - 11:05
  9. Post:Mana, Elanthia, and You - 8/10/2009 - 16:35:23
  10. Post:Mana Level Overrides - Player Participation, Pls - 7/14/2009 - 17:57:54
  11. Post:Why does Holy hurt so much? - 11/03/2010 - 12:25:08
  12. Post:Other school's spell scrolls - 1/21/2009 - 15:16:29
  13. Post:Stupid questions - 06/17/2012 - 11:19
  14. Post:Stupid questions - 06/17/2012 - 11:05
  15. Post:Mana Level Overrides - Player Participation, Pls - 7/14/2009 - 17:57:54
  16. Post:Stupid questions - 06/17/2012 - 11:19
  17. Post:Stupid questions - 06/17/2012 - 11:24
  18. Post:Strange observation - 8/13/2009 - 12:01:08
  19. Post:Stupid questions - 06/17/2012 - 11:19
  20. Post:Elanthian Mana - 10/09/2011 - 22:42
  21. Post:Teleologic & Stellar mana levels - 8/20/2014 - 12:12
  22. Post:Re:_Trader_Magic_Released_-_12/27/2017_-_06:02
  23. Post:Test Instance: New PP Model (Lunar) - 6/17/2009 - 15:52:15
  24. Post:PP planets - 7/21/2009 - 13:24:43
  25. Post:Stupid questions - 06/17/2012 - 11:19
  26. Post:Arcane Magic Philosophy - 7/12/2010 - 17:46:58
  27. Post:Questions about mixing mana types. - 11/10/2009 - 20:07:32
  28. Post:Do the Moons Affect Arcane Magic - 9/26/2018 - 20:58
  29. Post:Stupid questions - 06/17/2012 - 11:19
  30. Post:Buggy ACS? - 1/8/2010 - 16:13:58

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