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{{UpdateDR3|Needs current spellbook influences for Lunar Mana; verify that mana levels and Attunement skill requirements are the same}}

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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. 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]]


=Practice=
=Practice=


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 as follows:
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 as follows:<ref>[[Post:Test Instance: New PP Model (Overview) - 6/17/2009 - 15:50:50]]</ref>


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==Room-Based Power==
For Holy, Life, Elemental and Arcane spellcasters, your available mana is mostly determined by your 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). 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.


==Lunar Power==
Lunar mana is consistent throughout every room in [[Elanthia]], fluctuating greatly with the cycles of the [[moons]]. Each moon influences each spellbook to a greater or lesser degree; the visibility and current cycle of the moon determines how much mana it contributes to spells of the books it influences.


==The Mana Spectrum==
=Theory=


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>.
The information contained in this portion of the article comes largely from [[GM]] [[Armifer]], from discussions in the DragonRealms forums.


From highest to lowest:
==The 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"<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]])
*''Gravity''
*''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.
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 [[Magical theory]]). Spell energy as a product of other types of mana can still be detected, however.


Arcane 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 two types at once. For more, see below.


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.


The Holy mana bonus cycle involves 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 more quickly than Life mana.


===Life Mana===
===Holy 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 it's 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>
Life mana is the result of continuing struggle between order and chaos, the antithesis of entropy.


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.


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.
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.


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. ~ GM [[Zeyurn]] [http://www.play.net/forums/messages.asp?forum=20&category=4&topic=37&message=5721]


===Elemental Mana===
===Life Mana===
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>.
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.


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.


[[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.
The Elemental mana bonus cycle depends on weather. 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===
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.


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>
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.

===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<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.
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.


===Arcane Mana===
==Lunar Mana==
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. 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 [[moons|three moons]] themselves. The mana provided by the a [[moons|moon]] varies with the phase of the moon, its' position above or below the horizon and its' distance from [[Elanthia]]. Finally, the [[planets]] provide a percentage bonus to Moon and Solar mana, depending on how far within a magician's perceivable range the planet is (which is based on [[Attunement]] skill. There are four ranges: 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.<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> 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>.


Fuels certain necromantic and/or sorcerous magics. Used by Necromancers, and appears to them as a result of barbaric modifications to their nervous system done with the intent to allow them to "see" more than one type of mana. This process is imperfect, however; what they are perceiving is an illusion due to their brains being unable to process seeing more than one type of mana at once, resulting in them seeing something that doesn't really exist.


[[Moon_Mage|Moon mages]] 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.
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.


==Necromantic Mana==
The primary factors to Arcane mana are the Life and Elemental mana in the room. Lunar mana serves as Arcane's oscillating bonus value (see above). Holy mana affects the Arcane mana value in a non-direct, confounding way which you're not meant to fully understand.


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: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>
==Notes==
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 and Elemental and split it. Life and "above" are the realms of life in the broadest applicable sense, Elemental and "below" are the realms of the physical.


An equally valid way of looking at it is to think of it as a curve. Life and Elemental are grouped together as the realms tied concretely into the state of Elanthia, Holy and Lunar split off away as the realms of the abstract and other-wordly magic.


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.
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.


* Mana cannot be carried with you.
* [[Cambrinth]] stores spell energy, not the mana itself.


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

Revision as of 19:42, 4 August 2014

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. 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

Practice

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 as follows:[1]

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


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"[2].

From highest to lowest:

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[3]


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 whileHoly 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)[4][5]. 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[6]. 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[7]. The purity of a Cleric's devotion or a Paladin's soul state allows them to tap into the latent Holy mana.[8]. With it's 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.[9][10]


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[11]. 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[12][13].


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. [14]

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[15]. 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.

Lunar Mana

Lunar mana derives from large kinetic forces at work; interactions between heavenly bodies -- moons, planets and the sun[16]. 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 the a moon varies with the phase of the moon, its' position above or below the horizon and its' distance from Elanthia. Finally, the planets provide a percentage bonus to Moon and Solar mana, depending on how far within a magician's perceivable range the planet is (which is based on Attunement skill. There are four ranges: 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.[17][18] 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[19].


Moon 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.

Necromantic Mana

Often incorrectly referred to as Arcane Mana[20], 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.[21]. The primary sources of Necromantic mana are the Life and Elemental mana in the room. Lunar Mana provides a fluctuating bonus to Necromantic Mana[22]. 'Holy Mana affects the Necromantic mana value in a non-direct, confounding way which you're not meant to fully understand.[23]


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

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