Wednesday, June 8, 2016

Mana and Planeswalkers








Mana

Wizards can draw mana from the universe (called tapping). This is accomplished by calling upon "memories of the land". For most wizards, this act requires an intimate understanding of the land in question and so they tend to develop the necessary connection only with their native land. Powerful and well-traveled wizards may be able to harness mana from more than one land, but to simultaneously make a meaningful connection to more than one place is extraordinarily rare. It is much more common for wizards to abandon one connection in favor of another. Most wizards are utterly unaware of this process as it occurs slowly over time and manifests seemingly at random, but most likely in times of great stress (see Extra Effort).

When using mana this way, a wizard draws it into themselves from the very fabric of the universe and then releases it in the form of a mighty spell. Normal wizards can experience side effects from drawing and expressing mana, including fatigue, persistent weakness or even death.

Planeswalkers

Planeswalkers are atypical magic-users who possess an innate spark. Creatures born with this spark may inadvertently activate it at any point during their life; or die without ever having done so. A planeswalker’s spark is likely to activate under the same circumstances that allow lesser wizards to tap into mana (see above) and it may occur when the possessor would otherwise die (most often while wielding magic or otherwise filled with mana).

Once the spark is triggered, the creature is reborn as a planeswalker. They immediately gain the ability to travel between the planes of the Multiverse (see Planeswalk). Most planes in the Multiverse exist within their own universe, and are usually unconnected with any other. Planeswalkers are thought to be the only beings in existence with the ability to planeswalk. Other forms of dimensional travel may exist, but they only connect to the “local” universe; sometimes other local dimensions may also be referred to as planes within those distinct realities.

Planeswalkers usually gain the Descry Mana power shortly after igniting their spark. This may occur spontaneously, through trial and error, or by training with another planeswalker. Some planeswalkers are unaging or even immortal. Planeswalkers that can be killed, rarely die of any natural cause unless this happens in concert with some sort of severance from mana or the Multiverse itself. By moving throughout the Multiverse planeswalkers collect experience and knowledge and gain new connections with mana sources (most often lands of the various planes). This allows planeswalker to cast spells of such great power that few mortal wizards can even conceive of them, let alone access enough mana to give them life.

The drawback associated with all of this power is a reliance on mana which leads to numerous complications. Many planeswalkers are motivated by greed. They constantly seek new spells to add to their sphere of knowledge and new lands or artifacts from which to draw power. Most planeswalkers set up dominions that cross a few favored planes and attract followers to guard their various resources. Some do this openly in a militaristic fashion and function as tyrants (benign or otherwise), while others form networks throughout the realms they know well and make alliances with others of their kind, even trading spells and lore with other planeswalkers.

Other complications that may influence a planeswalker's existence include addiction to mana use, they may become the enemy of other planeswalkers or powerful local entities, or be possessed of an obsession (or several) with various concerns across the Multiverse.



Access to Mana

The greatest complication planeswalkers face with regard to their power is mana access and power loss when unable to use a spell or ability due to having no mana source or being “tapped out” of mana. Most of the spells that are unique to planeswalkers require that one or more mana sources be tapped to empower the spell’s casting. When a planeswalker is unable to discover a mana source, or when all of the mana sources he has access to are tapped, that planeswalker is unable to cast most of their spells. They can continue to use any powers that don’t require mana or that required mana to cast, but not to maintain.

To tap into a source’s store of available mana, the planeswalker must meet the following requirements:

•The ability to detect the mana itself
•The ability to perceive the mana source with an accurate sense
•The ability to analyze the mana source to determine if the mana it generates is compatible with the spell or ability to be used
Attunement with the mana source

The first three requirements can be met using the Descry Mana power. Planeswalkers, like normal wizards, may also have a strong connection to a mana-rich land and long-lived planes walkers can establish dozens or even scores of such familiarities. Likewise, these individuals may know creatures or be in possession of artifacts which can act as mana sources and with which a powerful enough bond has been achieved to draw mana from them. Usually, this relationship is symbiotic. The artifact, creature or land has an excess of mana which it cannot use and the planeswalker provides security for these things in return for access to their mana. Connections such as these lead to attunement.

Attunement with an unfamiliar mana source is usually accomplished by spending some time in proximity to that source. If the mana source is a land or object, the planeswalker may need to learn about its history (using a series of Investigation checks to gather information or a suitable Expertise skill to conduct scholarly research) or simply spend time meditating upon it (using Expertise: Concentration or Insight). The difficulty for these checks varies depending on the circumstances, but in general range from Easy (DC 5) to Tough (DC 15). The time rank required to achieve attunement with a mana source this way also varies, but at least one day (Time Rank 14) is assumed.

For creatures that generate mana, the planeswalker must find some way to connect with it. This could involve simple communication and could be a cooperative and pleasant experience for both parties. Planeswalkers have concerns that often transcend friendship and may not wish to waste their time (regardless of how much they may have) forming relationships with beings that often see as servants at best. More likely, a planeswalker may see such beings as mere tools or even slaves. In this case they may bribe, cajole or intimidate their subjects into submitting themselves to rapid empathic or telepathic Communication so as to quickly achieve the necessary symbiosis. Others may dispense even with these heavy handed tactics and employ invasive Mind Reading or a controlling Affliction.

Planeswalkers often invest in powers that speed up this process such as Quickness limited to attunement. This is absolutely necessary for planeswalkers who find themselves coming into conflict with others of their kind and certain spells exist to further enhance the process.

A few potent mana sources may provide energy equivalent to two or more regular mana sources, but these often have their own drawbacks. At the very least, possessing or using such fonts of power will draw the attention of other planeswalkers.

Using Mana

Actually drawing the mana from its source requires no other special ability, but the mana is useless without a spell or some other outlet. Normal wizards and even some planeswalkers can be harmed in various ways if they draw mana without subsequently channeling it safely. As long as the planeswalker has a spell or ability ready for use, they are able to channel the mana into their spell and it comes into existence according to the planeswalker’s will and the limits of the effect itself. Certain powers and spells can counter other spells as they are being cast and most planeswalkers are familiar with at least a handful of these, if only to protect their own spells from being disrupted.

Colors of Mana

Planeswalkers (and exceptionally learned wizards) have noted certain reoccurring themes within the pattern of the Multiverse. Planeswalker spells almost always require a particular type of mana to complete and cannot come into reality in the absence of that type. Some lands are much more likely than others to generate mana of a particular sort and certain categories of beings are likely to congregate around areas where the aligned mana is present in abundance. Through ages of research within multiple universes, planeswalkers have categorized mana, most spells and many types of magically infused creatures into broad categories which nevertheless share a metaphysical affinity.

Planeswalkers are not omniscient and even if they have achieved immortality, they still possess an essentially mortal (if powerful) mind. Even the most experienced planeswalkers are at a loss to totally explain the correlations they observe, but over time have come to describe these themes in terms of color. Even in planes where light reflects only dull grays or where no light shines at all (and thus the concept of color as most beings would understand the term is meaningless), the semblance of these color associations is present.

The colors of magic and mana that planeswalkers have identified are White, Blue, Black, Red and Green. There are libraries all over the Multiverse dedicated to the study and comprehension of magic and which go into great details about the associations found within each color, but few beings (planeswalkers included) have more than a vague understanding of this underlying and seemingly foundational reality. A brief description of each color and the themes found within them follows:

·       White is associated with communities and their stride towards civilization. White magic favors peace and harmony with a goal of utopian perfection. Creatures aligned with white mana seek to govern and protect and place morality and the rule of law above most other concerns.
·       Blue is associated with knowledge and opportunity as well as wonder. Blue magic favors manipulation of reality or the perception of reality (in the form of illusions). Whether by means magical or mundane, creatures aligned with blue mana seek to give life to their dreams.
·       Black is associated with ambition and the quest for and exploitation of power. Black magic favors growth at the expense of others and “death” magic. Creatures associated with black mana seek to empower the ego and only care for rules that favor themselves or limit others, including the “rules” of life and death.
·       Red is associated with emotion, impulsivity and a sense of adventure. Red magic favors change and destruction. Creatures associated with red mana favor freedom and the pursuit of one’s passions.
·       Green is associated with nature and living (especially wild) things. Green magic favors strength and vitality within the physical world. Creatures associated with green mana trust their instincts and seek to grow and thrive while helping others to do the same.

In addition to these colors mana can be without color, or a hybrid of two colors (being equally associated with two colors).

Mana without color and is often known as “colorless” or “generic mana” and is usually only useful when added to mana with one or more color. A few spells can be cast with any color of mana (if they have no color alignment) and colorless mana can be used to empower these spells entirely.

Hybrid mana has the potential to be two types of colors at once and can be channeled into spells requiring mana of either color. Likewise, creatures and spells can also represent a hybridization of two (or more) colors.

There are also multicolored (containing the traits of two or more colors) creatures and spells which blend the traits of the associated colors together into something which represents those colors and something more.



Descry Mana


◊Descriptors – dimensional, magic, senses
◊Effect – Remote Sensing 8 and Senses 13 • 22 points

Descry Mana (accurate, acute, analytical, extended 2, radius, ranged Detect mana which penetrates concealment)

◊Modifiers – dimensional 3: 3 flat points, noticeable: -1 flat point (Remote Sensing); extended 2: 2 flat points, noticeable: -1 flat point (Senses)
◊Action – free (Remote Sensing) or none (Senses)
◊Range – 1 mile (Remote Sensing) or personal (Senses)
◊Duration – sustained (Remote Sensing) or permanent (Senses)
◊Results – extend mana detection over an area of 1 mile and into other dimensions (Remote Sensing); detect mana sources within range increments of 1,000 feet, identify individual sources of mana and determine detailed information about that source at range, in all directions, and without regard to physical obstacles

Description

You can discern sources of mana and identify the types of mana those sources produce.

You are able to perceive mana; the mystical reserve which supplies the energy needed to bring powerful spells into being.

You can detect the presence of mana at range with a Perception check penalty of only -1 per 1,000 feet. You can pinpoint and distinguish between individual sources of mana and can discern specific details about those mana sources, including: the mana type or types it can produce; basic details about the source (whether it is an artifact, creature, land, and so on); whether or not a planeswalker has siphoned mana from that source; how much mana is available within that source at the moment; and if that source is associated with a particular plane.

In addition, you can displace your ability to detect mana sources over a distance of up to 1 mile and into other planes, perceiving them normally (using Perception checks ) as if you were at that location. This Remote Sensing overrides your normal senses while you are using it. Self-aware mana sources being observed this way can “feel” it with an Insight check (DC 10 + rank). To search a large area for a particular type of mana source, use the search guidelines given in the description of the Investigation skill.

Notes:
•Sensory effects which use mana detection as a medium and which are targeted on the spot where you have displaced your senses affect you normally.
•Because Remote Sensing overrides your normal senses, you are vulnerable (at half your normal active defenses) while using it, since you are less aware of your immediate surroundings.
•Your ability to detect mana sources penetrates all obstacles, although Concealment effects or other powers may be able to counter it.
•You need other Senses to know more specific details about sources of mana that do not relate specifically to mana production (i.e. you will know if a creature which produces mana is associated with a certain type of mana, what kinds of mana it can produce and whether it has mana available to tap into, but not what sort of creature it is or any other details about it).






Planeswalk


◊Descriptors – dimensional, magic
◊Effect – Movement 3 • 2 points

Planeswalk (Dimension Travel)

◊Modifiers – check required: -3 flat points, quirk: -1 flat point
◊Action – move action
◊Requirement – Planeswalker’s spark; Perception or appropriate Expertise: Multiverse check
◊Range – personal
◊Duration – sustained
◊Results – step out to the dimension you currently occupy and into another plane of the Multiverse

Description

Your planeswalker’s spark allows you to stride into other planes throughout the Multiverse.

You can cross the boundaries between planes as a move action. Make an Expertise: Multiverse or Perception check (DC 15). If the check fails, you are either unable to Planeswalk, wander into the wrong dimension, or become trapped in the nameless spaces between the Multiverse (gamemasters choice). In any case, the move action used to activate this ability is consumed.

You can carry up to 50 lbs. (mass rank 0) of additional material with you when you move.

You must be able to physically move under your own power (using any form of movement you posses) to use this ability.  This movement must comprise at least a step or two and so there must be an open space nearby for you to step into. You cannot use this power while being carried, driving, riding. 

Note: Many planeswalkers can bring others with them when they move across planes. Add the affects others and area modifiers to reflect this.

If you apply the Increased Mass modifier, you can carry additional mass up to your modifier rank.




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