Mana Manipulator

MAGIC SCHOOL AURAS GODS
  • MUMRA
  • BABUSLA
  • GULMUR
  • NATIHA
  • KAGANTHI
  • NERTILU
  • ZAZKAR
  • BYLGI
STATS

MAGIC PATHS

  • Law of Analysis
  • Law of Animation
  • Law of Beast-mastery
  • Law of Cold
  • Law of Control
  • Law of Countering
  • Law of Creations
  • Crafting” show=””]
  • Law of Curses
  • Law of Darkness
  • Law of Detection
  • Law of Disease
  • Law of Dissolve
  • Law of Disguise
  • Law of Divinity
  • Law of Earth
  • Law of Enhancement
  • Law of Enlightenment
  • Law of Fire
  • Law of Healing
  • Law of Herbs
  • Law of Illusions
  • Law of Intuition
  • Law of Water
  • Law of Weather
  • Law of Wind
  • Law of Light
  • Law of Movement
  • Law of Muting
  • Law of Nature
  • Law of Origins
  • Law of Poison
  • Law of Protection
  • Law of Purification
  • Law of Repulsion
  • Law of Resistance
  • Law of Runes
  • Law of Shielding
  • Law of Shifting
  • Law of Spirits
  • Law of Summons
  • Law of Telekinesis
  • Law of Telepathy
  • Law of Tracking
  • Law of Weather

Legend

“He still remembered how the little girl that many decades ago smiled in joy, broke concentration and taught patterns, and rushed things. Blasting a rift into the Astral the loosened energies roaring their laboratory seeking for carcasses to fill, his comrades warped, bent and dissolved. The deafening roar silencing with her scream as the rift consumed all but he. So when he saw the glimpse in the boys eye and the wrinkle twist of mouth, he slammed a silencing aura onto the lad…”.

Skjald Sejrik

 

History

A Mana Manipulator is someone able to bend, enhance, twist or in similar ways alter reality content or energy flow. As this in the past resulted in some disasters, it’s now considered best to place these in the care of a teacher as soon as their abilities are discovered. Thus are they taken under the wings of one already skilled in Mana Manipulating and and trained accordingly to whats considered the best matching for the found talent.

Dropping this system has been discussed, but avoiding loss of potential talent or bystanders, outweighed any protesters. We Skjalds though, have concluded it also was to prevent Arcane Evolution and keeping Magic Schools and Masters in place.

Skjald Vinotis

 

During schooling one gradually improve abilities, skills and knowledge. Leading to what is known as ‘spanning the colours’. Slowly growing in power as well as broadening area of manipulation. So a proper schooled Apprentice reaching Novice status, may start to practice a neighbour Aura Colour. And as soon as they have reached Journeyman status they may take a third Aura Colour and so forth.

Skjald El Mary

 

Organization

Through time many have died in agony, turned into cripples or horrible creatures or disrupted reality with casting gone wrong. Thus, have Magic users more or less agreed to adhere to the knowledge gained. So, it’s very rare one endeavour to unknown paths or attempt to cast and manipulate beyond ones capabilities. So, most stay within the strict Realms, Paths, and Levels of Mastery, parted into eight different knowledge and complexity levels. The perceptive may notice a resemblance with the way Guilds are structured, and it’s no coincidence -but it’s unclear who copied who as its thousands of years old.

Every Manipulator of the Mana Sea practice and trains eight different Magic Schools; Truenames, LinguisticMind Mastery, Mana Burst, Mana Carcass, Hand Weaving, Alchemy, and Ingredients.

Alchemy, how Ingredients are prepared.

Stats for one’s ability are Intuition, Presence, and Wisdom

Gesticulation, how precise are the casters hand gestures in creating mana flow.

Stats for one’s ability are Dexterity, Quickness, and Wisdom

Ingredients, how spells are fed with grains, drops or similiar enhancing.

Stats for one’s ability are Dexterity, Presence, and Wisdom

Linguistic, how exact are the casters pronouncing of true names in the ancient tongue.

Stats for one’s ability are Empathy, Intuition, and Wisdom

Mind Mastery, how powerful manifestations can the caster control without panicking.

Stats for one’s ability are Empathy, Intuition, and Presence

Mana Burst, how large portions can be let loose without ripping soul fragments along.

Stats for one’s ability are Constitution, Presence, and Wisdom

Mana Carcass, how much energy can a carcass contain.

Stats for one’s ability are Empathy, Intuition, and Strength

Truenames, how vast are the knowledge of true names.

Stats for one’s ability are Presence, Intuition, and Wisdom

Skjald Ulrich

 

Rag Tags (0)
They know no Magic Paths but when seen surviving a cast its normally showing skill of Aura Colour from 1 up to 49.

Performing Bursts & Flows up to 49 Mana are safe, exceeding this is with a 50% chance of failure.

 

Apprentice (I)
Magic Paths skill of Aura Colour from 1 up to 174.

May learn and use Spell Paths at level 1 within 1 Aura Colour.

Performing Bursts & Flows up to 174 Mana are safe, exceeding this is with a 20% chance of failure.

 

Novice (II)

Magic Paths skill of Aura Colour 1 up to 299.

May learn and use Spell Paths up to level 2, and span 2 Aura Colours.

Performing Bursts & Flows up to 299 Mana are safe, exceeding this is with a 10% chance of failure.

 

Journeyman (III)

Magic Paths skill of Aura Colour 1 up to 424.

May learn and use Spell Paths up to level 3, and span 3 Aura Colours.

Performing Bursts & Flows up to 424 Mana are safe, exceeding this is with a 5% chance of failure.

May take an apprentice.

 

Chief (IV)

Magic Paths skill of Aura Colour from 1 up to 549..

May learn and use Spell Paths up to level 4, and span 4 Aura Colours.

Performing Bursts & Flows up to 549 Mana are safe, exceeding this is with a 4% chance of failure.

May set up a workshop.

 

Master (V)
Magic Paths skill of Aura Colour from 1 up to 674.

May learn and use Spell Paths up to level 5, and span 5 Aura Colours.

These are generally considered the maximum Aura Colour span a character can handle.

Performing Bursts & Flows up to 674 Mana are safe, exceeding this is with a 2% chance of failure.

 

Lord (VI)
Magic Paths skill of Aura Colour from 1 up to 799.

May learn and use Spell Paths up to level 6 and span 6 Aura Colours.

These great individuals normally stay within the 5 spans of safety, but a selected few have dared to venture beyond this limitation. Thus, they have a broader span than normal taught or mastered.

Performing Bursts & Flows up to 799 Mana are safe, exceeding this is with a 1% chance of failure.

 

Overlord (VII)
Magic Paths skill of Aura Colour from 1 up to 924.

May learn and use Spell Paths up to level 7 and span 7 Aura Colours.

Very few have through time mastered a 7 Aura Colour span, and currently there’s only one Human alive known to master this, and that is Deepminded.

Performing Bursts & Flows up to 924 Mana are safe, exceeding this is with a 1% chance of failure.

Overlords are the candidates for the yearly Grand lord title.

 

Grand lord (VII)
Magic Paths skill of Aura Colour from 1 up to 1000.

May learn and use Spell Paths up to level 8, and span 8 Aura Colours.

The Grand lord study and practice within such an environment that its possible to span the entire Magic Wheel.

Performing Bursts & Flows up to 1000 Mana are safe, exceeding this is with a 1% chance of failure.

Skjald El Mary

 

Special

Mana Manipulators have some sort of 6th sence, and can feel when theres individuals of great Manipulating skills nearby, and thus tend to either avoid crowds or conceal themself by various means.

Skjald Ulrich

Last Updated on 2022-08-23 by IoM-Christian