Mana Manipulator

MAGIC SCHOOL AURAS GODS STATS

MAGIC PATHS

  • Path of Analysis
  • Path of Animation
  • Path of Astral Wandering
  • Path of Beast-mastery
  • Path of Chaos Swilrs
  • Path of Cold
  • Path of Control
  • Path of Countering
  • Path of Creations
  • Path of Crafting
  • Path of Curses
  • Path of Darkness
  • Path of Detection
  • Path of Disease
  • Path of Dissolve
  • Path of Disguise
  • Path of Divinity
  • Path of Earth
  • Path of Enhancement
  • Path of Enlightenment
  • Path of Fire
  • Path of Hand Weaving
  • Path of Healing
  • Path of Herbs
  • Path of Illusions
  • Path of Intuition
  • Path of Water
  • Path of Weather
  • Path of Wind
  • Path of Light
  • Path of Magic Language
  • Path of Movement
  • Path of Muting
  • Path of Nature
  • Path of Origins
  • Path of Poison
  • Path of Protection
  • Path of Purification
  • Path of Repulsion
  • Path of Resistance
  • Path of Runes
  • Path of Shielding
  • Path of Shifting
  • Path of Spirits
  • Path of Summons
  • Path of Telekinesis
  • Path of Telepathy
  • Path of Tracking
  • Path 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 who has the ability to bend, augment, twist, or otherwise modify reality content or energy flow. Because their untrained acts have resulted in blunders and calamities in the past, it is currently regarded best practice to place these gifts in the care of a teacher as soon as they are found. As a result, newfound Mana Manipulators are put as apprentices under the supervision of an experienced Mana Manipulator. As a result, they might be coached in accordance with what is thought to be the best fit for the discovered potential.

Dropping this mechanism was considered, but the cost of losing prospective talent or bystanders exceeded any protestors. However, others argue that its existence also prevents the advancement of Arcane Magic, as well as the control of Magic Schools and Masters.

Skjald Vinotis

 

Throughout schooling, students gradually develop their talents, skills, and knowledge. This results in what is known as “spanning the colors.” Slowly gaining power and increasing the scope of manipulation. As a result, a properly taught Apprentice achieving Novice rank may begin to practice a neighboring Aura Color. When they reach Journeyman level, they can choose a third Aura Color, and so on.

Skjald El Mary

 

Organisation

Many people have perished in misery, transformed into cripples or horrific beasts, or disturbed reality due to bad casting. As a result, Magic users have decided to follow the information learned. As a result, it is extremely unusual to venture down unexplored roads or attempt to cast and manipulate beyond one’s ability. As a result, most people stick to the rigid Realms, Paths, and Levels of Mastery, which are divided into eight separate knowledge and difficulty levels. The perceptive may note a resemblance with the way Guilds are constructed, and it’s no accident – but it’s unclear who copied who due to the thousands of years of history.

 

Truenames, VornirianMana Mastery, Mana Burst, Mana Carcass, Hand Weaving, Void Weaving, Alchemy, and Ingredients are the eight Magic Schools that every Manipulator of the Mana Sea practices and trains in.

Alchemy: how Ingredients are prepared.

Hand Weaving: indicates the precision with which the caster’s hand gestures affect reality by controlling the shape and flow of the Mana Sea.

Ingredients: Understanding of which raw materials, resources, and so on can increase or decrease the effects of Path Spells.

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

Linguistically: how precisely can the Mana Manipulator speak the True Names of objects and creatures in the old divine language Vornirian.

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

Mana Mastery: the Mana Manipulator’s ability to regulate the vibrancy and keep the length of Path Spells discharged without interruption.

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

Mana Burst: the capacity to manage large quantities of Mana released in a single Path Spell discharge without depleting soul or health pieces.

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

Mana Carcass: training the body to determine how much Mana a caster’s carcass can hold without warping.

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

Truenames: how extensive is the Manipulator’s knowledge of true names, as well as their ability to discern patterns within Truenames?

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

Skjald Ulrich

 

Rag Tags (0)

They have little knowledge of Magic Paths, yet when observed surviving a spell, they usually have an Aura Color skill ranging from 1 to 49.

Bursts and Flows are safe up to 49 Mana; anything above that has a 50% risk of failing.

 

Apprentice (I)

Magic Paths Aura Color skill from 1 to 174.

Spell Paths can be learned and used at level 1 within 1 Aura Color.

Bursts and Flows up to 174 Mana are safe; anything over that has a 20% risk of failing.

 

Novice (II)

Aura Color 1 Magic Paths skill up to 299.

Spell Paths can be learned and used up to level 2, and they can span two Aura Colors.

Bursts and Flows are safe up to 299 Mana; anything above that has a 10% risk of failing.

 

Journeyman (III)

Aura Color 1 Magic Paths skill up to 424.

Spell Paths can be learned and used up to level 3 and span three Aura Colors.

Bursts and Flows are safe up to 424 Mana; anything above that has a 5% risk of failing.

It is possible to hire 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 Aura Color skill ranges from 1 to 549.

Spell Paths can be learned and used up to level 4, and span four Aura Colors.

Bursts and Flows are safe up to 549 Mana; anything beyond that has a 4% risk of failing.

A workshop might be organised.

 

Lord (VI)

Magic Paths Aura Color skill ranges from 1 to 799.

Spell Paths up to level 6 and 6 Aura Colors can be learned and used.

These great people usually keep within the five spans of safety, but a select handful have ventured to go beyond this boundary. As a result, they cover a greater range than is normally taught or mastered.

Bursts and Flows are safe up to 799 Mana; anything above that has a 1% risk of failing.

 

Overlord (VII)

Magic Paths Aura Color talent ranges from 1 to 924.

Spell Paths up to level 7 and 7 Aura Colors can be learned and used.

Few have mastered a 7 Aura Color spread over time, and there is now just one Human living who has done so, Deepminded.

Bursts and Flows are safe up to 924 Mana; anything above that has a 1% risk of failing.

The contenders for the annual Grand lord title are Overlords.

 

Grand lord (VIII)

Magic Paths Aura Color talent ranges from 1 to 1000.

Spell Paths up to level 8 and 8 Aura Colors can be learned and used.

The Grand Lord studies and practices in such a way that he can span the complete Magic Wheel.

Bursts and Flows are safe up to 1000 Mana; anything above that has a 1% risk of failing.

Skjald El Mary

 

Special

Mana Manipulators have a sixth sense and can detect when there are people with excellent Manipulating talents nearby, therefore they tend to avoid crowds or disguise themselves in different ways.

Skjald Ulrich

 

Last Updated on 2024-01-29 by IoM-Christian