Mana Manipulation

Category
Subcategory
hedge
Nearly every sorcerer recognizes the flow of some sort of power: mana, sekhem, chi, vis or some other representation of magical potential. Most magicians learn to feel or describe the energies that course through them during the casting of spells. Some, however, learn to direct these power sources in order to reshape the fundamental mystic energy about them. Geomancy,ley line channeling, feng shui - all of these sense and redirect the power of raw magic energy into new directions and shapes. Mana Manipulation is an esoteric Path, and few sorcerers would describe it in such abstract terms - rather, most see it as an exercise described by their specific magical style. A magician used to feng shui and chi kung, for instance, will channel chi energies with special mirrors or moxa burning. A sorcerer who relies on incantations and wands will use those tools to direct Mana and store it. Spirit-talkers and shamans may rely on elaborate designs to trap and hold energy or paintings that ward off negative energies.
System

Mana Manipulation Path

System:
Roll: Manipulation + Occult
Cost: 1 Willpower
Modifiers: 1 for areas of strong Mana (Nodes and the like)
Time: One turn per effect level
Duration: Varies

Instead of aspects, this Path offers certain feats that may be performed at each level.

Level 1: *

The sorcerer can sense Mana energies. A quick meditation determines if an area or item is charged with power (Quintessence, Mana, vampire blood, etc.). With three or more successes, the sorcerer can tell if it has a specific Resonance.

Level 2: **

A sorcerer can see the magical energy in and around creatures. This allows them to determine if someone is using magic, see obstructed magical flows (like curses), and make a rough estimate of an individual's potential magical energy.

Level 3: ***

Skilled sorcerers can displace or alter the flow of Mana around an area.

  • Briefly block a Mana flow (one turn per success).
  • Push Mana in a different direction (one turn per success).
  • Cause Mana to become trapped in a simple object (holds a single point of Mana).

Level 4: ****

Manipulation of personal Mana energies for storage, drawing power, or disruption.

  • Draw Mana from a place of power: Channel one point of Mana per success, which must be used in the next turn.
  • Disrupt Mana: Strips Mana from an individual's pool at a one-success-for-one-point rate.
  • Alter life energy: Can cause injury or healing over time.

Level 5: *****

The master of Mana can not only sense and redirect Mana, but can use Mana to:

  • Infuse countermagic (add Mana to a countermagic dice pool).
  • Block an opponent's Mana use (each success stops one point of opponent's Mana).
  • Change the Resonance of Mana (e.g., turning poisoned Mana into neutral energy). Successes dictate level of change.

Level 6: ***** * (Legendary)

A legendary sorcerer can briefly cause an area to become a nexus of Mana energy, turning himself into a magical magnet. Successes are split between duration (turns) and power (Mana per turn). Use often causes **bashing damage** to the caster (one level per success rolled).

Rituals

Infusion (•• / Level 2)

Place Mana into a consumable object for later use. Successes determine how much Mana can go in. Energy Leak: Every two points of Mana spent by the sorcerer channel one point into the receptacle.

Shape Mana (••• / Level 3)

Alter the flow and intent of Mana in an area using special items (mirrors, carvings). The level of success guides the feat:

  • One success: Dissipate unlucky energies.
  • Three successes: Channel 'joss' for **good fortune** (lowering difficulty of commerce/practices by one).
  • Five successes: Reshape an existing magic effect or cause a **Node to channel energy** to a chosen location (bending ley lines).

Duration: Typically lasts until a force 'snaps' it back, though some effects require specific maintenance.

Freebie Cost
7
Prerequisites
Mortal+
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