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.