Mana 1.22

Mana

A character's mana is what allows them to draw on primal elements of creation, controlling and shaping them. Sorcerers are gifted with enough mana of a specific type to connect to at least one element, but on occasion there are those born that have enough generic mana that they can learn to connect with any elements they desire, wielding them all in dazzling displays. Unlike normal sorcerers however their control of their element isn’t instinctual (as their mana type doesn’t aid them) and they have to learn to harness each element through study and practice. Because they are few in number, they tend to be self taught, each coming up with their own tricks to harness their abilities. These tricks are complex enough that they note them down in spellbooks which cover the tricks that work for them (though not for another with generic mana). 

Pick a primal elemental sorcery (Light, Fire, Air, Water, Earth, or Dark) as your starting Chapter for your spellbook and choose two mortal abilities from it. These are added to your spell list. You also begin with the Basic Casting Method.  You may change out any number of spells you have learned with a strategic action. If you lose your spellbook you can’t use abilities that require it, however you can write a new spellbook for yourself as a strategic action. You can only maintain a single spellbook at a time. 

Basic Casting Method: In addition to the ability’s cost to cast the spell you must take a spirit wound. The ability’s cost is increased (see footnote at the end of this concept), and you may not cast any other spells this round.  

Mortal

Imago CastingLong/Ongoing/Action

During a long rest you mentally imprint a spell into your mind allowing you to use it later. When you finish a long rest, sustain any amount of effort and choose a number of spells you know less than or equal to the effort you sustained: You memorize these spells. You may cast any spell you’ve memorized by reclaiming a point of sustained effort in addition to paying the abilities action and effort cost. The cost of this spell is increased (see footnote).

If you have fewer effort sustained then spells memorized after casting a spell, reduce the number of spells memorized until it is equal or lower than the effort sustained to this ability. You may only sustain effort to this ability immediately after a long rest.  

Mana Bolt Action

You may fire bolts of raw magic. Exert Effort and make a special attack able to target a foe up to medium(+0) range away: it inflicts a temporary bane of your choice on a hit. In addition, your attack check is boosted: gain +1 advantage.

Expanded Elements IConstant

You may add another two primal elemental sorceries (Light, Fire, Air, Water, Earth, or Dark) as chapters to your spellbook.

Runic CastingOngoing/Action

You may use spells that you know with runes. These runes take an action to draw, must be drawn on an imobile surface and require you to sustain effort. Once drawn you must wait at least a round in combat before you can activate the rune. To activate the rune you reclaim the effort you were sustaining in the rune. Once a rune is activated you may use that ability with an increased cost (see footnote) for up to 5 minutes. If the ability would target yourself, you must be able to have physical contact with it, otherwise you can be up to a vast distance away. Distances and areas for spells cast this way measure from where the rune instead of from yourself. 

Mage ShieldAction/Ongoing

You form a shield out of your mana. Burn effort as an action: you gain a temporary protection boon. Sustain Effort: You have a tier 5 resilience proficiency when defending against attacks. 

Increased Spell List Apha IConstant

You may add two more mortal spells to your spell list from any chapters you have access to

Heroic

Expanded Elements IIConstant

You may add another three primal elemental sorceries (Light, Fire, Air, Water, Earth, or Dark) as chapters to your spellbook.

Resilient SoulInstant

Your soul has increased resilience. Burn 2 effort when you would take a spirit wound as a result of an ability in this concept: That spirit wound is negated.

Increased spell list Beta IConstant

You may add two Heroic spells to your spell list from any chapters you have access to. 

Increased spell list Alpha IIConstant

You may add four more Mortal spells to your spell list from any chapters you have access to.

Channel CastingInstant

You may cast spells by directly channeling sourcery through your soul. Take a spirit wound and roll an unmodified d10 against a DC of 5. For each tier higher you are than the spell you are casting, you gain a level of advantage on this roll. If you succeed, you may use the ability at its normal cost for the next 5 minutes. If you fail, you take an additional spirit wound, and you may not try again for 5 minutes. 

Imbue ManaAction/Supplemental

You imbue a target with your mana, allowing you to track them. As an inflict action, sustain effort: imbue a target with your mana. If you succeed, you don’t inflict a bane on them, but instead are always able to sense their location while you sustain the effort. If the inflict action misses, the effort is spent. If you attack that target while your effort is sustained, all successful attacks deal an additional 2 wounds.  

Epic

Spirit Invocation CastingSupplemental

You call out to elemental and nature spirits in the area offering them a bit of your power in return for help channeling a spell. You may cast a spell from your spellbook by exerting a point of effort for each tier of the ability (a Mortal spell is one, Heroic two, Epic three, and Divine four) and taking an action to shout out your invocation in addition to the abilities normal costs. Casting this way requires you to shout the invocation at the top of your lungs giving those around you a good idea of what your spell does. 

Expanded Elements IIIConstant

You may add one non-primal sorceries to the list from which you can draw spells.

Increased spell list Beta IIConstant

You may add four more Heroic spells to your spell list from any sorcery you have access to.


Leyline Redirection CastingConstant

You redirect the power of leylines to power your spells. You can sense any leylines that exist within a mile of your location. When you are within a hundred feet from a leyline you may use it to cast spells of the same primal element: As long as you remain within 100 feet of the leyline, any spells you know from the matching elemental concept count as your abilities, and you may use them freely at no extra costs. When doing this it is clear to all on the battlefield where this leyline is. If you move or are moved more than 100 feet from the leyline, all constant and ongoing effects used by this ability end. 

Increased spell list Gamma IConstant

You may add two more Epic spells to your spell list from any sorcery you have access to.

Increased spell list Alpha IIIConstant

You may add eight more Mortal spells to your spell list from any sorcery you have access to.

Divine

Endless Fount of Power CastingOngoing

You are able to channel the mana from founts through yourself, purifying the mana, allowing you an endless reserve. You can sense any founts of power that exist within a mile of your location. When you are in physical contact with fount you control you may sustain effort to form a link with it during a short rest. While you remain within one mile the link will stay active, but leaving that area will break the link. While linked in this way you may use spells as if they were your own abilities with no increased cost.

Increased spell list Beta IIIConstant

You may add eight more Heroic spells to your spell list from any sorcery you have access to.

Increased spell list Gamma IIConstant

You may add four more Epic spells to your spell list from any sorcery you have access to.Lessor Magic MasteryConstant

You’ve mastered some minor spells, and are able to use them freely. Choose 4 spells of the mortal tier that are on your spell list. You may use these spells as if they were your own abilities with no extra costs. You may change which 4 spells you have mastered during a short rest

Expanded Elements IVConstant

You may add two non-primal sorceries to the list from which you can draw spells.

Increased spell list OmegaConstant

You may add four more spells of any tier to your spell list from any sorcery you have access to.

In Depth Explanation for casting Spells

Whenever you cast a spell your casting method lays out the additional costs you must pay before for casting the spell, that being time, effort, taking wounds, or even taking stress. Spells that have constant or sustained effects only function for up to 5 minutes before needing to be cast again, and constant abilities have an instant casting time if one is needed. 

Increased Spell Costs

Constant or Sustain: Burn effort: The ability is active for the next 5 minutes instead

Exert or No Effort Cost: You must burn effort to use the ability instead

Burn Effort:  You must burn effort and take a spirit wound to use the ability instead

Take a Wound: Take an additional spirit wound as well

Multiple Costs: If an ability has multiple costs, such as requiring the user to exert 3 effort and take 2 spirit wounds, each one is translated individually, resulting in the user burning 3 effort and taking 4 spirit wounds to use the   ability. 

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