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Mana Reality,
Arcane Alchemist base list

Copyright Rich Kirkland ©2001

Edited by Rich Kirkland for The Guild Companion

Mana Reality; Arcane Alchemist Base

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Lesser Detect Mana

20'R

C

50'

I

2)

Mana Protection

1 target

1 min/lvl

10'

F

3)

Mana Charge

1 source

-

10'

F

4)

Disrupt Source

1 source

1 min/5% F

100'

F

5)

Absorb Mana

1 source

-

10'

F

           

6)

--

-

-

-

-

7)

Capture Lesser Mana

20'R

Varies

10'

F

8)

Greater Detect Mana

50'R

C

100'

I

9)

Lesser Empowerment

1 spell

Varies

10'

U

10)

Lesser Mana Source

1 source

Varies

10'

F

           

11)

Mana Armor

1 target

1 min/lvl

10'

F

12)

--

-

-

-

-

13)

--

-

-

-

-

14)

Mana Fuel

1 cu ft

10 min

10'

F

15)

Mana Cross Enchantment

Varies

-

10'

U

           

16)

Permanent Lesser Source

1 spell

P

10'

U

17)

Capture Greater Mana

20'R

10 min/lvl

10'

F

18)

Greater Empowerment

1 spell

10 min/lvl

10'

F

19)

Power Translation

1 source

10 min/lvl

10'

F

20)

Greater Mana Source

1 source

Varies

10'

F

           

25)

Mana Dispersion

50'R

10 min/lvl

10'

F

30)

Permanent Greater Source

1 spell

P

10'

F

50)

Mana Focus

1 mile R

P

10'

F

  1. Detect Mana: Caster detects all sources of mana in the area of effect. Caster is aware of the general nature of the source (i.e. essence, channeling, mentalism, or arcane).
  2. Mana Protection: Target gains +10 to resist all forms of magic.
  3. Mana Charge: Caster may either add or subtract a charge to a magic item. The cost to cast this spell to add a charge is 3 PPs plus twice the level of the spell being charged. Discharging only expends 3 PPs for this spell. If the last charge is taken from an item in this way, then it is destroyed. (Intelligent magic items may may RRs).
  4. Disrupt Source: The target source must resist this spell or else be unable to use any magical properties for 1 min per 5% failure. Disrupting a source will not kill a magical construct, though it will be immobile for the full failure period.
  5. Absorb Mana: Caster may absorb a charge from a magic item. After this spell is cast, the item loses a charge and the caster gains a number of PPs equal to the level of the charged spell. If the last charge is taken from an item in this way, then it is destroyed. (Intelligent magic items may make RRs).
  1. Capture Lesser Mana: Caster is able to contain some of the ambient mana. The caster may either contain the mana in raw energy (a glowing ball of magic that will follow the caster) or else by use of a Mana Cross Enchantment store the mana in an item or creature as PPs. If contained as a glowing ball, then the mana may be contained for 1 day before it disperses. If contained in an item, then the PPs remain for 1 week. If contained in a creature, then the creature has access to these temporary PPs. The caster may grant control of the item or the mana ball to another at any time assuming the new controller can attune. At any time during the duration, the caster may access the stored PPs from the mana ball or the item. The number of PPs initially stored is based on the amount of ambient mana at the time of casting. Normal areas grant 3 PPs per casting. Religious centers, monasteries, libraries and the like grant 4 PPs per casting. Exotic locations grant 5 PPs per casting. Nodes grant 7 PPs per casting.
  2. Greater Detect Mana: As Lesser Detect Mana, except for area of effect and the caster may determine the number of remaining charges, the power points in each charge, or if the source is renewable then he determines the level of the item. Furthermore, caster determines the general use (defense, travel, attack, scrying, etc.)
  3. Lesser Empowerment: The next spell cast by the caster can be linked to a lesser mana source. The mana source must be the level of the spell or higher in order for this to succeed. Once linked, the spell will have a duration of 1 day for each casting. If the source is limited by charges, then 1 charge will be expended for each day the spell is linked. If the source is renewable, then the spell will continue indefinitely. The link may be broken if the source is broken.
  4. Lesser Mana Source: As Capture Lesser Mana, except the caster may make a renewable mana source. The source has a level equal to half of the caster’s level. If the caster binds the source to an item, then he may use the mana source for Lesser Empower Spells. If the caster binds the source to a creature, then it becomes a spell-using creature. Furthermore, the caster may use the mana source’s level in power points each day for spell casting. These power points must only be used for one spell and cannot be combined with other PPs from the caster or any other source. Therefore, the source works as a limited spell adder for most intents and purposes. The creation of a mana source requires 10 days of casting the same spell in the same place. The process requires 2 hours of time each day for the 10-day period.
  5. Mana Armor: As Mana Protection, except target receives a +25.
  1. Mana Fuel: Caster can convert matter into mana. Any 1 cubic foot of non-magic substance can be converted into raw mana. This increases the ambient mana for 10 minutes per casting for a 20’radius. No more than four Mana Fuel spells can be active at any one time. Capture Mana spells capture one extra PP for each Mana Fuel spell in effect. Mana Source spells have one extra level for every Mana Fuel spell in effect. Each increase will have one of the following effects: RRs are all at –10, spell durations are x1.5, spells areas of effect are x1.5, or spell ranges are x1.5.
  2. Mana Cross Enchantment: This spell allows the caster to use the next spell from this list to modify any other substance as categorized by another Arcane Alchemist Base List. The GM will have to monitor these effects and interpret the results. The GM may determine that casting Lesser Mana Source on a squirrel makes a magic squirrel capable of casting flight once per day or perhaps it gains the ability to detect nuts. The magical abilities gained should either reflect the nature of the creature, or else be granted through other spells by the caster. For example, if the caster knows the Flight spell and casts it in conjunction with the Mana Cross Enchantment and Lesser Mana Source throughout the process, then the squirrel would definitely gain flight. If the caster does not encourage a particular ability, then it is up to the GM to determine the nature of the spell casting ability gained.
  3. Permanent Lesser Mana: This spell makes the next spell cast from this list that effects lesser mana to have a permanent duration. This spell and the enchantment must be cast for 24 days in a row. Each day, the target mana will be effected by the spell for 1 additional hour per day (starting with only one hour the first day). If a day of casting this spell is missed, then the day count drops by 4 days. At the end of 24 days, the enchantment is permanent.
  4. Capture Greater Mana: As Capture Lesser Mana, except the PPs gained are 10, 12, 14, and 17 respectively.
  5. Greater Empowerment: As Lesser Empowerment, except may be used to link to greater mana sources.
  6. Power Translation: Caster can absorb a mana source in exchange for PPs equal to three times the source’s level. This act destroys the source and can only be used on non-sentient sources. If this provides the caster with more PPs then his maximum allowable, then he must make a Spell Failure Roll on the elemental attack chart. Any PPs over the max allowed will dissipate at the rate of 1 per round until within acceptable limits.
  7. Greater Mana Source: As Lesser Mana Source, except the level of the source is 0.75 times the caster’s level.
  1. Mana Dispersion: Caster disperses the ambient mana. All spells cast in the area of effect must be checked on the SCSM at -75.
  1. Greater Permanent Source: As Lesser Permanent Source, except effects greater mana sources.
  1. Mana Focus: This spell represents the utmost in control over ambient mana. The caster must spend 8 hours a day casting this spell for 365 days in a row in order to create a lesser earthnode. If the caster later spends 8 hours a day for 3 years he may make a lesser earthnode a greater earthnode. The created earthnode will reflect the nature of the creator and manifest itself accordingly. The area of a greater earthnode can greatly exceed the 1 mile radius.

 

Note 1: For this spell list "mana" refers to all forms of magical energy.

Note 2: There are three types of mana sources: creature, item, or energy. Creature sources are magical or spell casting creatures. Item sources can be any magical weapon or inanimate object. Energy sources are raw energy in the form of mana batteries (Capture Mana spells) or mana generators (Mana Source spells).

Note 3: All magic items are either charged (mana batteries) or renewable (mana generators). Charged items have levels equal to the level of spell they cast. Renewable items (such as most magical weapons – they aren’t charged, but provide a steady, constant, and infinite magical charge) have a level equal to the highest level spell required to create the item.

Note 4: If more than one energy mana source is in the possession of the same person, then there is a 20 percent chance of a negative reaction. Roll again to determine the negative reaction:

0-25 Permanent level reductions for both sources of 1 to 5 levels

26-50 Permanent level reductions for both source of 1 to 10 levels

51-75 Lower level source explodes – all within 10 feet suffer an Elemental Attack Spell Failure Roll

76-100 Both mana sources explode – all within 30 feet suffer an Elemental Attack Spell Failure roll

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