Wizards’ Tool Box: Supplemental Sources of Mana

Magick is a very exhausting art and profession, Every High, Common, and Low Magick a Wizard casts must be “paid for” in WND, denoting varying degrees of weariness. As the character uses his energy to channel the varying amounts of POT in mana and weave it into his magicks, so does the WND cost vary, according to the rate quoted, by Sphere, under the heading “The Cost of Casting Magick” under the heading “Magick in Play”, previously. This cost refers to the use of the Ambient ætheric mana which is universally available to one extent or another as it varies in POT, but on which the character may or may not choose to call in his day-to-day works of magick.

And while one’s own life energy is more immediately available and with no restrictions on the rate at which it may be drawn, to use it effectively doubles the END cost to cast as the practitioner pays not only to weave the dweomer but to supply the energy for it in the first place. Other sources of power – mana – are also available for the practitioner’s use, however. The Ambient ætheric mana can be a unreliable, flowing abundantly in some places only to ebb away to scarcity in others, but at times is heightened by or bears traces of other types of mana in it that can supplement it in casting a magick. There are places and substances and even events in which mana naturally resides in the mortal world or by which supplemental mana is released into the Ambience, material portals to increase the effective level of POT of mana in a localized area or for a limited amount of time that may be tapped for magickal use. These are:

Life, Sun, Day,

Elemental, Blood,

Carnal, Shadow, Moon,

Night, Death

These sources can be tapped only at certain times or under certain circumstances. Like Ambient ætheric mana, these forms of mana span many levels of vibrations, frequencies from the high of Life mana to the low of Death mana, in the order in which their definitions are listed. While intent can color that vibration, making it a little lighter or darker, it cannot change the basic nature of that energy. The frequent use of a particular type of power will leave its imprint on the aura of the Wizard which affect the perceptions of people and animals and their Encounter Reactions, as already explained in the trade descriptions.

These are supplementary sources, options to be tapped at the PC‘s (or NPC’s) discretion. These sources are cumulative in raising the effective POT of mana in a given location. The Wizard may draw from more than one source or vibration of mana simultaneously. Should a birth occur in a humble dirt-floored hovel at noon as the sap rises, the barefoot Wizard could draw Life, Day, Earth and Ambient mana all at once. If there are types of mana present in the Ambience whose vibrations the caster does not want to use, he can take only that part of the POT in the Ambience that agrees with him.

Some of these supplemental types of mana are limited in the uses to which they can be put, the particular types of dweomers they may be used to cast.

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Life mana

Life mana is the energy that is released by the parting of the Vale as the new soul enters the infant body at the moment of birth, but not just humanoid births, but also those of any warm-blooded mammal that nurses its young. No such energy is available in the event of a still-birth. This energy can be taken from trees, seeds, nuts, fruit stones, or plant bulbs, also, but only in the spring when the sap is rising and quickening the life of the tree, or during the seed/nut/fruit stone’s normal sprouting season when it is first quickening and seeking to take root.  Drawing this energy in no way harms the babe or plants, being rather a special portal through which the Wizard can pull additional energy and it is very popular with Druids, Witches and their ilk, as this is the level of Power they commonly deal with already.

At the moment of birthing (warm-blooded mammal), points of added POT in Life mana are released into the Ambience, raising the local level of POT by (mother’s HRT+ SPT + CHM) points.

For animals, the points of POT in Life mana added to the Ambience will be (mother’s HRT + STA) + (TR), instead. The STA used here is assumed to be modified for Build.

The caster MUST be located within (MSS +TR) feet of the blessed event in order to sense and gather the POT in Life mana. After one minute has passed following the birth, the added POT available will begin to disperse at a rate of 1 point per minute until the POT of the Ambience returns to its normal level, as determined by the GM.

This is not the only expression of Life mana that may supplement the level of POT of the Ambience, however.

For plants, from the time the sap firsts starts to rise (after Candlemas, February 2nd), the POT that will be added to the Ambience everywhere from the rising tide of Life will start at one (1) and rise by one (1) point every day until the Spring Equinox occurs, when the bushes, trees and other foliage are in open leaf, the plants’ flowers bloom, or the seed’s sprout has taken root and it has achieved a growth of leaves mature enough to identify the species by (GM’s discretion. After this it will decline again at a rate of one (1) point per day.

This additional mana will flood the Ambience on any sunny day when the plants are most active. In this case, the area used must essentially be an unbroken carpet of new shoots, green budding bushes and trees (GM’s discretion). From sunset to sunrise this seasonal bonus to the Ambience will be halved.

The amount of this the Wizard may draw to enjoy for his use may be limited by his MGA, as described under the heading “Potence” in “Magick in Play”.

Every use of Life mana in the casting of any life-affirming charm (GM’s discretion) adds one (1) to the practitioner’s Virtue (player’s discretion how that point is to be allotted).

The Life Mana score is also added to the AV for the practitioner to exercise those aspects of Presence that manipulate the building of good will and fellowship, such as Small Talk, Coerce, Seduce, and Interview, but it is added to the DV for such aspects as Intimidation and Interrogation because the vibration belies the implicit threat underlying those activities.

Its effect on Leadership is enhanced when the basis for the Leadership position is heroic heart and camaraderie, but penalized when it is held by intimidation and fear.

Sun or Day Mana

Sun mana or Day mana is the embodiment of the power of the sun and the Light of Knowledge and Truth as it triumphs over Darkness, ignorance and fear of the unknown. Sun and Day mana can only increase the POT of the Ambience during the season of the sun’s power, rising from Spring Equinox until it peaks at the Summer Solstice, then declining until the Autumnal Equinox, after which it is no longer available for the year.

The POT added starts at one (1) the day after the Spring Equinox and rises by one (1) point every other day until the Summer Solstice, after which it declines again at a rate of one (1) point every other day. After the Autumnal equinox, when the power of the sun heads into its weakest ebb, the sun cannot provide enough energy to the Ambience for it to add to the POT in any positive manner for use in casting magick.

This POT in Sun mana only increases the POT of the Ambience at dawn, when it is at its most potent, newest to the world for the day.

When dawn breaks, after the sun clears the horizon and it’s light has broken free, the additional points of POT of Sun mana come flooding in all at once. After one minute has passed, the added POT available begins to disperse at a rate of 1 point per minute until the POT of the Ambience returns to its normal level, as determined by the GM

Day mana only increases the POT of the Ambience at noon, when it is at its zenith in the sky for the day.

The POT of Day mana added to the Ambience starts at one (1) point and increases by one (1) point per minute until it reaches its maximum value for the time of year exactly when the sun reaches its zenith for the day. After one minute has passed, the added POT begins to disperse at a rate of 1 point per minute until the POT of the Ambience returns to its normal level, as determined by the GM.

At these times the sky must be mostly clear in order for the POT of the Ambience to be affected, so that the light and the sun’s orb command the noon sky, and especially the eastern horizon at dawn so the world is flooded with it’s brilliance.

IF the character was born under the sign of Leo, the effective POT of the Ambience added by the Sun or Day mana will be (MGA ÷ 4) points higher than that available to others from July 22nd to August 22nd due to the fact that the sun rules of the sign of Leo.

 

Elemental Mana

Elemental mana is the energy inherent in the very building blocks of the universe, as they move in the world, but also insofar as they represent portals through which their energy can supplement the Ambience.

Air mana is primarily expressed in the winds. Where there is wind, the wind speed in mph dictates the number of points of POT in Air mana added to the local Ambience. Storms are rated in POT, as explained in “The GM’s Toolbox”, and that POT is the same as the Air mana it adds to the Ambience in the area while the storm is raging. A glut of Air mana can be added locally to the Ambience during a storm, depending on its severity, but where there is rain or other precipitation, Water mana is also added to the Ambience. The storm must be naturally occurring, however. No such mana is added to the Ambience by any storm that is magickally generated, the same of winds and rain alone. Only that which is naturally occurring provides any benefit.

In order to benefit from the Air mana added by the winds to the local Ambience, the caster may not be sealed off from the free movement of the open air by walls, closed doors, shuttered windows, subterranean caverns or man-made dungeons, and the like.

Water mana is primarily expressed in the currents and waves of the water. Where there is a current or tidal movement, riptide, etc., that current should be used as the basis of the POT of mana added to the local Ambience. Rivers are most useful for the strength of their currents, running upwards of 12-15mph in some places with white water. When one is on the ocean the currents are rather slow, usually only 3-5mph, but being within sight of the shore, the high tide doubles this from the point at which the tide turns until the high tide is reached, when that amount recedes again.

When out at sea, regardless of how close or far from shore, the POT in water mana being added to the Ambience can be measured in the height of the waves from the bottom of the trough to the top of the wave crests. In a storm, this measure is roughly equal to the POT of the storm itself, in feet. Floods add (number of feet water level rises above normal) points of POT in Water mana to the local Ambience. Rain should add from one (1) point of POT for a soft drizzling rain to 20 or so (GM’s discretion) for a torrential downpour (5 to 10 being the most commonly occurring), especially if it continues to the point where it causes flooding during the storm, rather than after it, but according to the POT of the storm as described in “The GM’s Toolbox”. Glaciers are great repositories of Water mana, after the fashion of mountains and Earth mana. The Water mana to be added to the POT of the Ambience from a glacier is equal to [(thickness of the glacier in feet) ÷ 50]. If down inside or underneath the glacier in some great system of fissures and ice caverns, the same measure is applied to the thickness of ice above and below the caster.

To tap Fire mana, the caster must be standing close enough to a fire to feel the heat of the flames from it. The stronger and hotter a fire is, the greater the mana it will add to the Ambience in its immediate area. The GM should use the conversion table for temperature of fires to damage points found in “The GM’s Toolbox” to determine how much additional POT will be added to the Ambience in the location from a fire, according to its temperature. The area covered by the fire will affect the additional POT, as well. The POT from Fire mana added to the Ambience from a fire is equal to [(radius of fire in feet) x (damage potential by temperature)].

For Earth mana, the caster must have bare flesh contact with the ground, wriggling his toes on down through any grass or groundcover there may be to find the earth beneath. Bare earth or natural outcroppings of stone for the caster to lean against are just as good if not preferable, but not worked stone such as the interior wall or floor of a castle, hall or other great structure, unless the caster is in the cellars where the stone lies immediately over the earth, its kin, directly below.

Mountains are the greatest repositories of Earth mana. The POT in Earth mana added to the Ambience is equal to [(feet in the elevation of the mountain on which the Wizard is located) ÷ 500]. The Wizard must be able to touch the rock to tap this, though, feel the bones of the mountain, not just the soil lying over top. If down in the belly of a mountain, in some rambling cavern system, the earth mana added to the Ambience is equal to [(height in feet of the land/mountain above him) ÷ 500].

Druids and Witches may tap any element freely, except that which is directly opposed to their own by birth.

Wizards may only use the mana of the element to which they are aligned by birth. The elements ruling the starsigns are clearly marked in the table provided under the heading “Astrology”.

Elemental mana cannot be used to bind or shape any element but its own and its opposite (fire-water, earth-air), nor may it be used to express any other force but its own.

Those magicks that are aligned to a particular element are marked with that element at the heading of its description in the Compendium of the Grimoire.

For example, Fire mana cannot be used to conjure a wall of ice, or ice darts, nor conjure water, or precipitate rain, sleet, or snow from the air. No moreso may Water mana be used to cause flammables to combust, or to raise a wall of fire, or to warm a cold room.

The only exception to this general rule:

Earth mana can be used for many works of Enchantment, any magick that has a tangible physical effect on an object composed primarily of products of the earth (GM’s discretion) or AoE, including certain Divination magicks (esp. Earth Sight or Read Object), but never for affecting spirits with the arts of Naming;

Air mana can be put to use in any magick involving the conjuring, binding or shaping any essence of light, shadow or darkness and any Naming magick directed at affecting Spirits that are manifest in the mortal world of any kind;

Water mana can be used to create any magick that alters of affects a target’s emotional state or spiritual capabilities, especially in the uses of Sorcery, but also is the medium of the Spirit Sphere itself, and so can be used for any Naming magick.

Unlike the rest, when not used to perform feats of fire magick, Fire mana may be put to use in creating any magick through the use of any of the Five Arts that does not involve an expression of one of the other three elements.

Blood Mana

Blood mana is the embodiment of the living essence of this the most vital and precious fluid of the body. To tap this power, the blood must be spilled from some wound or wounds in the body. It must flow from the body in sufficient amount to at least drip steadily so as to be caught in some dish, crock, cup, or bowl. The rate of bleeding depends on the number of cuts made, according to the rules for blood loss set forth in the chapter on tactical play and combat. The blood flow must be natural according to the cuts made, it may NOT be enhanced by any dweomer. The Blood mana coalesces almost as a cloud to the Wizard’s sight around the receptacle into which the blood is gathered and remains so as long as the blood continues to flow into it AND the subject remains alive.

The blood of any given creature or being is worth a total of (END + FTG + CND) in POT. END is always drained first, accumulating FTG normally, then followed at the last by CND. The rate of blood flow determines how fast the POT is added to the Ambience.

The caster MUST be located within (MSS +TR) feet of the source of blood in order to sense and gather the POT in Blood mana. One minute after the blood ceases to flow, the POT begins to dissipate and disperse at a rate of one (1) point per minute until the POT of the Ambience returns to its normal level, as determined by the GM.

Though often associated, Blood magick is NOT the same as Death mana. Many Blood Mages can be spotted by the many little scars from pricking their own hands, fingers, feet, ears, even cheeks and necks, for lesser works of magick that only involve small amounts of blood (POT).

IF the practitioner draws all the Blood mana a creature or being holds, that creature or being dies, emptied of its life’s blood.

The POT of the blood must be taken and used before the last few drops of the victim’s lifeblood are drained, that final point of POT from CND. Once that point has been drained the victim dies. The POT added to the Ambience due to the Blood mana begins to dissipate normally upon the release of the Death mana.

The WND, FTG and CND taken in this manner must be healed back as if they were Wounds or BP’s done in damage, both due to the fact that they were removed in a spiritually damaging way and also because the body must have time to replenish the lost volume of blood before that energy can be recovered by the victim.

A further complication of the use of this sort of power is that it ties the donor’s life force up in the dweomer for which it is used. In addition to the point(s) of END held in reserve to represent the tie to the Wizard who cast the magick (when those optional DUR rules are in play), the same number of points of END are also held in reserve from the victim whose Blood mana was rendered to power the dweomer, even after the WND and FTG loss has been healed, as long as the Wizard carries the dweomer (as applicable). Should the victim who is so tied to one of the Wizard’s dweomers by the use of his Blood mana die, there are no ill effects or repercussions to the dweomer if the DUR continues past that point, normally, nor if Wizard is carrying it at the time (where the optional DUR rules are in play).

Indeed, although the donor appears dead, the life force held in the dweomer holds the donor’s spirit in the Mortal World, barring him from truly dying and passing on. So long as his life force is so tied up, no time limits such as normally restrict the use of most of the charms that heal or otherwise forestall death can be applied. Those time limits are counted only from the point in time at which the DUR expires or the practitioner dismisses the charm, ending its DUR (as applicable).

IF a victim whose blood is used to power a charm dies from the drain of his energy, his soul is actually bound into that dweomer until that DUR expires. It is highly likely the victim’s ire at being so used results in him haunting the location or object or person to which that dweomer is attached. This is a lawful haunting, and the spirit (ghost) slowly gains in power as it adapts to its new state until it has a POT equal to that of the magick its life energy was used to cast. He may well continue to haunt the Wizard after the DUR expires or the magick is dismissed or dispelled, due to the cause of his death (GM’s discretion). The Wizard may end up with a mess on his hands to clean up.

The (CND) points of POT in blood are always be taken last, and the drawing of any CND points in POT for his magick require the victim to make a P-RES check successfully vs. the total amount of POT taken from him in order to survive. If failed, the victim simply “gives up the ghost” and dies from the spiritual trauma done him when the magick is completed and loosed, whether the casting is successful or not.

Every use of Blood mana adds one (1) to the practitioner’s Vice (GM’s discretion how that point is to be allotted).

Those who use this type of mana gradually gain a very predatory mien as they absorb its vibration, a quick hard sharpness about the eyes. This causes all creatures and beings they encounter to treat the practitioner as if he were a predator, any natural prey fleeing from him, other predators either offering a wary truce and going cautiously on about heir way or facing off in challenge, according to the results of the Encounter Reaction check, which is influenced by the score the Wizard has with Blood mana: (POT ÷ 10) for every occasion on which it is used.

The Blood Mana score is also added to the DV for the practitioner to exercise those aspects of Presence that manipulate the building of good will and fellowship, such as Small Talk, Coerce, Seduce, and Interview, although it is added to the AV for such aspects as Intimidation and Interrogation. Its effect on Leadership are enhanced when the Leadership position is held by intimidation and fear, but penalized when its basis is heroic heart and camaraderie.

When a subject dies of a blood-letting for the purposes of drawing Blood mana, the practitioner also releases the Death mana of the victim and he must bear the stigma of its vibration whether he uses it or not.

If he doesn’t use it he acquires only a single point towards the Death Mana score.

If he does use it, see the Death mana description following to determine the extent of the stigma taken on.

The taint of this type of mana is well understood by society at large, where surgeons and butchers and others who shed blood for a living are considered members of “tainted” crafts.

Carnal Mana

Carnal mana is the energy created and released during the carnal joining of beings, in the merging of the souls that creates something greater than the mere sum of the parts. This energy can also be gained from the coupling of beasts, but the amount of energy is not as great. The practitioner can only use such energy when it is generated by others, as the energy is expended into the Ætherium with the final release completing the act just when it reaches its apex, during which time the practitioner would himself be incapacitated by the sensations of the moment if he were himself engaged in the act.

The carnal act adds [(SPT) + (HRT)] to the POT of the local Ambience, using the highest scores from among the participants, PLUS the number of participants. The caster MUST be located within (MSS +TR) feet of the carnal act in order to sense and gather the additional POT in mana. One minute after the moment of release and ecstasy, the POT in Carnal mana released begins to dissipate and disperse at a rate of 1 point per minute until the POT of the Ambience returns to its normal level, as determined by the GM.

Every use of Carnal mana adds one to the practitioner’s Gluttony Vice score specifically in regards to physical gratification.

Those who use this type of mana gradually gain a very sensual and worldly mien as they absorb its vibration, a very heady animal magnetism that gives them a bonus of (highest amount of POT used for any single casting) towards Encounter Reactions and also for the practitioner to exercise those aspects of Presence that manipulate the building of good will and fellowship, such as Interviewing, but particularly for Coercion and especially Seduction, but for all gregarious activities such as Small Talk and seeking news with/upon/from those who are carnally minded or otherwise slave to their physical pleasure (gluttons, sots, etc., those whose Vice scores dominate the Virtues), that also applies when meeting or interacting with “salt of the earth” types of people – common farmers, porters, water carriers and other laborers, from stevedores to ditch-diggers, barrowmen, hod-carriers and all others that earn their bread by the sweat of their brow.

This acts as a penalty towards Encounter Reaction checks with those of a higher mind, devoted to more spiritual or idealistic or moralistic lives (Virtue scores dominant over Vices, GMs discretion), giving the practitioner an air of common, dirty, venality that such people abhor to be subjected to.

Shadow Mana

Shadow mana is the power of world in transit, halfway between darkness and light. Shadow mana will only increase the POT of the Ambience during the twilight seasons surrounding the Equinoxes, rising from Candlemas until it peaks at the Spring Equinox, after which it declines again, then rising again at Lugnasad until it peaks at the Autumnal Equinox, after which it declines again.

The POT that will be added to the Ambience will start at one (1) the day after Candlemas (Feb 22nd) and rise by one (1) point every day until the Spring Equinox (March 22nd), after which it will decline again at a rate of one (1) point per day. The Shadow mana will rise again by one (1) point every day from Lugnasad (August 2nd) until the Autumnal Equinox (September 22nd), after which it will decline again at a rate of one (1) point per day.

Shadow mana will only increase the POT of the Ambience during the period of twilight at the end of each day after the sun’s orb has passed below the horizon, during the period called false dawn in the morning before the sun actually crests the horizon and launches its regal fire into the morning sky, and when the moon is high in the sky at night and bright enough to create shadows, at half-phase or greater.

The POT of Shadow mana will flood into the Ambience exactly when the last light of the sun’s orb dies, swallowed by the horizon, or at the first blush of color in the sky heralding the approaching dawn. After one minute has passed, the added POT will begin to disperse at a rate of 1 point per minute until the POT of the Ambience returns to its normal level, as determined by the GM. In the case of the Shadow mana generated by the moon, the POT added to the Ambience will start with one (1) point as soon as the moon clears the horizon completely to begin its nightly trip across the sky and increase by one (1) point per minute until its maximum value for the time of year has been reached and last until the moon declines toward the horizon again, when the POT will decline at the same rate until it reaches zero at the setting of the moon. f the moon does not set before false dawn, the twilight of the false dawn will have its normal effect on the Ambience and then the Shadow mana will decline again normally from there. The actual rising of the sun will banish all Shadow mana from the Ambience. If the sun still rules the sky at the rising of the moon, the Shadow mana will rise normally at twilight after the sun has set and then the Shadow mana generated by the moon manifests normally.

Moon Mana

Moon mana is the embodiment of the power of the moon and is only available when it is at its most potent, when it reaches the zenith of its path, at high moon, but only when the sky is mostly clear so that the light of the orb commands the night sky and floods the world with its silver brilliance (GM’s discretion). This power fluctuates with the phases of the moon, weakest during the first and last quarters, strongest when full. Starting the first night following the dark of the moon, the moon will add 1 point of POT per day to the Ambience.

On the seventh night, when the moon waxes to the “half” phase (called the Druid Moon), the moon will add 2 points of POT per day to the Ambience.

Once the moon reaches gibbous or “three-quarters” phase three days later, this will rise to 4 points of POT per day

On the two nights of the full moon the POT of the Ambience will be increased by 24 points.

The effect of the Moon mana on the POT of the Ambience will then decline again at the same rate as the moon wanes.

The POT in Moon mana added to the Ambience will start at one (1) point and increase by one (1) point per minute until it reaches its maximum value according to the current cycle exactly when the moon reaches its zenith for the night. After one minute has passed, the added POT will begin to disperse at a rate of 1 point per minute until the POT of the Ambience returns to its normal level, as determined by the GM

Moon mana will NOT be available during the dark of the moon.

The September, October, and November, or Harvest and Hunter’s Moons rise the highest in the night sky and, during those moons, the points of POT normally belonging only to the full moon will be added to the Ambience from the time of the three-quarters waxing moon to the three-quarter’s moon waning again. Otherwise the POT added from the half moon and lesser phases of those three moons will be the same as any other, as noted above.

IF the character was born under the sign of Cancer, the effective POT of the Ambience added by the Moon mana will be (MGA ÷ 4) points higher than that available to others from June 22nd to July 21st due to the fact that the moon rules the sign of Cancer.

Night/Dark Mana

Night/Dark mana is the embodiment of the triumph of the impenetrable darkness, fear and ignorance over penetrating, illuminating light, when the fears of the dark unknown wear hardest on the spirit.

It may be available on completely overcast nights when the moon may be up, but only when the sky is totally obscured and the moon clearly overcome (GM’s discretion). The power of the Dark rises from the Autumn Equinox until it peaks at the Winter Solstice, when it reaches its strongest flow, then declining until the Spring Equinox, after which it will no longer be available for the year.

The POT that will be added will start at one (1) the day after the Autumn Equinox (September 22nd) and rise by one (1) point every other day until the Winter Solstice (December 22nd), after which it will decline again at a rate of one (1) point every other day. After the Spring equinox, when the power of the sun heads into ascendancy again, the Dark will not provide enough energy to the Ambience for it to add to the POT in any positive manner for use in casting magick.

Night mana starts at one (1) point and increases by one (1) point per minute until it reaches its maximum value according to the time of the year exactly when the midpoint of the night is reached, its darkest hour. The POT in Dark mana added to the Ambience will start at one (1) point and increase by one (1) point per minute until it reaches its maximum value according to the time of the year exactly when the midpoint of the night is reached, its darkest hour. Dark mana will be available only at true mid-night on the two days of the dark of the moon, the first and last days of the 28-day lunar cycle, but by true reckoning of the hours of night rather than by any mechanical clock.

After one minute has passed, the added POT will begin to disperse at a rate of 1 point per minute until the POT of the Ambience returns to its normal level, as determined by the GM.

Dark mana cannot be used to cast magicks that conjure, bind, or shape any type of light.

Death Mana

Death mana is the energy that is released by the parting of the Veil between the worlds of Spirit and Flesh as a soul leaves its body at the moment of death – not just humanoid deaths, but also those of any creature or being of any sort or order.

From the death of any sentient (humanoid) being, (deceased’s CHM + HRT + STA) points of POT will be added to the local Ambience. This assumes STA modified for Build.

From the death of any beast, the POT of the local Ambience will be increased by (HRT + STA), instead. This assumes STA has been modified for Build.

The caster MUST be located within (MSS +TR) feet of the deceased in order to sense and gather the POT in Death mana. After one minute has passed following the death, the added POT available will begin to disperse at a rate of 1 point per minute until the POT of the Ambience returns to its normal level, as determined by the GM.

Death mana may not be used in the casting of any dweomer that heals or restores life by or in any other way is an affirmation of life and living (GM’s discretion).

Death mana will not be available from of the passing of an elf as the spirit does not pass through the Veil. The soul encompassing the body (rather than the other way around as for all other mortal folk) simply dissipates. The body will mortify and fall to dust at a much accelerated rate, as well, within (STA) hours (modified).

Death mana is just that, a strong statement of death and the natural end of mortal existence, and those who wield this power on a regular basis absorb this vibration. As the vibration of this power colors the caster’s aura, so those encountered by the Wizard will feel the dispassionate, unavoidable nature of the other-worldly power he uses. They will feel their own mortality when looking in his eyes. the beast’s and beings encountered by the caster will feel and respond to it.

In effect, the death mana score will be applied to his Encounter Reaction checks for all creatures and beings by the GM in such a way that will result in any and all warm-blooded living creatures and/or beings avoiding dealings with the character face to face.

A high Death mana score may eventually result in the Wizard getting a creepy reputation that will cause people in general to shun him without ever having met him. If the character carries a penalty from death mana into his declining years, it may well ruin his looks, age him harshly, make him look almost cadaverous.

As the player and GM can see from these descriptions, timing can be rather critical. Due to its tenuous nature in the material world, loose mana released as described rarely lasts for long in its original form. When it dissipates, it is simply absorbed into the Ambience, its vibration merging with the greater world. Some comrade jogging the magicker’s elbow for even one CS could cost a point of precious POT.

The points of POT in mana garnered from the sources described above may be used in the same manner as that drawn from the Ambience, described in Chapter 4. “Magick in Play”.

Alternately, if the player wishes to preserve his Wizard’s personal reserves of energy, he may lower the WND cost to cast any magick by one (1) for each point of POT in mana spent towards that purpose. The caster can avoid the casting cost completely in this way, if desired, except for that part of the cost that represents the caster’s personal tie to his magick, as defined in Chapter 4. “Magick in Play”. .

In addition, the player will also note that, of these sources, only Life/Day mana, Blood mana and Carnal mana can be used any way the PC wants, the rest carry restrictions.

The Vibrations of “Mortal” Mana 

One of the major differences between the supplementary mortal sources of mana and the Ætheric power of the Ambience practitioners normally use is that their vibrations are that much stronger, being from stronger sources already associated directly with the material world. While this energy may be stronger for the immediate purpose, it may exact a cost of its own in the long run.

Every point of POT of any of the mana described above taken from a mortal source increases the effective POT of the dweomer for purposes of measuring the ripple or disturbance in the Ambience it causes on being loosed by one (1), thus making it easier for other practitioners to feel.

Another side effect of this stronger vibration is, once the magicker uses one of these types of mortal mama, it is absorbed into and changes his own vibration, coloring his aura to reveal that fact. This is reflected in the accumulation of “scores” in each of the types of Mortal Mana the practitioner uses, as defined in the description of each of those types, above.

According to their descriptions, some of these types of mana are also opposed to one another. Countering a bad vibration generally involves using a type of mana opposed to that which the magicker has already used. This isn’t always possible, or practical. The player also shouldn’t confuse counter-balancing with eliminating. The player will please note that changes in the character’s aura wrought by the use of certain powers will remain with the character indefinitely. Counter-balancing is the process whereby one absorbs enough of an opposed vibration to merely balance out its influence.

For every (1 per 4 points of POT) or (MGA ÷ 4), whichever is less, points of POT in mana drawn from one of the mortal sources defined previously, the character will acquire a score of one (1) that he will be required to make a note of. This will apply to each of the different types of mana as he indulges in its use, as provided for on the magicker’s record sheet (see GM).

This score lowers the DV for others to discern the fact that the character is a practitioner of magick through their Sense Magick abilities, as well. Most have specific effects on Encounter Reactions, as the forces the character has indulged in colors his vibration, or aura, and thus will influence the ways in which people react to him instinctively, on a subconscious level.

Other than these effects, the rest of the mana scores are used in encounters between practitioners, regardless of trade. When a magicker comes within [(MSS) + (TR) + (mana score)] feet of another who carries an opposing vibration, he is granted a MSS check on d100 to discern the fact. Within (mana score) feet he feels it and knows the direction of the one who carries the opposing vibration. If he should touch such a person he is granted that knowledge automatically, without the need of any dice roll.  The same is true of those who carry the same vibration as the character, for he feels the accord, the harmonic resonance, according to the Mana Vibration Compatibility table.

“Mortal” Mana Vibration Compatibility Table

Mana Life Sun Day Bld Carn Shdw Mn Drk Dth
Life A H H H H N N N O
Sun H A A H N D D O D
Day H A A N N D N O D
Blood A N N A H N N N N
Carnal H N N H A N N N D
Shadow N O D N N A H O N
Moon N O D N N H A N N
Dark N O O N N H D A N
Death N O O N N H D A N
Air H A H N N D A O H
Earth H N N H H H N A H
Fire H A N H H N N N H
Water H O D N N N A H H

On this table, the vibrations of those types of mana that agree are marked with an “A” to show that accord. Those that are in harmony are marked with an “H”. Those that don’t react to one another at all are marked “N” to show that neutrality. Those that don’t agree with one another are marked “D” for their discord, while those that are truly opposed are marked “O”.

The relationship between the mana of the elements themselves is quite simple:

Air mana is opposed to earth mana, and vice versa, and both are neutral to fire and water mana, and vice versa. 

Fire mana and water mana are opposed, and vice versa, and both are neutral towards air and earth, and vice versa. 

The mana types and the elemental types of mana will all be reciprocal to those shown for the elements towards them, that is, Sun mana is in total accord with Fire mana, and Moon man is in total accord with Water mana, not just vice versa, as listed on the table. 

As mentioned, how closely a magicker has tied himself to the mortal world will be indicated by the magnitude of the magicker’s vibration, which each character will only be able to judge in relation to his own. Of opposing vibrations carried by a single character, however, others will only feel the inclination towards one or the other by how strong the vibration of the greater is over the lesser.

For example, a character who has never used Death mana in his life shakes hands with an older NPC practitioner who has seen much of both sides of life and not disdained to use the resources around him. The younger character feels the strength of the vibration of mortally taken mana about him, but if the older man’s Life mana score is only a couple or so points greater than his death mana score, he feels only a slight leaning towards the power of life; if the death mana score were greater by a few points, he would feel only that leaning. 

The character can stand within Sense Magick range and assess the vibration of each type of magick carried by another with the requisite d100 checks vs. the target’s HRT att. mod. plus any Game Face SL’s, minus the target’s score with each type of mana, as applicable. 

The PC can use this information as he sees fit in evaluating the characters of the NPC magickers he encounters in play.