Difference between revisions of "Mana"
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==Mana Affinities== | ==Mana Affinities== | ||
− | Mana has been classified into multiple affinities such as Fire and Lightning and they're colloquially labeled with colors such as Light Red and Deep Yellow, respectively. [[Core|Cores]] are attuned differently to make use of the affinities and most individuals can use at least two with training, but which affinities they can use varies and some "color combinations" are more rare than others. For example, the ability to use both White and Black mana is unheard of, but there's a good chance that anyone who can use Light Green, Light Blue, Mid Blue, Deep Blue, or Light Yellow mana can use at least one of the others. Even [[Anomalies# | + | Mana has been classified into multiple affinities such as Fire and Lightning and they're colloquially labeled with colors such as Light Red and Deep Yellow, respectively. [[Core|Cores]] are attuned differently to make use of the affinities and most individuals can use at least two with training, but which affinities they can use varies and some "color combinations" are more rare than others. For example, the ability to use both White and Black mana is unheard of, but there's a good chance that anyone who can use Light Green, Light Blue, Mid Blue, Deep Blue, or Light Yellow mana can use at least one of the others. Even [[Anomalies#Type M|Type M Anomalies]], who seem otherwise unrestricted in their ability to learn any technique instantaneously, haven't been capable of mastering all mana affinities. |
Mana affinities include the following: | Mana affinities include the following: |
Revision as of 04:05, 8 September 2015
Description
Mana is a magical force of the multiverse and provides sustaining energy for most life on Peremene. Mana is essential, infinite, and permanent and plays a key role for the angels who are given charge over maintaining the laws of physics and magic in all universes.
Mana Affinities
Mana has been classified into multiple affinities such as Fire and Lightning and they're colloquially labeled with colors such as Light Red and Deep Yellow, respectively. Cores are attuned differently to make use of the affinities and most individuals can use at least two with training, but which affinities they can use varies and some "color combinations" are more rare than others. For example, the ability to use both White and Black mana is unheard of, but there's a good chance that anyone who can use Light Green, Light Blue, Mid Blue, Deep Blue, or Light Yellow mana can use at least one of the others. Even Type M Anomalies, who seem otherwise unrestricted in their ability to learn any technique instantaneously, haven't been capable of mastering all mana affinities.
Mana affinities include the following:
Classification | Color | Description |
---|---|---|
Pure | Purple | Non-elemental energy. The primary use of Pure magic is removing, cancelling, displacing, or transporting energy. |
Light | White | Sacred energy. Versatile in every regard, but especially potent for team stat boosts and healing. Light magic can be used to Bind, Seal, or Tranquilize. |
Life | Light Green | Natural energy. Life magic excels at healing, boosting certain stats sky high for one individual, and status effects; it can Sleep, Disorient, Paralyze, Poison, and Seal. |
Genesis | Deep Green | Physical energy. One of the more crowd-pleasing forms of mana, Genesis magic summons temporary life forms to attack, reduce stats, Bind, or Poison. It can also cause earthquakes. |
Fire | Light Red | Passionate energy. Fire magic is equally good at direct damage, passive damage, and the widest range of status effects: it can be used to Berserk, Bind, Burn, Confuse, Disorient, Fluster, Seal, and Tempt, often inflicting multiple effects at once. |
Comet? | Deep Red? | Little is known about a spell recently invented by Cotelle that calls comets down from space, but the Empire has been quick to classify it as an entirely new mana affinity. Time will tell whether their assessment holds weight. |
Wind | Light Yellow | Kinetic energy. Wind magic can Confuse, Seal, or Tranquilize, but is at its best when boosting party stats. |
Lightning | Deep Yellow | Plasma energy. Lightning magic damages multiple targets and often either Paralyzes or Spasms at the same time. It can also Disorient. |
Cold | Light Blue | Anti-energy. While it's not very versatile, Cold magic deals strong damage, can Disorient or Tempt, and is the only magic type that can Freeze--and nothing is better at reducing select stats to pitiful levels. |
Water | Mid Blue | Pressure energy. Not to be confused with Wave magic, Water magic uses currents, pressure, and gravity to limit movements and reduce stats. It can also cleanse Poison and all offensive magic will leave enemies Soaked. |
Wave | Deep Blue | Nothing fancy about it: Wave magic deals damage, and lots of it, to a lot of targets. |
Dark | Black | Evil energy. Dark magic cuts stats down, drains energy, and can Bind, Oil, or Tempt. |
Manaburn
While mana isn't physical per se, it can manifest in physical elements like light, heat, cold, and air, so a being can be more exposed or less exposed to it depending on her surroundings, clothes, and biology. Mana is a vital force, so some exposure is healthy and strengthens the body. However, too much mana absorption into a core becomes a liability. Creatures without protective fur, scales, and leaves, like the common species, can be susceptile to manaburn. A manaburned individual uncontrollably and randomly releases bursts of energy to cool her body out of overdrive, making her very dangerous to those around her; however, she herself won't be hurt. Only an extremely mana-sensitive individual like Cotelle can absorb mana quickly enough that too much exposure can harm her.