Mana

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Description[edit]

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[edit]

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.
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[edit]

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.