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Shadowrun Overhaul: New Focus Types and Enchanting Equipment


Enchanter’s Equipment:

An Enchanter’s Lab is usually part of an Enchanter’s Magical Lodge and allows a Mage to create Enchantments with ease and style. The original Labs were very basic and for Hermetics were often little better than a chemistry lab but as time has gone on there have been many advances in Enchanting allowing feats impossible or difficult just a decade ago to be achieved today. 4th Generation Enchanting equipment was the norm in 2075 but in the wake of the Dragon Civil War and the loss of so many Talismongers and Enchanters who dealt with Draconic reagents and telesma created an huge lack of supply at the same time that demand increased via new Enchanting abilities. This spurred an aggressive burst of pure research and new manatech allowing yesterday’s apprentices to try and compete with yesterday’s lost masters.

5th Gen Lab provides a bonus situational die to all Enchanting Tests including Drain. Additional bonuses can be gained with the Forge artifact component of a Magical Lodge if the lab is within such a location.

The Lab cuts down the time to refine reagents to a mere 8 hour workday and will often speed up other Enchanting processes as if the calculated Force was 1 less. For example an Enchanting process that normally takes Force days with a Force of 4 would only take 3 days instead.

The key enhancement of the Fifth Generation Laboratory is that Alchemists with the Fixation Metamagic are able to bypass the need to learn the Advanced Alchemy Metamagic and are able to create Magical Compounds, Charms, Potions, Scrolls and other advanced alchemical preparations.

4th Gen Lab is the standard Lab as described in the rules. It takes a 10 hour workday to refine reagents. These have been basically the same for the past decade barring a few minor improvements.

3rd Gen Lab doesn’t usually have any penalties as anything really backward was probably updated but they can make certain Enchanting processes take longer to do especially refining reagents which takes a full 12 hour workday. Most shamans haven’t updated from these as the new 4th and 5th gen Labs really focus more on Hermetics and Wuxing Traditions. Most are twenty to thirty years old.

Microlabs allow the Enchanter to take their lab with them when they travel. They don’t provide a bonus die for all Enchanting Tests. A microlab cannot make a batch greater than one when brewing potions, alcohol, and other magical compounds because of space constraints. A 5th gen microlab gives the same access to Advanced Alchemy and Magical Compounds, Charms, Potions, and Scrolls. Microlabs weren’t produced during the time period of 3rd Generation Enchanting manatechnology.

Alchemy kits: are very portable tools for Alchemists and help with harvesting reagents, preserving, and focusing discovered reagents into a smaller more portable raw form. An Alchemist might take a vial and some rare herbs and powders and take a little blood from a slain paracritter and weave the mana from the corpse into the blood mixing into the vial or use a ritual athame to cut a wand from a lightning damaged tree and have the dozen “raw reagents” channeled into just the wand or takes a bucket of awakened berries and weaves the mana into an handful saving space and providing ease of use as no mage wants to carry a bucket of reagents while on a run. A fifth gen kit increases the Astral Limit by 1 and cuts harvesting time in half as well as concentrating the reagents into portable objects. A 4th gen is standard also concentrates reagents and a 3rd gen doubles the normal time. Includes Tool Cleansers and other items that allow for quality reagent harvesting.

Alchemy Kit Enhancements: Adding extra features like the Ghostbusters Enhancement that lets Talismongers salvage reagents from materialized Spirits or a kit tailored to a specific Tradition which raises Harvesting Test Limits by 1 if the Talismonger is of that Tradition. Think of a good enhancement and there is probably some doodads the alchemist can buy that will enable that aid.

Ties in with this post about Talismongering.

Astral Signatures and Foci:

If a sentient being is slain with any test directly aided by the use of a Focus than an Astral Signature is created that lasts Force hours.

When a Charm Focus is used for over a minute it creates an Astral Signature. The duration of the signature has a limit of the Focus’s Force and grows by 1 per minute of use of the Focus. This astral signature would look similar to an influence spell when assensed astrally. Thus, a Charm with a Force of 4 used for 3 minutes would create a Force 3 Astral Signature. If used for 5 minutes would create a Force 4 Astral Signature.

Any time a Focus contributes to a magical test then it adds its Force to the strength of the Astral Signature. A focus that provides four dice to a manabolt of Force 4 would have a total strength of 8.

Focus Addiction House Rule

Foci:

There are three major categories of Foci and they are Grand, Major, and Minor. Any Artifacts or other magical creations of Artificing fit into these three categories. So, if you invent something new for your game like using Artificing to create Legendary Critters or Chimera for the purpose of making a physical familiar or more powerful homunculi such as a Golem you can use these categories as a guide.

Grand Foci are Power, Shield, Battle, Charm, Genius, Muse, Stalwart, and Sublime Weapon. Karma to bond equal to F x 8.

Major Foci are Weapon, Combat, Detection, Health, Illusion, Manipulation, Invocation, and Initiate. Karma to bond equal to F x 4.

Minor Foci are Qi, Enchanting (helps with Alchemy and Disenchanting), Metamagic, Spell and Spirit Foci as described on SR5 p 320. Karma to bond equal to F x 2.

Descriptions of New Foci:

A Shield Focus provides equal to its Force a number of dice that can be used to help with passive defense, active defense, Counterspelling, defense against Critter and Spirit Powers, and defense against Alchemical Preparations. It provides half its Force rounded up as a bonus dice for surprise tests as well. Often has design that brings to mind shields, pentacles, pentagrams, defense runes, and the seal of solomon and usually takes the form of badges, amulets, decorative pins, earrings, and belt buckles.

Developed in Tir Tairngire to protect the Princes from rebels this Focus is a popular one for those in positions of power under threat of assassination. Organized crime has very much taken to producing and using this Focus.

A Battle Focus provides a dice pool up to its Force that can be used with any personal Combat Skill Test including using a personal sized weapon and has at least a Skill Rating equal to twice the Force of the Focus. Often has martial designs and takes many different forms like a gauntlet, ring, crown, armband, or torque.

Developed by an open source metamagical project by magicians involved with the Desert Wars to enhance Adepts without using Qi Foci. Afterall a Qi Foci can’t be used by a second adept. This way mercenary companies could boost their adepts without losing the benefits later when the adept dies or retires. The focus refines what is already there and is not a replacement for skill.

A Charm Focus temporarily increases your effective Charisma rating for the purposes of any tests involving Charisma. For instance it would not effect a conjurer’s number of spirits they can bind as that is not a test even though it is limited by Charisma. The maximum Force of this Focus is three at the moment though millions of nuyen are being spent to improve this limit.

Charm Foci take the form of flashy jewelry, earrings, vests, hats, glasses, and even things like a platinum tooth or a tongue piercing. The telesma is always a noticeable and memorable item and has a distinctive style per the negative quality. If it is hidden from view it does nothing to aid the owner.

The invention of the Charm Focus was a factor behind the meteoric rise of Horizon to megacorporate AAA status. Already the Charm Focus has become a very popular sign of status among the extremely wealthy with magical talent especially those involved in politics be it corporate or government. Megastars and wannabe megastars with the bare minimum of magical talent required to bond with a focus from trid stars to news anchors are liquidating their fortunes to get themselves in the long line of buyers.

A Genius Focus temporarily increases your effective Logic rating for the purposes of any tests involving Logic. The maximum Force of this Focus is three. This focus overrides the benefits of Cerebral Boosters so whichever rating is higher is the only one that applies.

Invented by the Great Dragon Schwartzkopf at the Charles University of Prague. The research team compared before and after astral photographs of magicians before they received cultured bioware enhancements. By mimicking how the astral form changes to match the new physical form the team were able to make the physical form match the astral and achieve the same goal. At the moment because Cerebral Boosters are limited to just Rating 3 the researchers haven’t been able to surpass this as they don’t have any material to reverse engineer.

The focus often takes on draconic, air/winds, and lightning imagery whether it is a scarf, torque, or a headband and is normally worn near the head.

A Muse Focus temporarily increases your effective Intuition rating for the purposes of any tests involving Intuition. The maximum Force of this Focus is three. The focus overrides the benefits of Cerebellum Booster so whichever rating is higher is the only one that applies.

Invented by a professor of art history in her garage; Doctor Alkonis was searching for the nature or origin of creativity and may have found it via magical stimulation of the astral form’s cerebellum much like scientists discovered with boosting processing in the cerebellum via cultured bioware.

This focus often seems innocuous and could be a cameo locket necklace of a loved one which inspires or an armband with musical bells that hit the right tone with the right movement to put a dancer or a painter in the right frame of mind to create.

A Stalwart Focus temporarily increases your effective Body and Strength for the purposes of any tests involving those attributes. The maximum Force of this Focus is three. This focus is compatible with other means of enhancements and is of course limited to the +4 Augmentation maximum rule. As this just increases Body for the purposes of tests it doesn’t increase any derived component of body like additional boxes on the physical damage track.

Most often taking the form of gauntlets, belts, feather headdresses, armbands, and helmets this focus can take any form.

A popular focus for the elite Sioux special forces the “Wildcats” and even apocalyptic cults from Norway. Rumors say both groups ended up inventing this in parallel. Few are found outside of the two organizations though they are a sign of high status among the trolls of the Black Forest Kingdom.

A Sublime Weapon Focus provides its Force as a dice pool bonus with melee attack tests using the weapon. It also enhances Accuracy and AP by its Force/2 rounded up. There are currently three types of Sublime Weapon Foci. Whatever the type this focus when active is very noticeable in the physical and astral realms as it is wreathed in an aura appropriate for the type of focus.

An Elemental Weapon Focus adds to the Weapon an Elemental Effect (SR5 p 170).

There are two main types of Elemental Effects which are penetrative and impact. A Water or Blast effect may knockdown a target easier and cause additional stun damage. A penetrative effect increases physical damage by various methods like having a flaming sword or an electric trident.

Impact elemental effects like Water and Blast are put on blunt weapons and add twice their Force to the DV for the purpose of the Knock down called shot and add their Force to determine Knockdown on a normal attack in addition to having an Elemental Effect. The weapon adds its Force to the DV if the target is knocked down.

Penetrative elemental effects like Fire and Acid are put on slashing or piercing weapons. If the modified damage value of an attack causing physical damage is greater than AP modified armor rating then add the Force to the DV minus the appropriate specialized protection. (Ignore this if the DV is less than the specialized protection)

Depending on the elemental type the weapon may have secondary effects when penetrating armor or even just when hitting armor as in the case of Acid. The Artificer must know a spell of that Elemental type to create the Focus.

A Bane Weapon Focus adds to the Weapon a Slay/Slaughter Effect in addition to the standard Sublime Weapon bonuses. When used against the species or type targeted by the Bane Focus directly in combat add twice the Force of the Bane to the weapon’s DV.

Additionally add the Bane’s Force as additional situational bonus dice for any opposed Tests targeting the Bane category when the Focus is active. A Bane focus in the hands of an expert in Intimidation can be especially terrifying to the target.

The Artificer must know the specific Slay or Slaughter spell targeting a type for death.

Rumors are common with this type of rare focus. It is known that many megacorps and governments have Insect Spirit Bane Foci for their elite best of the best HTR teams and that developing this manatechnology was a major goal of Ares.

There is a tale about an artificer who crafted many of these Bane’s against Shedim after discovering a payload of naturally occurring orichalcum in his backyard. He had discovered his child had been possessed by a Master Shedim and wanted to make sure people had weapons to defend themselves. At least half a dozen artifacts were made before the Shedim found out and the artificer disappeared. These were mailed to different parts of the world with crafting instructions.

People who are initially neutral emotionally toward the Bane type tend to over time grow more and more inimical toward their Bane. For those already negatively charged against the Bane’s type the process towards antipathy is much quicker. The character wielding a Bane facing focus addiction can easily become irrational and quickly develop a Prejudice against the Bane type and receive no karma for the negative quality.

A Toxic Greater Weapon Focus adds to the Weapon an attack that corrupts the body and astral form of anyone who isn’t aligned with Toxic energies. The Artificer must be a toxic magician to craft this focus. Anyone who binds to this Focus will inevitably have their essence altered until their magic becomes as Toxic as the Focus. Taking a physical wound from a Toxic focus will require a Test resisting anaphylactic shock if it is a Pollutant or resist Radiation per rules on page 105 of the Street Grimoire.

A Combat, Detection, Health, Illusion, and Manipulation Focus grants bonus dice equal to its Force for any Tests involving its Category of Spells. Spellcasting, Ritual Spellcasting, and Counterspelling and also assists Conjuring Tests involving the type of Spirit related to that category of magic that their Tradition can summon. It can also sustain a spell of its type up to the Force of the Focus.

An Initiate Focus adds its Force to the mage’s Grade for the determining of effects for any Metamagics that she might know.

An Invocation Focus acts by increasing the character’s effective Magic Rating with most types of Conjuring tests and when using the Invocation Ritual to buff their Spirits to Great Form. For Banishing it raises the Limit by the Force of the Focus instead of adding dice.

Prices:

Add +1 Availability and 20% to the prices of Magical Compounds in published materials because of the heightened demand and low supply following the devastation to the Talismonger industry during the Dragon Civil War. Loss of all draconic reagents and telesma plus the loss of hundreds of top tier Enchanters, Talismongers, and Talisleggers who used or dealt with draconic reagents has had a staggering effect on the enchanting economy.

Item Retail Price Availability
Raw Grade 20¥ per dram
Refined Grade 450¥ per dram 6 + 1 per dram
Radical Grade 5000¥ per dram 8 +1 per dram
Flawless Grade 55,000¥ per dram 10 + 2 per dram
Orichalcum 175,000¥ per dram 14 +3 per dram
Prime Quality +100% Base Cost +2
Superior Quality +50% Base Cost +1
Subpar Quality -25% Base Cost -3
Inferior Quality -50% Base Cost -5
Enchanter’s Lab 5th Gen 75,000¥ 12
Enchanter’s Lab 4th Gen 40,000¥ 10
Enchanter’s Lab 3rd Gen 25,000¥ 10
Microlab 5th Gen 100,000¥ 12
Microlab 4th Gen 60,000¥ 10
Alchemy Kit 5th Gen 10,000¥ 12
Alchemy Kit 4th Gen 4000¥ 10
Alchemy Kit 3rd Gen 1000¥ 8
Alchemy Kit Enhancements 1000¥ each +1
Minor Foci (F x 900¥) + (F x OR x 250¥) (F x 2)
Major Foci (F x 10,000¥) + (F x OR x 250¥) (F x2) +4
Grand Foci (F x 110,000¥) + (F x OR x 250¥) (F x 3) + 3
Focus Tailoring (Days x 1000¥) + (3 x Reagent) +2
OR is Object Rating of Telesma Doesn’t include cost of Telesma

For example:

A minor Force 4 Focus with a telesma of a gold wedding ring with a sapphire setting an OR of 5 and a value of 1,400¥ might retail for 10,000¥ at a Talismonger’s shop.

From Sendaz on the dumpshock Forum:

“For the more bashful shapeshifter (one raised among humans perhaps?) tired of the ‘where’s my pants’ game, might we suggest the Wear & Wolf Line from Talbot & Chaney Fashions Ltd which features a new line of shapeshifter friendly apparel.

Using sustainably sourced shapechanger fur specially enchanted and woven into tasteful Apparel Foci designed to be bonded to it’s owner, these pieces transform along with the busy shapeshifter on the go (often taking the form of a collar or otherwise woven among their fur/feather/etc in their primal form…).

These outfits have no intrinsic armor value beyond normal clothing themselves (Armor 1-2 tops at GM discretion) and start at Force 3 rating so as to avoid embarrassing wardrobe malfunctions in some of the wilder areas like Chicago and similar.

Rumours abound of a projected ‘War Wolf’ Line, utilizing shifter bone and shells(presumably from a weretortoise or similar) to increase the armor potential of the range, however this still remains on the drawing boards at present as well as being very controversial due to sourcing issues.”

Shadowrun Overhaul: Primer on Mana


Posting onto Magicknet on 6/1/2075

Everything you needed to know about mana but were too bored to ask.

By Goldeneye

One of the most confusing things to beginner magicians is mana. Mana is what enables us to perform magic whether it is casting a spell or summoning a spirit. Mana flows everywhere there is life and thus extends from kilometers deep into the earth’s crust and around 80 kilometers up. This is called the Gaiasphere. The Gaiasphere contains two coupled realms: the physical and the astral. Mana flows through both realms with limited back and forth transfer of mana from the two realms because there is a barrier between the realms which prevents an astral being from casting a spell at a physical being and vice versa.

When a magician astrally perceives she becomes a dual natured being in which she is both in the physical realm and in the astral realm which means that she can use magic on targets in either realm but she can also be targeted by enemies in either realm. When a magician astrally projects she leaves her meat body behind and becomes an astral being who exists in the astral realm. This is one of the best ways to explore, reconnoiter, and spy.

Adepts are for the most part immune to fluctuations in mana as they and their abilities are centered on themselves. However there are a few Adept Powers that have some degree of variation in use and require drain resistance and in those cases the amount and flavor of mana can make a difference. There are rumors of Adepts finding advantage in staying for at least a lunar month in an high mana area and adapting and storing that higher mana density within their essence. This may be the origin of legends of fighting monks and clerics of many faiths who hole up in holy locales the majority of the time.

Mana can vary by region and by locale. Background Count is the normal amount of mana in a region usually on par with a metro area or a county in the UCAS. The amount or density of mana is measured by academic hermetic mages using the Schwartzkopf Scale of Ambient Mana Density which is shortened by normal people to Ambient Mana and is averaged at 0 with a minus rating showing less than normal and a positive rating showing more than normal. As you might guess having more mana makes magic a bit easier and having less makes it harder.

Mana can also be distorted in a locale or region. The amount of mana turbulence is measured by hermetic mages using the Schwartzkopf Scale of Aspected Mana Vicissitude which begins at 0 (no distortion) and rises as the mana is distorted or flavored by disturbances in the physical realm, experiences in the astral realm, metaplaces and even metaplanes. Personally I shorten that mouthful to Aspected Mana when talking outside of academia to non-hermetics.

Now most of the old textbooks on mana seem to ignore that there is a difference between the amount of mana in an area and the degree of “flavor” to that mana. They just used the term Background Count for any old area whether it was an house or an entire temple complex rather than the modern usage for the density of mana in a large area like a city or county. So, be careful about being confused by this.

A way to look at the decoupling of Ambient Mana and Aspected Mana is to imagine a mighty river of liquid representing say the ley line from Alexandria to Saqqara. Now, if it was unaspected at all we could say the river was made of water. If it was aspected towards your tradition we could say it was flavored with arabica coffee and if it was a toxic domain it would be poisoned. Now if it was only slightly aspected the coffee would taste watered down and the poison would be slow acting but if it was strongly aspected the coffee would be beautiful or the poisoned river could be as slow as molasses as nasty sludge.

In my studies of history I am convinced that there were successful Magicians and Adepts in the Fifth World. Even though the rivers were instead creeks and maybe dried out periodically there would have been surges on occasion and Domains. I imagine that ancient Tibetan temples were the Shao-lin practiced might have had a fair amount of mana and a very strong Aspect. Stonehenge, the Pyramids, Nazca and Chartres Cathedral and the druid grove that preceded it would’ve been places of power and with a strong enough aspect and a strong enough magician miracles could’ve happened.

An important thing to realize is that because of the barrier between the physical and the astral realms there isn’t always a balance on the amount of mana in each realm. With Dragon Paths and Ley lines a magician might find it is easier to cast Physical spells or Mana spells in an area because of the difference in mana density. When mana is balanced between the realms and flows along or collects at a locale they are simply called mana lines and mana nodes.

Sometimes mana levels surge and increase temporarily in a region which is called Sha and sometimes mana levels ebb and decrease temporarily which is called Shen. Sha and Shen normally also include an increase in mana turbulence or Aspect but don’t have to do so.

This brings up mana voids and warps. Space is exceedingly dangerous to the Awakened because of the severely low amount of mana. There are a few places on earth where the mana has been stripped from an area usually by combative geomantic magic from my experience. A way to look at casting spells in a mana void is to imagine yourself as a balloon filled with air out in space. Once you do magic or astrally perceive you are basically putting a needle to your balloon and since there is a differential in pressure you pop! All your mana within yourself wants to fill up that vacuum by leaving yourself which if you aren’t careful can easily kill you.

With mana warps you get too much of a good thing. The greater the density of mana the more likely it is going to Aspect somehow either connecting with a metaplace or metaplane or being targeted by every magical group or powerful spirit, critter, or dragon or just spontaneously creating a Domain which I wll go into more details later. Now with this extreme amount of mana and extreme amount of distortion the very fabric of the realms’ mana warps. To reuse the balloon analogy in this case it is like being underwater. The mana around you is denser then the mana within you so when you do magic or perceive astrally you are popping your balloon which just makes the mana want to flood into you and since it is powerful and turbulent it can make it all but impossible to cast magic and in extreme cases kill you on the spot simply for astrally perceiving.

Mana can be distorted in the astral realm by powerful emotions or experiences and in the physical realm by environmental damage or loss of life. This can cause temporary or ephemeral aspecting along with turbulent mana making it more difficult to take magical actions contrary to the nature of the aspect or distortion.

This often leads to Domains which are regions which have a Genius Loci spirit with aspected mana. Some magicians use Ritual Sorcery and Geomancy to convert ephemeral aspecting to persistent aspect by using the Create Domain Ritual while others use Constructs applying Geomasonic principles. In those cases it is common for the Aspect to include the individual, Tradition, or Magical Group. The advantage of having a place that improves your magic and counters that of your enemies is priceless.

One of the most important techniques that any magician can learn is to filter their mana. This can remove mana turbulence and make it far easier to cast spells in some environments. For initiates the metamagic of Cleansing allows Spells, Rituals, and Preparations that can remove Aspects and eliminate or in some cases cause mana pollution and distortions.

For talismongering it is very useful to pay attention to mana as areas with strong aspects or mana density have higher than the usual amounts of reagents.

Hopefully, this quick breakdown of mana helps novice Magicians become more aware and understanding of the nature of the mana that we manipulate every day. Key terms I discussed are below with a further in depth definition to help answer any questions.

Here is an academic paper on Mana: An Abstract from the Journal of Practical Thaumaturgy Volume 17: Mana Theory.

 

Game Mechanics:

Official Rules:

Background counts impose a negative dice pool penalty equal to their rating for all tests that are linked to or utilize magic in any way (i.e., spellcasting, summoning, assensing, any test made while astrally projecting, and any active skill that benefits from active adept powers such as killing hands, critical strike, great leap, or improved skills, etc). Dualnatured creatures and spirits suffer this penalty to all actions. 

Aspected background counts grant a boost to any limit that utilizes magic in any way (see above) to any metahuman, spirit, or dual-natured creature that matches the aspected domain. This includes spellcasting Force limits, so spellcasters need to be careful as it can be hard to control the additional surge of mana. Any magically active being that does not match the aspected domain should treat this as a normal background count and suffer penalties. 

Background counts above 12 are called either a flux (for aspected domains) or a void (for magically dead zones), and are very dangerous. Any being that is magically or astrally active in any way (dual natured, astrally perceiving, casting a spell, has an active adept power, has an active foci, etc.) takes background count – 12 unresisted Stun Damage each turn that they are active and exposed to the flux or void.

 

The main differences between my rules and the semi-official rules above are that Background Count is split into two main branches: Ambient Mana and Aspected Mana. Ambient Mana is how much or little mana is an area. Aspected Mana is the flavor or orientation of the mana in the area. Ambient Mana can be further split into Physical Realm and Astral Realm (Parageology points this out with Dragon Paths) as the evenflow of mana is prevented by the barrier between the realms so there can be imbalances there. Physical Realm spells would be effected by the Ambient Mana of the Physical Realm while Astral Realm spells (or Mana Spells) would be effected by the Ambient Mana of the Astral Realm. Aspected Mana has been flavored by the environment, actions, thoughts, experiences, or living beings in the area. If reinforced for long enough or after the Create Domain Metamagical Ritual this Aspected Mana will become a Domain and the mana will actively support actions and individuals in line with the philosophy of the domain and resist those who are contrary to it.

Allies/ally actions to a domain get extra dice rolled after the Limit is applied while concordant entities/actions get net hits that are applied to the total after the Limit is applied. Everyone in the domain gets the same effect from the Ambient Mana of the locale which is applied to Limits on their magical actions. For mana warps and ebbs the character has a chance to handle it by resisting Drain.

Example: 

An hermetic mage by the name of Tomas Firebringer rules his Domain which is tied to the metaplace of Knowledge. At his sanctum sanctorum or magical lodge the Domain has a +3 Ambient Mana Rating which drops off to +2 for the rest of his home and +1 to cover his yard and the three mana lines that form the nexus leaving his home to connect to other places of power. The Aspected Mana Rating for the entire Domain is +2. The Background Count of the metro Tomas lives in is 0.

A team of runners with a street shaman raid his Sanctum thinking that he was gone but he was in deep meditation. The street shaman would have -2 dice penalty on all magical tests from the Aspected Mana and +3 to his Limit from the Ambient Mana since they are in Tomas’s sanctum. Should the shaman do any magical activity that would destroy or harm Knowledge in any way such as casting flamethrower in a room full of books then he would have two net hits subtracted from his total after the Limit/Force had been applied. The Magus would have +3 to his Limit from the Ambient Mana and +2 net hits to all his magical activities unless they should directly cause damage to Knowledge as that would be contrary to his philosophy and that of the metaplace his Domain is connected to. Should the battle continue to the lawn then Tomas would have +1 to his magical Limits and +2 net hits on magical activities while the Street Shaman would have +1 to his magical Limit and -2 dice on magical activities that didn’t directly oppose Knowledge.

 

The Schwartzkopf Scale of Ambient Mana provides an awakened character or critter, a spirit, and anything that is dual natured a bonus or penalty to their Limit on all magical actions equal to the rating of the mana they are physically or astrally located at. The normal range on earth is from -7 to +7. A dual natured or otherwise physical being like a ghoul is going to be effected by the Physical Realm Ambient Mana on all their actions except any ‘Mana Spells’ they might cast while a Spirit would be effected by the Astral Realm Mana for most any action unless they Materialize into the Physical Realm.Other than on a narrow band of a mana line and at places of power for the most part awakened beings are effected by the background count of the area (metro or country county) which is usually 0 on the bell curve with the occasional 1 or -1 and the rare 2 or -2 in places like Crater Lake or hidden jungle cities in Amazonia or within 30 miles of the Pyramids. On certain days the background count of an entire area can increase such as the nights of December 24th and October 31st or solstices/equinoxes.

The Schwartzkopf Scale of Aspected Mana Vicissitude is a scale that represents the amount of agency the mana in the locale has to support or deny support to magical activities and beings. The normal range on earth is from 0 to 5. Most areas of Aspected Mana are quite small and could be a closet, or a chapel or a basement. Should a Domain

Mana Turbulence: For contrary actions the awakened being subtracts dice from any magical actions equal to the Aspect Rating. For antithetical actions subtract net hits from any magical actions.

Domains: Areas that have been solidly converted to an orientation, flavor, or perspective of magic and thus aid those who match the Aspect of the Mana in the region of the Domain. Ally actions gain bonus dice equal to the Aspect Rating. Concordant Actions gain net hits equal to the Aspect Rating. Concordant Spirits have an “Acting Force” equal to their original Force plus the Aspect Rating but don’t gain any other bonuses from Concordant Actions. Range 1 to 5 and uses the Aspect Rating. If the Domain Rating is equal or higher than an antithetical Spirit’s Force it is automatically disrupted. For a spirit with an higher Force simply subtract the Domain Rating from its Force to find its “Acting Force” when within the Domain. The regions a Domain covers is usually any mana line/dragon path/ley line/song groove that flows in the area and where they connect. The strength of a Domain radiates outward from the line or place of power and drops precipitously the farther you go until it merges with the area’s background count.

Dragon Paths/Nests, Ley lines/nodes, and Song grooves/pools:  They have two ambient mana ratings; one for physical realm mana and the other for astral realm mana. If the mana is Aspected or Turbulent it would have a third trait of ‘Aspect’. Mana lines/Nodes would only have two traits as their physical and astral realm mana levels are equal.

Example: Mount Shasta has one of the strongest Dragon Nest’s in North America at the top where Hestaby has a lair. It is rated under normal circumstances at Physical 5, Mana 3, and Domain 3 (Air). So, when one of her shamans (an ally) casts a flight spell from the top of the mountain to go to the bottom quickly (concordant action) they would have their limit increased by 5,  and have+3 Net Hits added to their roll.

Mana Voids and Mana Warps:  If the Absolute Rating of the Ambient Mana Scale is over an Awakened Being’s Magic + Grade +5 and they take any magical action or action that is enhanced by magic then the awakened or dual natured character must resist a Drain Value with (Force=Ambient Mana Rating)  as if it was a spell at the beginning of every Combat Turn adding an Initiate’s Grade to the roll (Adepts and most critters/spirits use Intuition + Willpower + Grade). The Ambient Mana also has an effect on handling the normal Drain a character might experience using their magical gifts in that Combat Turn and it is important to remember if the mana in the area is Aspected against the magician then it acts as a penalty to dealing with this Drain as it does with all magical actions.

Filtering: A complex Action that lasts a number of Combat Turns equal to the Magician’s Arcana and counters penalties for lack of mana or mana turbulence equal to the magician’s Assensing Rating. If the mana turbulence or the absolute value of the Ambient Mana is greater than their Assensing Rating than they can’t handle the complexity of the mana in the area and fail to filter the mana in their area. Each time a filtering action is made in an area with low mana the next filtering attempt suffers a -1 penalty to Arcana and Assensing.

 

Definitions:

Geomancy: A metamagic that allows the manipulation of mana through the use of metamagical Ritual Sorcery.

Geomasonry: A metamagic that allows the manipulation of mana through the use of Artificing to create Constructs which shape and alter mana flows and can prevent or lessen Sha and Shen events. Wuxing Towers is probably the greatest modern example while Stonehenge and the Pyramids would be the greatest ancient examples of Geomasonry.

Mana Lines: A path of varying length containing an above normal amount of mana that might or might not connect with other lines or form nodes. Ratings range from 1 to 7 using the Schwartzkopf Scale and the amount of mana is evenly balanced between the two realms.

Mana Nodes: A locale or power site containing an above normal amount of mana that might or might not connect with other lines or form nodes. Ratings range from 1 to 7 using the Schwartzkopf Scale and the amount of mana is evenly balanced between the two realms. Nodes tend to be stronger than the lines that feed into them.

Sha and Shen: Sometimes mana levels surge and increase temporarily in a region which is called Sha and sometimes mana levels ebb and decrease temporarily which is called Shen. Sha and Shen normally also include an increase in mana turbulence or Aspect but don’t have to do so.

Mana Voids: Places that have excessively low amounts of mana in them. Space is dangerous because of the lack of mana which is caused by the lack of life. Lack of mana can make it dangerous to astrally perceive or perform any magic ability.

Mana Warps: Places that have excessively large amounts of mana in them that are also extremely turbulent in nature which can make it dangerous to astrally perceive or perform any magic ability.

Domains: A region with aspected mana that is protected by a Genius Loci. Domains can be created by casting a metamagical ritual or can spontaneously arise. Domains are often connected to a metaplace or metaplane making it easier to summon spirits of that type and use magic appropriate to the Aspect of the Domain. Mana in a Domain can also oppose or resist certain types of spirits and magical actions depending on the nature of the Aspect.

Aspected Mana: Mana that is flavored or distorted and only aids certain individuals, groups, types of magic, categories of magic,  traditions, spirits, or species. There are also types of Aspected Mana that aid certain types of actions depending on the source of the Aspect. A locale with mana aspected towards Fear would provide enhancement towards magic that caused Fear while an area aspected towards Fire would provide enhancement towards fire magic, fire aligned critters, and spirits. Usually Aspected Mana has something antithetical to it that it provides a penalty towards such as a water aspected locale penalizing fire magic and spirits.

Turbulent Mana: Mana that is in a state of flux and hard to use and drain is stronger. Can be temporary or persistent. Annoys spirits greatly and in some cases can disrupt them. Astral pollution or turbulence interferes with ‘mana’ based spells like stun bolt or influence while Physical realm pollution or turbulence interferes with physical spells like a lightning ball or physical mask. This increase in difficulty represents how mana pollution or turbulence disrupts the mage’s fine control and equations from an hermetic perspective or by disrupting the intuitions of a shaman by having an unpredictable flow of mana. Turbulent Mana can happen in a Domain which can make antithetical magic really difficult to perform.

Schwartzkopf Scale of Ambient Mana Density: This scale was designed by the great Dragon Schwartzkopf and his team of researchers at the Charles University of Prague in order to measure the amount of mana in a given region, locale, or mana line or power site. The scale is normalized by the worldwide median average mana level in 2075 at a 0 rating with a minus rating showing lower than normal mana and a positive rating showing a greater than normal amount of mana. It is known that the higher the mana density the easier it is to perform magic and the lower the mana density the harder. At the extremes of the Scale such as found in space or powerful magical locales during Sha events it can be hazardous to magicians and other dual natured awakened entities to astrally perceive or perform magic. A good way to look at it is using Boyle’s gas law. If the amount of mana differential between that contained within the magician and that of the surrounding environment becomes too great then harm can happen to the magician should they become dual natured which connects the magician’s mana to the ambient mana around her. If the ambient mana is too low then astrally perceiving or casting a spell is like taking a needle to a water balloon surrounded by air (which is lower density than the water) and watching the water explode out. If the ambient mana is too high compared to the magician’s mana then when the connection is made the water rushes in like a submarine punctured by a rock. This uncontrolled flow of mana in rare cases can kill those without sufficient talent or skill.

Schwartzkopf Scale of Aspected Mana Vicissitude: This scale was designed by the great Dragon Schwartzkopf and his team of researchers at the Charles University of Prague in order to measure the degree of distortion or change in mana within a Domain. This distortion is measured using an analogous system starting at 0 with higher numbers representing greater mana distortion or aspect. This can be caused by anything from a murder which causes an Ephemeral Domain which can sometimes last just a few hours to the holy aura found at a place of worship to a place of natural power like a volcano or river. Mana Vicissitude in a Domain makes magic use easier for those who are aligned with its Aspect and harder for those who oppose it. There are ceremonial rituals that can create a domain and are usually designed to make an Aspect that aligns the mana in the area towards that magician’s tradition or magical group. A Domain can be created by environmental disaster in which case the Domain is Toxic and the mana is connected to the Physical Realm or an invasion of Insect Spirits in which case the Domain is aligned towards insect magic with the mana connecting and colored or flavored with the Hive metaplane’s mana.

Background Count: This is the normal amount of mana (or density) in a region usually about the size of an American county or traditional City State. There are often many fluctuations or deviations from this at different locales within the region depending on the actions of geomancers, plate tectonics, mana lines, and other causes but for the most part the region has a norm. Worldwide the median average mana density is a 0 on the Schwartzkopf Ambient Mana Scale which spiked up to a 1 during the Year of the Comet and was a -1 prior to the comet and a -2 in 2050. The change in the world’s Background Count effected some magical principles in particular interactions between the Astral Plane and the Physical Plane involving grounding spells. This change wasn’t local but global so even though there are regions today with a Background Count lower than the norm in 2050 a magician can’t ground spells from the Astral to the Physical at those locales or during a Shen event.

Dragon Paths/Nests: Mana lines and Power Sites that have an excess of physical realm mana compared to the locale’s astral realm mana. This has shown to be advantageous to Magicians casting spells that target the Physical Realm but it has also shown to be extremely dangerous to incautious or lower skilled Magicians. Most Dragon locales are in places of great beauty, rarity, clashing elements, exemplar of an element, or obvious physical power such as volcanoes, cliffs, fault lines, lakes, rivers, mountain tops, subterranean caves, coral reefs, heart of the jungle, hidden groves, straits, geysers, hot springs, or places full of non-sapient life and places of great physical tragedy such as a crater from a meteorite, a locale that survived a drastic and sudden flood or flash fire, or an environmental disaster such as an oil spill, toxic waste dump, or radioactive fallout. Dragon Paths and Nests are likely to spontaneously create a Domain upon particular powerful Sha events or after a powerful Magicians, Spirits, or Critters live in the area or after sudden drastic change in the physical environment. Dragon Paths can link to Metaplanes appropriate to the nature of the physical environment such as a river connecting to the Water Metaplane, a volcano connecting to the Fire Metaplane, a coral reef connecting to the Beasts Metaplane, a crystal cave connecting to the Earth Metaplane, a millennia old oak tree connecting to the Wood Metaplane, and a Mountaintop Eyrie for Griphons for Air. Dragon Nests connected to a Metaplane provide extra bonuses to magical actions relating to the Metaplane. Genius Loci tend to be dracoforms though it is not uncommon for the dominant local paranormal animal to influence a Dragon Nest Domain with a Genius Loci representing them. When Dragon locales move or shift it can have effects on the land around it. Living things tend to be healthier in Dragon Regions.

Song Grooves/Pools: Mana lines and Power Sites that have an excess of astral realm mana often from metaplanes and even deep metaplanes compared to their physical realm mana. They are designed for travel and navigation in the physical and astral realms but don’t have the same kind of flex to them that other Mana locales have. This can lead to mana storms, greater mana turbulence in general, and more common Shen and Sha events. They tend to have no influence over the land or the people. There are rumors of Shedim hijacking a Song Pool’s Domain in South America in order to open an Astral Rift to bring in more Shedim from their home metaplane. The rumors say that slavers working for the cartels were hired to bring cargo containers full of SINless people to the site. Tales also suggest that such a thing happened in Chicago.

Ley Lines/Nodes: Mana lines and Power Sites that follow man made and fey features that have an excess of astral realm mana compared to the locales’s physical realm mana. With Geomancy which is a metamagic that allows advanced Initiates to cast advanced metamagical rituals and Geomasonry which opens up the ability to create magical constructs using Artificing they have successfully created modern Ley Lines and Nodes. Very quickly Ley locales tend to become Aspected and form Domains once they flow through areas where sentient creatures congregate and emote powerfully. The original creators of Ley locales can also Aspect or flavor the mana towards different ideas, traditions, and magical groups. The astral realm mana can be influenced by connections to Metaplaces of Battle, Charisma, Destiny, Fear, Knowledge, and Magic in addition to the influence of the geomantic features and the living experiences of the minds in the region of the ley lines and nodes. Ley Regions can also connect with the metaplane of Man and Hy Brasil and other metaplanes of the Faerie. People tend to be happier in Ley Regions.

Genius Loci: Spirits that are formed in some Domains that represent, reflect, defend, and are connected intimately to the Domain. It is a type of spirit with its own personality influenced by its environment and history. A genius loci at a Sylvestrine Cathedral might take the form and personality of an angel while most Dragon Nests have dracoform style spirits. Many also take forms that seem connected to mentor spirits, passions, old pagan gods and christian or buddhist saints. It is rumored that Zebulon is a genius loci spirit. Recently Ares has released that some Hives (which usually have Domains) now have a new type of Insect Spirit that seems to be a Genius Loci Insect Spirit. The Force of the genius loci is usually equal to the amount of Ambient Mana plus the degree of Aspected Mana as represented by the Schwartzkopf Scales. The Force is dependent on those ratings at the specific location of the genius loci so since most Domains have an interior region with the most mana the Spirit is strongest at the heart of the Domain. Killing or Banishing a genius loci can severely disrupt mana flow in an area leading to a Sha or Shen event or even semi-permanent changes in mana lines and Aspects. The effect on Dragon Nests or Paths with Domains can cause physical realm disruptions like a Volcano going off or an earthquake or tsunami or sudden storms. Any Domain connected to a foreign deep metaplane such as the Hive metaplane for example can have unpredictable effects upon the death of the genius loci from Aspected Mana flowing into the region from the metaplane to Aspected Mana flowing out of the region into the metaplane or out and tainting the rest of the mana network in the area.

 Ephemeral Aspect: Temporary distortion of mana towards an Aspect. Aftera powerful experience there can be temporary aspecting of an area’s mana which usually lasts a number of hours equal to the degree of aspecting using Schwartzkopf’s Aspect Scale. In some cases it can last days or weeks especially if the event is reinforced by continuing action. If persistant enough the mana can at some point spontaneously form a Domain.

Aspect Neutralization: Aspects can sometimes be dealt with by removing the cause of the mana pollution which could be as easy as cleaning up the toxins in the soil and planting a garden or by finding an abusive parent and freeing the children from their terror. Sometimes in a matter of hours the degree of mana Aspecting can start to disperse. This can cause problems with Genius Loci who are just fine with the status quo usually. Another way of Neutralizing an Aspect is by taking actions that would dominate the area by basically “covering up” the Aspect with a new and stronger one. Some magicians call this “Hijacking the Aspect.”

Filtering: A complex action that allows a Magician to lessen or eliminate mana turbulence for a temporary period making it easier for her to use magic in the area.

Cleansing: A metamagic that allows a Magician to remove with an Ephemeral Aspect or weaken mana turbulence within an area using Ritual Sorcery or Preparations or Constructs. The filter matrix metamagical spell allows for filtering out aspected mana along with mana turbulence for a temporary fix.

Constructs: The magician uses the Artificing skill to create magical items that influence and manipulate mana.

Antithetical Entity: An awakened being or spirit that is directly opposed by a Domain or Aspect.

Antithetical Action: A magical action that is directly counter to the philosophy of a Domain or Aspect.

Contrary Entity: An awakened being or spirit that isn’t an ally of the Domain.

Contrary Action: A magical action that is from a contrary being that isn’t directly opposing the Domain or Aspect.

Ally Entity: An awakened being or spirit that is an ally of the Domain.

Ally Action: A magical action that is cast by an Ally Entity.

Concordant Entity: An awakened being or spirit that is closely connected to the Genius Loci and/or a metaplane linked to the Domain.

Concordant Action: A magical action directly connected to the metaplane or Aspect of the Domain that is cast by an Ally or Concordant Entity.

 

Shadowrun Overhaul: New Definitions Genius Loci, Ley, Dragon, and Song


Dragon Paths/Nests: Mana lines and Power Sites that have an excess of physical realm mana compared to the locale’s astral realm mana. This has shown to be advantageous to Magicians casting spells that target the Physical Realm but it has also shown to be extremely dangerous to incautious or lower skilled Magicians. Most Dragon locales are in places of great beauty, rarity, clashing elements, exemplar of an element, or obvious physical power such as volcanoes, cliffs, fault lines, lakes, rivers, mountain tops, subterranean caves, hidden groves, straits, geysers, hot springs, and places of great physical tragedy such as a crater from a meteorite, a locale that survived a drastic and sudden flood or flash fire, or an environmental disaster such as an oil spill, toxic waste dump, or radioactive fallout. Dragon Paths and Nests are likely to spontaneously create a Domain upon particular powerful Sha events or after a powerful Magicians, Spirits, or Critters live in the area. Genius Loci tend to be dracoforms though it is not uncommon for the dominant local paranormal animal to influence a Dragon Nest Domain with a Genius Loci representing them. When Dragon locales move or shift it can have effects on the land around it.

Song Grooves/Pools: Mana lines and Power Sites that have an excess of astral realm mana from metaplanes compared to their physical realm mana. They are designed for travel and navigation in the physical and astral realms but don’t have the same kind of flex to them that other Mana locales have. This can lead to mana storms and more common Shen and Sha events. They tend to have no influence over the land or the people.

Ley Lines/Nodes: Mana lines and Power Sites that follow man made and fey features that have an excess of astral realm mana compared to the locales’s physical realm mana. With Geomancy which is a metamagic that allows advanced Initiates to cast advanced metamagical rituals and create magical constructs using Artificing they have successfully created modern Ley Lines and Nodes. Very quickly Ley locales tend to become Aspected and form Domains once they flow through areas where sentient creatures congregate and emote powerfully. The original creators of Ley locales can also Aspect or flavor the mana towards different ideas, traditions, and magical groups. The astral realm mana can be influenced by connections to Metaplaces of Battle, Charisma, Destiny, Fear, Knowledge, Magic in addition to the influence of the geomantic features and the living experiences of the minds in the region of the ley lines and nodes.

Genius Loci: Spirits that are formed in some Domains that represent, reflect, defend, and are connected intimately to the Domain. A genius loci at a Sylvestrine Cathedral might take the form and personality of an angel while most Dragon Nests have dracoform style spirits. It is rumored that Zebulon is a genius loci spirit. Recently Ares has released that some Hives (which usually have Domains) now have a new type of Insect Spirit that seems to be a Genius Loci Insect Spirit. The Force of the genius loci is usually equal to the amount of Ambient Mana plus the degree of Aspected Mana as represented by the Schwartzkopf Scales. The Force is dependent on those ratings at the specific location of the genius loci so since most Domains have an interior region with the most mana the Spirit is strongest at the heart of the Domain. Killing or Banishing a genius loci can severely disrupt mana flow in an area leading to a Sha or Shen event or even semi-permanent changes in mana lines and Aspects. The effect on Dragon Nests or Paths with Domains can cause physical realm disruptions like a Volcano going off or an earthquake or tsunami or sudden storms. Any Domain connected to a foreign deep metaplane such as the Hive metaplane for example can have unpredictable effects upon the death of the genius loci from Aspected Mana flowing into the region from the metaplane to Aspected Mana flowing out of the region into the metaplane or out and tainting the rest of the mana network in the area.

My Shadowrun Fiction


I will keep an updated collection on the My Shadowrun Fiction Page. Otherwise this is all the stories that are at least done with the rough drafts. As I polish them and add more I will make individual posts and add it to the above collection.

 

Magic Staff

Black Eagle was proud of his wizard costume for the big Halloween party and was admiring it in the polished chrome of the elevator walls leading from his condo to the parking lot below. It was nice to have an excuse to take his staff with him without having to worry about the shamans teasing him. During his last year of college while he designed the ritual for his thesis he carried the staff everywhere just in case he had an eureka moment. Plus, it really did help with the attunement connection by developing that kind of familiarity. The staff had been sitting in a corner since last year’s Halloween gathering dust despite being his greatest magical creation. Leaving the south side elevator he started walking to his parked Eurocar Westwind 3000i when he noticed four suspicious looking riff raff wearing what looked like biker’s leathers standing next to a beat up van that really shouldn’t belong to anyone living in this neighborhood.

Without warning and with blinding speed the Anglo Ork quick draws a gun from his holster and fires at a woman stepping out of the west side elevator.

“Oh, Tawa what’s going on!” Black Eagle exclaimed in shock.

“Keep out of this Gandalf and you’ll live.” snarled an Anglo human with a mohawk standing next to the Ork with the gun. His accent was barely comprehensible between the growl and Nipponese style Cityspeak of someone from a bad trid or from a Japanese ghetto in San Francisco not a sane and safe place like Sante Fe.

The two asian humans with face tattoos ran to the woman who was now collapsed outside of the elevator.

“The narcojet worked she’s out!”

“Grab her and move, I want this extraction done and done in fifteen.” snarled the Anglo Ork with the gun.

The two street trash were dragging the woman towards the van. She was dressed to the nines in a faux Elven costume including a filigreed bow.

“She must be going to the same party I am going to.” muttered Black Eagle.

“I have to do something for her.”

Gathering up his courage and channeling his fear and anger into his center Black Eagle raised his staff and pointed it at the two gangers and shouted “Crear Fuego!”  Flames leapt from the tip of his staff engulfing the two men causing them to drop the woman and roll on the ground to try and to stop the burning.

The Anglo Ork spun and fired two shots at him striking his chest. Black Eagle looked down expecting to see holes in his chest but instead saw two small darts trapped in the folds of his wizard’s robes.

“Drek! Marty go grab the girl and get her in the van while I geek the mage.”

The ork tossed his gun through the window of the van and turned to Black Eagle with a snarl. With a burst of inhuman speed the thug sprinted directly toward Black Eagle while his hands began to glow with the tell-tale aura of an Adept using the power of Killing Hands which would make his hands as deadly as sword blades. Adepts are martial artists whose magic wove through their bodies allowing for impossible feats of physical prowess.

“Crear Fuego!” Black Eagle screamed flinging flames into the space the ork had been a second before as he weaved back and forth zig zagging until the adept was suddenly only a few feet away and completely untouched by the flames.

Panicked Black Eagle realized that he had no chance of hitting him with a flame bolt or fire ball. The only other spell that might be useful was a touch sleep spell he last used as a prank during hazing week in college. There was no way Black Eagle could lay an hand on the adept but maybe he could get the ork to the hard work for him.

Black Eagle thrust the staff at the ganger who dodged the blow with ease and moved in to strike when Black Eagle awkwardly turned the thrust into a push and the Ork automatically grabbed the staff between Black Eagle’s hands just as Black Eagle put him to sleep with a single whispered “Crear Sueno.” The Adept could feel the magic flow into him through the staff and ground through his psyche as he had just enough time for his eyes to glaze over and his face to turn slightly puzzled looking as he slumped to the ground.

Black Eagle turned to the last of the street thugs and brought up his staff menacingly. The man blanched and ran. Bringing up his AR GUI from his ‘link Black Eagle called Knight Errant and alerted them to the situation with the lady and her location along with the two dead, one escaped, and one sleeping ganger. After getting his first close look at her he realized she was Holly MacMann the network reporter who had had several major successful stories in the news about corruption in the Pueblo Corporate Council and had done a piece on racism against Anglos and Utes with their glass ceiling in the upper echelon corporate and government positions most of which are held by Hopis and Zunis.

“Whoa.”

 

Ephemera

The copycat killer grinned at the litter of ork babies screaming as the new Mayan Cutter went to work on their mother and father with the many surgical blades and lasers that were part of his trade as a professional interrogator.

“Tell me where and when Project Freedom is having an inner circle meeting.” He spoke slowly and carefully as he had during the entire process with never an hint of hurry or worry.

“Frag you!” Whimpered the once strong frame of the ex linebacker and minor hero of the ork rights movement and prop 23 known as Ryan Two-Tusks.

“Tsk-tsk now I suppose removing your eyes by laser after the dental surgery Mr No-Tusks means you won’t be able to see what will happen to this creature you call a baby.” The copycat killer reached down and grabbed the ankle of a few week old baby girl dressed in a purple onesie emblazoned with UW representing the University of Washington one of the first universities to allow in goblinized people to the school and where Ryan had been a star.

“Nooorrrarrw!” Came a roar from Ursa Two-Tusks as all the rage she had felt at watching a former government torturer mutilate her husband merged with the fear for her children and the flood of emotion awakened within her a latent gift for Sorcery that had slumbered since her tribe had cast her out at the age of eight to fend for herself. A vaguely bear-like and hazy mask began to shimmer around her face.

Glancing over at the ork mother the killer smirked on seeing a shaman’s mask appear on her.

“Hmm…that definitely wasn’t in the file. Oh, well. There is nothing you can do little cub. The astral pollution I have created here interrogating and cleansing the world of your filth over the past year will block any attempt to save you and renders even experienced spellcasters helpless…”

Reaching deep down Ursa remembered the training the tribe shaman had given to her all those ages ago before she committed the crime of goblinizing. Calling out to the spirit world and Mother Bear with all her heart and all of the sudden the swirling chaos of fear, terror and pain stopped and a dozen children and a great she-Bear appeared in her mind’s eye.

“Mother Bear is here my daughter. I have quieted the Astral Maelstrom and brought these cubs who have suffered so much at this monster’s hands.”

A dozen children rushed toward her and entered her mouth and were transformed with her gift into a spell that charged like an enraged bear from her soul into the copycat killer’s mind.

“Geeeeeaaaooogghhhhcht.” The torturer fell to his knees his mind teetering over the abyss as the agony experienced by each of the children splashed at once into his psyche.

Little Tara chose this moment to free herself and place her newly erupted tusks into his wrist.

Ryan saw everything that had happened in the astral with his Adept powers but instead of Mother Bear he saw the wisened warrior form of his old football coach telling him this terrible ordeal had initiated him to the inner mysteries giving him increased physical strength and that the chains holding him suspended were no barrier to the prepared and thoughtful player who remembered his lessons.

Ryan used his great ork strength bolstered with his newly improved Adept strength and rocked back and forth with tremendous force causing the bolt in the ceiling to give way dropping him ingloriously onto the concrete of the basement floor.

Using his astral sight he saw his wife exhausted from her first spell and the copycat killer’s aura starting to become ordered again.

Dragging his body up Ryan wrapped the chains that had once imprisoned him around the shaking form of the copycat killer’s neck and began to squeeze.

 

Whitestaff and Blaze

Sergeant Carson was readying his drones laden with nanites designed to find and bond with pollutants and render them safe by altering their chemical makeup as the two mages walked by arguing.

“It really seems unnecessary for this operation to have someone of your limited skill set here,” said the man in a British accent with artfully silvering hair at his temples and dressed fashionably in an Armanté suit under a Mortimer of London Argentum great coat.

“Geezers like you put us all in danger during an operation as delicate as this one. Just because I am an aspected magician doesn’t mean I am not more competent and battle experienced than a wannabe druid who goes to war in a tailored Italian suit.”

“You’re what 14 girl?”

“My name is Blaze just like your name is Whitestaff. I am a chaos magician like my father and his father before him and I spent two years in bug city cleansing out insect based astral pollution, re-aspecting a dozen power sites using advanced memetics to reprogram their genius loci spirits, and dealing with astral fallout from Ares’s nuke so chummer shut the frag up.”

Major Matthew Grayson appeared out of the shadows then. “Now that you’re done bickering I need the two of you with me as we go over the battle plans.

Four hours later a team of four physical adepts in full ruthenium stealth suits entered the swamp from the north while two squads of Knight Errant’s Tactical Division entered in the south with the two mages, Carson and his combat and nannite laden drones.

“I have made contact to the ley line Captain.”

“Thank you Magus Blaze. Lt Foxrunner you are to follow orders and maintain defenses here and protect Blaze at all costs while she performs her Cleansing Ritual. I dont care if four of those horned gators rush you nothing breaks her circle.”

“Yessir,” said the young Sioux shaman before he started ordering a perimeter and began singing to the spirits to lull them to sleep.

“Good luck kid.”
“Same to you geezer.”

Three hours later the team had finally penetrated to the heart of the swamp leaving a trail of dead toxic and mutated creatures and arrived the old dumping ground from the 19th and 20th century with a pond laden with centuries of lead and decades of toxic waste disposal by cost cutting corporations.

“Ready the last of the delivery drones Sarge.”

“Yes sir”

“Are you ready Whitestaff?

“Yes, just give me cover until I get to the nexus point and can access the power site.”

“Team 1 you’re the ram; team 2 you’re the net…let’s go!”

Whitestaff strode forward cloaked with finest enchantments of protection and astral stealth making him invisible to spirits and most dual natured critters but not to a starved looking woman whose gaunt face had seen too much as her hair had fallen out except for a few stubborn patches barely clad in an grungy ‘Terrafirst!’ camo shirt much too large for her body but clutching a State of the Art Heckler & Koch assault rifle who aimed unsteadily at him as she pulled the trigger.

Whitestaff had managed to evade the sudden melee by falling into the toxic pond as toxic critters poured in from all directions and ecoterrorists took badly targeted shots at the Knight Errant forces.

Shuddering Whitestaff realized that the nexus was at the bottom of the pond so he pulled out a golden egg from his soaked great coat and began twisting it until the shell collapsed into a vaguely pyramid shaped device that evoked Babbage’s difference engine or a retro steam punk table weight.

Breathing deep he dove and swam to the nexus and activated his creation which began to send sonic vibrations throughout the land and water by the time he made it back to the surface. Climbing through the mud he saw that the team had mostly survived the initial onslaught and had left a pile of dead beasts and ecoterrorists.

An old man wearing a shirt emblazoned with a biohazard symbol cried out “enough!” Raising his hands above his head a swarm of toxic water spirits and a tsunami wave of acid dove towards the team. Whitestaff attempted to counter the area effect spell but the toxic shaman was far too powerful for his attempt to do much more than blunt the spell so no one died but many screamed as their armor bubbled before they could strip it off.

A backhand from the old man sent a telekinetic strike at Whitestaff that sent him flying more than the length of an football field.

“At least the shield held.” Whitestaff muttered to himself after extracting himself from a twisted tree rubbing his neck which probably had whiplash.

Suddenly a materialized astral face appeared before him looking like a small not as bright version of Blaze. “Master wants Geezer to know the moment is nigh or whatever you Brits say.”

Whitestaff pulled out a small stick from his belt and planted the strangely beautiful wood and channeled his magic into it and the device willing a change in mana flow and the stick became a tree pulling mana from the device which was causing a mini earthquake disrupting the toxic shaman’s domain and purifying it while creating a new power site with Blaze’s ley line.

An howl of rage and it’s echoes filled the swamp and a swamp thing monster that had once been a man concerned about the environment who investigated the wrong locale came barreling towards Whitestaff and the rapidly growing tree as four ghosts or vague shapes like in that old 2d movie predators began rendering the swamp creature into mulch.

“We did it.” Whimpered Sergeant Carson who was clinging to his last aerial drone a few feet above the ground.

 

The Smoky Mirror’s Shield

The light of the noonday sun bored into Javier’s uncovered head causing rivulets of sweat to pore down his face and his stylishly designed airmask designed to filter out the deadly particulates in Tenochtitlan’s smog and also provide ample space for his tusks to move comfortably while talking.

Javier stood at the top of the temple of the sun listening to the chanting in Nahuatl preparing for the ritual ‘Aegis of the Protector’ that would be the key to furthering his career as one of the best bodyguards employed by Aztechnology. The Nahuali priest magicians had moved around him like serpents around an egg since dawn while he stood still without water or food.

“I hope this ends soon” he subvocalized into his commlink which again showed no response to his query about the ritual’s length. “I should become an amigo to a mage so I can know more about this kind of stuff or at least find the answers.”

Shortly after thinking this a young blue haired and eyed girl with pale strangely reflective skin approached him and took his hands.

“You shall be my Shield against my enemies.” She said in a sweet voice in flawless English.

“I am Zyana Annabelle Rivera Citlalmina and you are Javier Padilla Chimalli now and forever.”

With the last syllable the sun came straight down upon the two far different people standing in the exact center of the great pyramid of Tenochitlan burning away their differences in a flash as exact noon struck. All around them Nahuali wonder workers employed blood magic upon enemies of Aztlan and the great corporation that funded the temple removing enemies while strengthening the people.

Javier could now feel the direction and distance of Zyana and her general emotional state and health as if she was him. He was of the Chimalli. The shield of the people. He had arrived to the pinnacle of his profession.

 

Dreamtime Weaving

Maker-of-Death grimaced in distaste causing his Maori face tattoos to ripple. The dwarf shaman a few paces away let go another undulating scream into the cool night air blanketing the desert. The music earlier had relaxed him to sleep for the first time in weeks but the multi tonal screeching put him on edge and seemed to strike at his bowels.

“I should never have taken that fraggin mask. I knew it was unprofessional,” Maker-of-Death whispered to Crimson his long time mate in the Australian shadows.
“Well, who would’ve guessed Maker that…well now I’ve seen everything!”

The ancient samurai mask floated in the air surrounded by a nimbus of neon purple as Crimson saw into the astral for the first time revealing the form of a deadly Japanese warrior whose form bubbled with dozens or maybe hundreds of tiny faces mutely screaming their pain and terror before dropping back into main body of the samurai to be absorbed in a constant flux of suffering.

The dwarven shaman turns to the pair. “You want to unweave the artifact’s hold on you then you must make a better story.”

“What do you mean Allambee?” Said Crimson as his cyber spur popped out.

“Defeat the artifact by overcoming your fear and your friend is free and I can begin the next stage of disenchanting it.”

Maker-of-Death freed his damascene sabre and Ares Predator in a smooth motion firing his pistol as the mana flowed into his mind and body speeding up his motion to a blur and the orichalcum in the sabre began to glow red in the night as it began arcing towards the wispy neck of the samurai and clanged upon an opaque katana blocking the blow while the mask spun and drop kicked Crimson before his cyberspur could strike beginning the melee and a new chapter of the legend of the cursed japanese artifact or a new chapter of the Legend of Maker-of-Death and Crimson…

The battle raged and Allambee told the battle and fear aspected spirits gathered by the hundreds around the Song pool. “We get good entertainment tonight and a new story to share with the Dreamtime no matter who wins.”

 

An Abstract from the Journal of Practical Thaumaturgy Volume 17: Mana Theory

Dr. Joseph Mentem Professor of Ritual Spellcasting at Charles University of Prague.

Mana is the energy that allows those entities capable of using it to perform work by an understanding of memetics or neoplatonic thought, controlled concentration, imagination, force of personality, and training alone. A mage has no need of a tool or physical exertion to harness the power of mana to change the world around him.

Mana flows and ebbs from the Metaplanes though it seems to be influenced by activities in our universe as shown by the increase of mana during Haley’s comet. Mana flows through our physical realm of existence and through our astral realm of existence. There is some feedback between physical realm mana and astral realm mana but as it is today it is minor and slow to transfer and it places certain limitations on how mana can be used to effect change in a Realm the mage is not currently inhabiting. An astrally projected spellcaster cannot cast a spell on an entity or target that is wholly in the physical plane because of the feeble flow of mana from one realm to the other. Decades ago it was possible for an astrally projecting mage to ground a spell through an active focus so it would be released into the physical realm but that is no longer the case though we do not know why precisely however it is theorized that it involves an emergent property of the physical/astral barrier when mana saturation reaches a certain point on the scale.

Mana flows through the astral and physical realms and sometimes forms what could be considered through a metaphor as rivers and lakes. These locations have an abundance of mana and are called power sites and the mana rivers are most often called ley lines. Usually if a ley line exists in one Realm the contiguous area in the parallel Realm has one as well with the same going for Power Sites though the degree of flow may differ.

It is known that aspected mana tends to attract like and repel the dissimilar as a rule thus on occasion a new Power Site will emerge in an area and exert a “pull” on a nearby Domain thus encouraging a ley line to flow between them. Geomancers and Geomasons specialize in encouraging this especially for a megacorporation’s new magical research lab. This can sometimes lead to a war in the shadows as various organizations try to create Power Sites or Domains to alter and weaken the other’s mana network.

 

Domains are Power Sites that when Named and invested with a genius loci become aspected which means that it helps and hinders different types of magic or uses of magic. With this abundance of mana it should be obvious that it can allow magic wielders to attempt more powerful or difficult work than would ordinarily be possible. Most commonly newly created Domains are aspected towards certain traditions of magic, magical societies or individuals of great power or Influence such as Dragons as well as military, political, and corporate leaders. The Domain provides enhanced mana towards those who serve the Individual or to those who share a certain mindset about how magic works and are in line with the genius loci of the domain.  Emergent Domains tend to provide enhancement towards certain magical activities and the genius loci tend to have more personality and variety as every emergent domain is different and usually oriented more towards either the astral realm or the physical realm as well as more vulnerable to changes in Background Count of feeder ley lines than a created domain which tends to be very stable and balanced evenly between the astral and the physical.

For example a minor power site near the university is on land owned by SK and was Named to be aspected to Lofwyr the great dragon. As a consequence those who are either Named Lofwyr or serve him can tap into the greater mana at the site while those opposed would find the power site working against them once the genius loci of the site became aware of them otherwise neutral spellcasters would find themselves unaffected and unable to use the extra mana around them. The genius loci of the site is no surprise in the form of a dracoform. There are rumors of metamagical skills or rituals that allow the renaming of a power site or grant the ability to ‘spoof’ the genius loci into thinking that you are Named by altering the aura of the spellcaster to match the weave of the site and thus gain approval of the genius loci.

Geomancers and Geomasons claim to have the ability to manipulate mana flows as to create domains called Power Sites (analogous to a lake) and Ley Lines (analogous to a river) through manipulation of astral energies in the case of Geomancers and through manipulation of physical energies for Geomasons who often sculpt and modify a physical environment to promote certain aspects onto the mana in the domain. In Europe skilled practitioners are often Freemasons or caretakers of the cathedrals, mosques, and temples while in Asia they are often students of Feng shui. There are specialized “types” of mana described by experts in mana manipulation as being very similar to each other but lending themselves to certain magical activities and derived from different sources as varied as places of worship to tectonic plates. As a consequence of the increased effectiveness of magic to do work at certain locales these power sites tend to be highly prized by magical societies, governments, dragons, and megacorporations.

(The types are known as Song grooves and pools, Dragon Paths and Nests, and are differentiated by the dominance of either astral or physical mana flow compared to a balanced flow between both realms found in what are traditionally called ley lines and power sites. -Editor)

As the pre-eminent scholar of power sites and the ley lines that connect them in Europe the Great Dragon Schwarzkopf has developed the ‘Schwarzkopf Scale of Ambient Mana’ which is most often used when rating a power site and goes from -10 to 10 with 0 being the current world norm. So far no location has been rated above 5 on a permanent basis and above 8 on a temporary basis. However a -10 is found in the void of space representing the extreme sparseness of life, emotion, and mind in outer space. During the year of the comet many regions saw a temporary rise of one or two points and it was a time of power for many mages who achieved effects that they normally would not be capable of doing.

Not all changes in the mana flow of an area are good for the practitioner. Mana can be distorted by powerful emotions or experiences in the astral realm and by environmental damage in the physical. When this happens the mana becomes harder to work with leading to what magicians call Ephemeral Background Count and it is rated based on degree of distortion using the Schwarzkopf Scale to provide an estimate of degree of difficulty in mana manipulation compared to a lack of mana. It is common for there to be bleed-through from one plane to the next in these cases and if there are causes for mana pollution in both realms sometimes that can start a feedback loop leading to more permanent damage to the mana flow in the area known as Persistent Background Count which can lead to regional problems. Certain twisted and deviant traditions can actually reinforce this feedback loop creating near permanent areas and by rumor can use the Background Count as a normal magician would use a power site.  We know some mages are capable of creating domains that match their tradition out of the background count if it is aspected appropriately .

The Filtering Metamagic is known to allow Initiate’s to bypass some of the problems involved in using mana for magic in an area with a Background Count. However despite an area having a similar rating on the Schwarzkopf scale they behave differently as an area with a -2 on the Schwarzkopf scale that has a background count typically has a normal amount of mana it is just polluted to make it harder to use while an area with a lowered mana level simply has less mana to use. Since mana pollution is commonly stronger in one realm than the other knowledge of the state of the local mana in both realms can be really useful in helping a wise mage in spell choice as a physical realm background count without a mana realm background count would naturally lend itself to mana based spells.

If the damage is temporary then the background count is what theorists call ‘ephemeral background count’. A series of traumatic events or a long term and powerful experience can all provide greater difficulty in mana manipulation. What makes this type of mana distortion ephemeral is that as soon as the aggravating element is removed the mana flow returns to normal.

Longer lasting Background Count would be such as the Cermak blast site. In this case the combination of massive defensive magics on the part of the insect spirits, nuclear detonation, and loss of life was enough to disrupt the mana in the area to prevent all but the most skilled Initiate’s from making mana work in the vicinity. This is an example of Persistent Background Count and without the constant presence of Knight Errant and periodic Cleansing Rituals it would be inevitable for a vulnerable shaman to be influenced into becoming an insect shaman should they spend too much time around the Cermak area as it is known to have some sort of astral connection or bridge to the metaplanes of the insect spirits.

Depending on tradition of the mage there are many ways that mana is imprinted on in order to be effected by the mage into having a real world effect. The key to magic involves perception of the nature of something and the ability to rewrite the song of that secret nature. Some call it “Renaming” while others use basket weaving analogies or storytelling metaphors and even religious contexts. But, in effect we all end up reweaving the narrative of whatever it is we are seeking to manipulate with our magic. The pattern of our reweaving varies depending on the spell, ritual, conjuration, or enchantment we are attempting as well as the Name of the target we are attempting to create or alter.

Geomancy and geomasonry


Seargent Carson was readying his drones laden with nanites designed to find and bond with pollutants and render them safe by altering their chemical makeup as the two mages walked by arguing.

“It really seems unnecessary for this operation to have someone of your limited skill set here,” said the man in a British accent with artfully silvering hair at his temples and dressed fashionably in a London Fog great coat.

“Geezers like you put us all in danger during an operation as delicate as this one. Just because I am an aspected magician doesn’t mean I am not more competent and battle experienced than a wannabe druid who goes to war in an Italian suit.”

“You’re what 14 girl?”

“My name is Blaze just like your name is Whitestaff. I am a chaos magician like my father and his father before him and I spent two years in bug city cleansing out insect based astral pollution, re-aspecting a dozen power sites using advanced memetics to reprogram their genius loci spirits, and dealing with astral fallout from Ares’s nuke so chummer shut the frag up.”

Major Matthew Grayson appeared out of the shadows then. “Now that you’re done bickering I need the two of you as we go over the battle plans.

Four hours later a team of four physical adepts in full ruthenium stealth suits entered the swamp from the north while two squads of Knight Errant’s Tactical Division entered in the south with the two mages, Carson and his combat and nannite laden drones.

“I have made contact to the ley line Captain.”

“Thank you Magus Blaze. Lt Foxrunner you are to follow orders and maintain defenses here and protect Blaze at all costs while she performs her Cleansing Ritual. I dont care if four of those horned gators rush you nothing breaks her circle.”

“Yessir,” said the young Sioux shaman before he started ordering a perimeter and began singing to the spirits to lull them to sleep.

“Good luck kid.”
“Same to you geezer.”

Three hours later the team had finally penetrated to the heart of the swamp leaving a trail of dead toxic and mutated creatures and arrived the old dumping ground from the 19th and 20th century with a pond laden with centuries of lead and decades of toxic waste disposal by cost cutting corporations.

“Ready the last of the delivery drones Sarge.”

“Yes sir”

“Are you ready Whitestaff?

“Yes, just give me cover until I get to the nexus point and can access the power site.”

“Team 1 you’re the ram; team 2 you’re the net…let’s go!”

Whitestaff strode forward cloaked with finest enchantments of protection and astral stealth making him invisible to spirits and most dual natured critters but not to a starved looking woman whose gaunt face had seen too much as her hair had fallen out except for a few stubborn patches barely clad in an grungy ‘Terrafirst!’ camo shirt much too large for her body but clutching a State of the Art Heckler & Koch assault rifle who aimed unsteadily at him as she pulled the trigger.

Whitestaff had managed to evade the sudden melee by falling into the toxic pond as toxic critters poured in from all directions and ecoterrorists took badly targeted shots at the Knight Errant forces.

Shuddering Whitestaff realized that the nexus was at the bottom of the pond so he pulled out a golden egg from his soaked great coat and began twisting it until the shell collapsed into a vaguely pyramid shaped device that evoked Babbage’s difference engine or a retro steam punk table weight.

Breathing deep he dove and swam to the nexus and activated his creation which began to send sonic vibrations throughout the land and water by the time he made it back to the surface. Climbing through the mud he saw that the team had mostly survived the initial onslaught and had left a pile of dead beasts and ecoterrorists.

An old man wearing a shirt emblazoned with a biohazard symbol cried out “enough!” Raising his hands above his head a swarm of toxic water spirits and a tsunami wave of acid dove towards the team. Whitestaff attempted to counter the area effect spell but the toxic shaman was far too powerful for his attempt to do much more than blunt the spell so no one died but many screamed as their armor bubbled before they could strip it off.

A backhand from the old man sent a telekinetic strike at Whitestaff that sent him flying more than the length of an football field.

“At least the shield held.” Whitestaff muttered to himself after extracting himself from a twisted tree rubbing his neck which probably had whiplash.

Suddenly a materialized astral face appeared before him looking like a small not as bright version of Blaze. “Master wants Geezer to know the moment is nigh or whatever you Brits say.”

Whitestaff pulled out a small stick from his belt and planted the strangely beautiful wood and channeled his magic into it and the device willing a change in mana flow and the stick became a tree pulling mana from the device which was causing a mini earthquake disrupting the toxic shaman’s domain and purifying it while creating a new power site with Blaze’s ley line.

An howl of rage and it’s echoes filled the swamp and a swamp thing monster that had once been a man concerned about the environment who investigated the wrong locale came barreling towards Whitestaff and the rapidly growing tree as four ghosts or vague shapes like in that old 2d movie predators began rendering the swamp creature into mulch.

“We did it.” Whimpered Sgt Carson who was clinging to his last aerial drone a few feet above the ground.

Game Mechanics

Geomancy is manipulation of mana within the Astral Realm. With this metamagic the Initiate gains access to many new rituals along with a natural sense of the flow of mana in the astral realm and its degree of pollution. Their most common ritual is Cleansing which can remove Persistent Background Count from an astral locale.

Geomancers often consider themselves sculptors of the astral plane as they manipulate the immaterial and are capable of learning an advanced metamagical ritual that allows them to craft free standing wards not tied to a physical counterpart.

Geomasonry is manipulation of mana in the Physical Realm by environmental man-made change such as building pyramids, changing the direction of rivers, draining swamps, planting trees, henge’s, and roads to connect physical ley lines and change the aspect of a physical world power site or domain.

A famous modern example would be the Wuxing towers which is the exemplar of eastern geomasonry which they call feng shui while the greater Stonehenge and Chartres cathedral are amongst the finest works in the west. Geomasons are in high demand for their ability to let powerful entities such as mega corporations, magical societies, and dragons control mana rich locations. Geomasons are skilled in enchanting and can create items capable of altering mana and its flow. Geomasons can sense the flow of mana in the physical realm and the level of mana pollution in the physical realm.

As there is a flow of mana from the physical to the astral and vice versa then the two metamagics can have very similar effects despite different techniques and to many a layman they would seem basically the same though most practitioners would be offended by such a comparison as geomancers tend to master ritual spellcasting and geomasons tend to master enchanting.

In game terms the Initiates gain access to new metamagical rituals and items such as Create Power Site ritual and with other metamagics the Create Domain or Alter Domain rituals and the ability to artifice and craft new enchantments along with a few natural abilities such as the ability to sense the location, tenor, and type of mana at ley lines and power sites without having to activate astral sight.

Most geomages learn the attunement metamagic as it opens up even more abilities for both. Most geomancers learn ceremonial metamagic to increase their range of metamagical rituals. Most Geomasons learn the Talisman metamagic which greatly increases their range of enchantments.

Arcana and Assensing are two important skills for a geomage.

An Abstract from the Journal of Practical Thaumaturgy Volume 17: Mana Theory


Dr. Joseph Mentem Professor of Ritual Spellcasting at Charles University of Prague.

Mana is the energy that allows those entities capable of using it to perform work by an understanding of memetics or neoplatonic thought, controlled concentration, imagination, force of personality, and training alone. A mage has no need of a tool or physical exertion to harness the power of mana to change the world around him.

Mana flows and ebbs from the Metaplanes though it seems to be influenced by activities in our universe as shown by the increase of mana during Haley’s comet. Mana flows through our physical realm of existence and through our astral realm of existence. There is some feedback between physical realm mana and astral realm mana but as it is today it is minor and slow to transfer and it places certain limitations on how mana can be used to effect change in a Realm the mage is not currently inhabiting. An astrally projected spellcaster cannot cast a spell on an entity or target that is wholly in the physical plane because of the feeble flow of mana from one realm to the other. Decades ago it was possible for an astrally projecting mage to ground a spell through an active focus so it would be released into the physical realm but that is no longer the case though we do not know why precisely however it is theorized that it involves an emergent property of the physical/astral barrier when mana saturation reaches a certain point on the scale.

Mana flows through the astral and physical realms and sometimes forms what could be considered through a metaphor as rivers and lakes. These locations have an abundance of mana and are called power sites and the mana rivers are most often called ley lines. Usually if a ley line exists in one Realm the contiguous area in the parallel Realm has one as well with the same going for Power Sites though the degree of flow may differ.

It is known that aspected mana tends to attract like and repel the dissimilar as a rule thus on occasion a new Power Site will emerge in an area and exert a “pull” on a nearby Domain thus encouraging a ley line to flow between them. Geomancers and Geomasons specialize in encouraging this especially for a megacorporation’s new magical research lab. This can sometimes lead to a war in the shadows as various organizations try to create Power Sites or Domains to alter and weaken the other’s mana network.

 

Domains are Power Sites that when Named and invested with a genius loci become aspected which means that it helps and hinders different types of magic or uses of magic. With this abundance of mana it should be obvious that it can allow magic wielders to attempt more powerful or difficult work than would ordinarily be possible. Most commonly newly created Domains are aspected towards certain traditions of magic, magical societies or individuals of great power or Influence such as Dragons as well as military, political, and corporate leaders. The Domain provides enhanced mana towards those who serve the Individual or to those who share a certain mindset about how magic works and are in line with the genius loci of the domain.  Emergent Domains tend to provide enhancement towards certain magical activities and the genius loci tend to have more personality and variety as every emergent domain is different and usually oriented more towards either the astral realm or the physical realm as well as more vulnerable to changes in Background Count of feeder ley lines than a created domain which tends to be very stable and balanced evenly between the astral and the physical.

For example a minor power site near the university is on land owned by SK and was Named to be aspected to Lofwyr the great dragon. As a consequence those who are either Named Lofwyr or serve him can tap into the greater mana at the site while those opposed would find the power site working against them once the genius loci of the site became aware of them otherwise neutral spellcasters would find themselves unaffected and unable to use the extra mana around them. The genius loci of the site is no surprise in the form of a dracoform. There are rumors of metamagical skills or rituals that allow the renaming of a power site or grant the ability to ‘spoof’ the genius loci into thinking that you are Named by altering the aura of the spellcaster to match the weave of the site and thus gain approval of the genius loci.

Geomancers and Geomasons claim to have the ability to manipulate mana flows as to create domains called Power Sites (analogous to a lake) and Ley Lines (analogous to a river) through manipulation of astral energies in the case of Geomancers and through manipulation of physical energies for Geomasons who often sculpt and modify a physical environment to promote certain aspects onto the mana in the domain. In Europe skilled practitioners are often Freemasons or caretakers of the cathedrals, mosques, and temples while in Asia they are often students of Feng shui. There are specialized “types” of mana described by experts in mana manipulation as being very similar to each other but lending themselves to certain magical activities and derived from different sources as varied as places of worship to tectonic plates. As a consequence of the increased effectiveness of magic to do work at certain locales these power sites tend to be highly prized by magical societies, governments, dragons, and megacorporations.

(The types are known as Song grooves and pools, Dragon Paths and Nests, and are differentiated by the dominance of either astral or physical mana flow compared to a balanced flow between both realms found in what are traditionally called ley lines and power sites. -Editor)

As the pre-eminent scholar of power sites and the ley lines that connect them in Europe the Great Dragon Schwarzkopf has developed the ‘Schwarzkopf Scale of Ambient Mana’ which is most often used when rating a power site and goes from -10 to 10 with 0 being the current world norm. So far no location has been rated above 5 on a permanent basis and above 8 on a temporary basis. However a -10 is found in the void of space representing the extreme sparseness of life, emotion, and mind in outer space. During the year of the comet many regions saw a temporary rise of one or two points and it was a time of power for many mages who achieved effects that they normally would not be capable of doing.

Not all changes in the mana flow of an area are good for the practitioner. Mana can be distorted by powerful emotions or experiences in the astral realm and by environmental damage in the physical. When this happens the mana becomes harder to work with leading to what magicians call Ephemeral Background Count and it is rated based on degree of distortion using the Schwarzkopf Scale to provide an estimate of degree of difficulty in mana manipulation compared to a lack of mana. It is common for there to be bleed-through from one plane to the next in these cases and if there are causes for mana pollution in both realms sometimes that can start a feedback loop leading to more permanent damage to the mana flow in the area known as Persistent Background Count which can lead to regional problems. Certain twisted and deviant traditions can actually reinforce this feedback loop creating near permanent areas and by rumor can use the Background Count as a normal magician would use a power site.  We know some mages are capable of creating domains that match their tradition out of the background count if it is aspected appropriately .

The Filtering Metamagic is known to allow Initiate’s to bypass some of the problems involved in using mana for magic in an area with a Background Count. However despite an area having a similar rating on the Schwarzkopf scale they behave differently as an area with a -2 on the Schwarzkopf scale that has a background count typically has a normal amount of mana it is just polluted to make it harder to use while an area with a lowered mana level simply has less mana to use. Since mana pollution is commonly stronger in one realm than the other knowledge of the state of the local mana in both realms can be really useful in helping a wise mage in spell choice as a physical realm background count without a mana realm background count would naturally lend itself to mana based spells.

If the damage is temporary then the background count is what theorists call ‘ephemeral background count’. A series of traumatic events or a long term and powerful experience can all provide greater difficulty in mana manipulation. What makes this type of mana distortion ephemeral is that as soon as the aggravating element is removed the mana flow returns to normal.

Longer lasting Background Count would be such as the Cermak blast site. In this case the combination of massive defensive magics on the part of the insect spirits, nuclear detonation, and loss of life was enough to disrupt the mana in the area to prevent all but the most skilled Initiate’s from making mana work in the vicinity. This is an example of Persistent Background Count and without the constant presence of Knight Errant and periodic Cleansing Rituals it would be inevitable for a vulnerable shaman to be influenced into becoming an insect shaman should they spend too much time around the Cermak area as it is known to have some sort of astral connection or bridge to the metaplanes of the insect spirits.

Depending on tradition of the mage there are many ways that mana is imprinted on in order to be effected by the mage into having a real world effect. The key to magic involves perception of the nature of something and the ability to rewrite the song of that secret nature. Some call it “Renaming” while others use basket weaving analogies or storytelling metaphors and even religious contexts. But, in effect we all end up reweaving the narrative of whatever it is we are seeking to manipulate with our magic. The pattern of our reweaving varies depending on the spell, ritual, conjuration, or enchantment we are attempting as well as the Name of the target we are attempting to create or alter.