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<blockquote data-quote="James McMurray" data-source="post: 490352" data-attributes="member: 743"><p>First, a spellcaster who specializes in mana weaving:</p><p></p><p>Master Weaver</p><p></p><p>Mana is the building block of magic, and there are those who work it like clay. Master Weavers take the skills of Mana Weaving and turn them into an art form. </p><p></p><p>Alignment: </p><p>Hit Die: 1d4</p><p>Requirements:</p><p>Feats: Skill Focus (Mana Weaving), Any one Meta-magic feat</p><p>Spellcasting: Ability to cast 3rd level arcane spells</p><p>Skills: Mana Weaving (8 ranks), Spellcraft (5 ranks)</p><p></p><p>Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Mana Weaving (Cha), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).</p><p></p><p>Skill Points: 2 + Int mod.</p><p></p><p>Greater Skill Focus: At first level, a Master Weaver's Skill Focus (Mana Weaving) feat has its bonus increased from +2 to +4.</p><p></p><p>Table: </p><p></p><p>Level BAB Fort. Reflex Will Special Abilities Spells Per Day</p><p>1 +0 +0 +0 +2 Greater Skill Focus +1 level of existing class</p><p>2 +1 +0 +0 +3 Mana Blast 1/day </p><p>3 +1 +1 +1 +3 +1 level of existing class</p><p>4 +1 +1 +1 +4 Improved Dueling +1 level of existing class</p><p>5 +2 +1 +1 +4 Mana Blast 2/day </p><p>6 +2 +2 +2 +5 Improved Bolt (+1d6) +1 level of existing class</p><p>7 +2 +2 +2 +5 +1 level of existing class</p><p>8 +3 +2 +2 +6 Mana Blast 3/day </p><p>9 +3 +3 +3 +6 Improved Bolt (+2d6) +1 level of existing class</p><p>10 +3 +3 +3 +7 Fortify Mana Effects +1 level of existing class</p><p></p><p>Mana Blast: Starting at second level, the Master Weaver may elect to have one mana bolt he creates per day using his Mana Weave skill have the effects of a mana blast spell. The bolt is treated as having a caster level equal to the Master Weaver's class level for range, damage, and duration, but still requires a Mana Weave check in order to hit. At 5th and 8th levels, the weaver gains one additional use of this ability.</p><p></p><p>Improved Dueling: At 4th level a Master Weaver becomes a thing to be feared in Mana Duels. He gains a +2 Circumstance bonus to all Mana Weave checks made during a duel, and may also choose to have any damage he deals be considered real damage.</p><p></p><p>Improved Bolt: At 6th level, and mana bolts created by the Master Weaver through the use of his mana Weave spell deal an additional 1d6 damage. This bonus increases to +2d6 at 9th level. Although it does not affect any Mana Bolt spells the Master Weaver may cast, it does affect bolts created using his 2nd Level Mana Blast Ability.</p><p></p><p>Fortify Mana Effects: At tenth level, the Master Weaver gains the ability to create mana effects that last much longer and are much stronger than those created by anyone else. When using the Craft Armor ability of the Mana Weave skill, a master Weaver my create armor of up to +10 bonus, and each 2 points spent towards duration allow the armor to remain in effect for 1 hour rather than 30 minutes. In addition, any spells the Master Weaver casts with the Mana descriptor are treated as if cast using the Extend Spell feat, without a commensurate increase in spell level.</p><p></p><p>And then, an explanation of Mana duels (to better explain a couple of the weaver's abilities):</p><p></p><p>Mana Duels</p><p></p><p>Mana duels are non-lethal battles in which two pit their skills at mana weaving against one another. They are most often used to resolve disputes, and are the only form of magical dueling allowed in most cities which permit formal weapon duels.</p><p></p><p> The participants make opposed Mana Weave skill checks. The duelist who gets the highest result for his check wins the current exchange, and deals 1d6 points of subdual damage to the loser per two points over the loser’s check his total was.</p><p></p><p> A tie means both are locked in battle and must make another check each round, while the energy they are manipulating builds, doubling he damage the victor deals. Each additional round beyond the first where a tie occurs adds one to the damage multiplier. If one of the combatants breaks off the duel during a tie situation, and the other does not, he is automatically assumed to have rolled a 0 for his skill check, and takes damage accordingly. If both break off, the accumulated energy can be controlled enough to prevent a harmful discharge.</p><p></p><p> A mana duel requires two willing participants. If one participant is unwilling, treat the initiation of the duel as if the aggressor had launched a mana bolt at the unwilling person.</p><p></p><p> If, while not locked in a tied battle, one of the participants wishes to break off the duel and the other does not, the one who stays is considered to have used his action to launch a mana bolt at the other participant.</p><p></p><p> Duels can only occur between two individuals. However, if a third party (or more) wishes to intervene, use the aid another rules.</p><p></p><p> A participant who takes damage while engaged in a mana duel must make a concentration check (DC 10 + damage dealt) or be distracted and considered to have rolled a one for the current exchange.</p><p></p><p>Example:</p><p></p><p>Maris, a 5th level Evoker, is bullying the locals in a tavern, using his mana armor and mana bolts to frighten them into buying him drinks. Devon, a 5th level Sorcerer / 4th level Master Weaver, has just entered the tavern and decided to teach Maris a lesson. When Maris next moves to cast a bolt at someone, Devon’s readied action counters it, and pits the two into an impromptu duel. Maris gets very lucky and rolls a 15. This plus his skill equals a 22. Devon rolls a 2, making his total 16. Maris is victorious this round, and deals 3d6 subdual damage to Devon (22 – 16 / 2).</p><p></p><p>Feeling quite sure of himself now, Maris taunts Devon and another round of dueling commences. This time, Devon rolls a ten and Maris rolls a 17, meaning they’ve tied at 24! As the eldritch energies between them build up, neither is willing to back down and feel the brunt of the backlash, so both decide to continue the duel.</p><p></p><p>Devon is still not rolling very well, and only gets a total of 19. However, Maris rolls extremely poorly, and gets only a 13, meaning Devon is the victor by 6 points (3d6). However, the tied round means that the damage is doubled, and Maris reels from the 21 points of subdual damage he receives. </p><p></p><p>Finally realizing that he is outmatched, Maris attempts to back down. However, Devon had not yet decided to exit the duel, and is thus considered to have launched a mana bolt at Maris. His check is a 27, more than enough to hit Maris. The bolt slams into Maris, who slumps to the ground from the 4 points of damage he receives.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 490352, member: 743"] First, a spellcaster who specializes in mana weaving: Master Weaver Mana is the building block of magic, and there are those who work it like clay. Master Weavers take the skills of Mana Weaving and turn them into an art form. Alignment: Hit Die: 1d4 Requirements: Feats: Skill Focus (Mana Weaving), Any one Meta-magic feat Spellcasting: Ability to cast 3rd level arcane spells Skills: Mana Weaving (8 ranks), Spellcraft (5 ranks) Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Mana Weaving (Cha), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). Skill Points: 2 + Int mod. Greater Skill Focus: At first level, a Master Weaver's Skill Focus (Mana Weaving) feat has its bonus increased from +2 to +4. Table: Level BAB Fort. Reflex Will Special Abilities Spells Per Day 1 +0 +0 +0 +2 Greater Skill Focus +1 level of existing class 2 +1 +0 +0 +3 Mana Blast 1/day 3 +1 +1 +1 +3 +1 level of existing class 4 +1 +1 +1 +4 Improved Dueling +1 level of existing class 5 +2 +1 +1 +4 Mana Blast 2/day 6 +2 +2 +2 +5 Improved Bolt (+1d6) +1 level of existing class 7 +2 +2 +2 +5 +1 level of existing class 8 +3 +2 +2 +6 Mana Blast 3/day 9 +3 +3 +3 +6 Improved Bolt (+2d6) +1 level of existing class 10 +3 +3 +3 +7 Fortify Mana Effects +1 level of existing class Mana Blast: Starting at second level, the Master Weaver may elect to have one mana bolt he creates per day using his Mana Weave skill have the effects of a mana blast spell. The bolt is treated as having a caster level equal to the Master Weaver's class level for range, damage, and duration, but still requires a Mana Weave check in order to hit. At 5th and 8th levels, the weaver gains one additional use of this ability. Improved Dueling: At 4th level a Master Weaver becomes a thing to be feared in Mana Duels. He gains a +2 Circumstance bonus to all Mana Weave checks made during a duel, and may also choose to have any damage he deals be considered real damage. Improved Bolt: At 6th level, and mana bolts created by the Master Weaver through the use of his mana Weave spell deal an additional 1d6 damage. This bonus increases to +2d6 at 9th level. Although it does not affect any Mana Bolt spells the Master Weaver may cast, it does affect bolts created using his 2nd Level Mana Blast Ability. Fortify Mana Effects: At tenth level, the Master Weaver gains the ability to create mana effects that last much longer and are much stronger than those created by anyone else. When using the Craft Armor ability of the Mana Weave skill, a master Weaver my create armor of up to +10 bonus, and each 2 points spent towards duration allow the armor to remain in effect for 1 hour rather than 30 minutes. In addition, any spells the Master Weaver casts with the Mana descriptor are treated as if cast using the Extend Spell feat, without a commensurate increase in spell level. And then, an explanation of Mana duels (to better explain a couple of the weaver's abilities): Mana Duels Mana duels are non-lethal battles in which two pit their skills at mana weaving against one another. They are most often used to resolve disputes, and are the only form of magical dueling allowed in most cities which permit formal weapon duels. The participants make opposed Mana Weave skill checks. The duelist who gets the highest result for his check wins the current exchange, and deals 1d6 points of subdual damage to the loser per two points over the loser’s check his total was. A tie means both are locked in battle and must make another check each round, while the energy they are manipulating builds, doubling he damage the victor deals. Each additional round beyond the first where a tie occurs adds one to the damage multiplier. If one of the combatants breaks off the duel during a tie situation, and the other does not, he is automatically assumed to have rolled a 0 for his skill check, and takes damage accordingly. If both break off, the accumulated energy can be controlled enough to prevent a harmful discharge. A mana duel requires two willing participants. If one participant is unwilling, treat the initiation of the duel as if the aggressor had launched a mana bolt at the unwilling person. If, while not locked in a tied battle, one of the participants wishes to break off the duel and the other does not, the one who stays is considered to have used his action to launch a mana bolt at the other participant. Duels can only occur between two individuals. However, if a third party (or more) wishes to intervene, use the aid another rules. A participant who takes damage while engaged in a mana duel must make a concentration check (DC 10 + damage dealt) or be distracted and considered to have rolled a one for the current exchange. Example: Maris, a 5th level Evoker, is bullying the locals in a tavern, using his mana armor and mana bolts to frighten them into buying him drinks. Devon, a 5th level Sorcerer / 4th level Master Weaver, has just entered the tavern and decided to teach Maris a lesson. When Maris next moves to cast a bolt at someone, Devon’s readied action counters it, and pits the two into an impromptu duel. Maris gets very lucky and rolls a 15. This plus his skill equals a 22. Devon rolls a 2, making his total 16. Maris is victorious this round, and deals 3d6 subdual damage to Devon (22 – 16 / 2). Feeling quite sure of himself now, Maris taunts Devon and another round of dueling commences. This time, Devon rolls a ten and Maris rolls a 17, meaning they’ve tied at 24! As the eldritch energies between them build up, neither is willing to back down and feel the brunt of the backlash, so both decide to continue the duel. Devon is still not rolling very well, and only gets a total of 19. However, Maris rolls extremely poorly, and gets only a 13, meaning Devon is the victor by 6 points (3d6). However, the tied round means that the damage is doubled, and Maris reels from the 21 points of subdual damage he receives. Finally realizing that he is outmatched, Maris attempts to back down. However, Devon had not yet decided to exit the duel, and is thus considered to have launched a mana bolt at Maris. His check is a 27, more than enough to hit Maris. The bolt slams into Maris, who slumps to the ground from the 4 points of damage he receives. [/QUOTE]
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