New Skill (Mana Weave) and a PrC to use it

James McMurray

First Post
First, a blurb about mana:

Mana

Mana is the energy which is the building block of all magic. To create magical effects, divine spellcasters call upon powers outside themselves, wizards utilize rigidly determined formulae, and sorcerers strive to create effects through sheer force of will. However, all of these individuals have one thing in common: they all manipulate mana in some manner.

Given proper training, anyone can learn to manipulate mana through a technique known as weaving. Weavers combine predetermined formulae with an artistic flare to generate many varied effects without recourse to spells or magic items.

Damage inflicted by mana sources is non-elemental in nature, and thus cannot be protected against by the various elemental resistance granting effects. However, as mana is pure magic, creatures with spell resistance are afforded some protection from its effects. A creature has Mana Resistance equal to their Spell Resistance minus 10.

Mana effects can be dispelled or countered during creation, as if created at a caster level equal to the number of ranks in Mana Weave the creator has minus 3. Mana effects are destroyed if they ever enter an anti-magic area. Additionally, some mana effects can be broken through spell resistance, as noted in the Mana Weave skill.

Second, the Mana Weave Skill:

New Skill:

Mana Weave (Cha) (Class skill for Wizards and Sorcerers, Cross-Class for all others)

A skilled mana weaver may attempt to create various effects with mana:

Bolt: With a standard action that provokes attacks of opportunity, and mana weaver may create a small blast of pure mana as a ranged attack dealing 1d6 damage. This attack has a range increment of 20 feet, maximum range of 5 increments, and uses the result of its creator’s skill check minus 5 as its attack roll.

Armor: With five minutes of intense weaving, a character may sheathe themselves or another creature touched in a shell of hardened mana. This shell provides an armor bonus equal to +1 per 2 points of skill check over 10 (Maximum +8). The armor lasts for 30 minutes per 2 points of skill check over 10. Note that points used in this manner cannot be combined. Armor created in this manner is a force effect, and is thus effective against incorporeal and touch attacks. The first time a creature with spell resistance strikes the armor’s wearer, the armor must make a caster level check against the creature’s spell resistance or be destroyed.

For Example: Martok the Master Mage (self-proclaimed) has a mana Weaving Skill of +14, he spends five minutes performing the weaving necessary to create mana armor, and then makes his skill check. He rolls a 13 on the skill check, for a total of 17. He has surpassed the target of ten by 17 points. Using 12 of those points, he creates armor that grants him +6 AC, the remaining 5 points can be used to ensure that the armor lasts for one hour (with the left over point being lost). Alternatively, he could have created armor which gave a +4 bonus for 2 hours. Note that he could not have created armor of +8 quality, as that would have left him with no points to spend on duration, making it an instantaneous effect. As Martok is a 10th level sorcerer, fourth level Master Weaver, his armor could be dispelled as a 14th level effect.

Detect Mana: As a full round action, a mana weaver may reorient his perceptions to allow the detection of mana (and thus magic) within 60’. This functions exactly as the spell Detect Magic, with the following exceptions: The weaver must succeed at a Mana Weave Check with a DC of 15 to activate the ability. The weaver can determine locations and strengths of aura, but cannot discern the schools of magic. Finally, each successive level of information requires twice as long as a standard detect magic spell. Detecting Magic via this method is a spell-like ability that provokes attacks of opportunity.

Counterspell: With a readied action, a Mana Weaver may attempt to counterspell any spellcasting attempt within 5’ per rank of Mana Weave skill. This functions exactly as counter spelling via the Dispel Magic spell, with the dispel check being equal to the weaver’s skill check minus 10.

Bolster Spell: By gathering more mana than is required for the casting of a spell, a Mana Weaver may apply more power to a spell’s effects, increasing the chance of bypassing spell resistance. By using a standard action to gather mana, and succeeding at a DC 25 Mana Weave check, the weaver may add a +2 bonus to his next spell penetration roll. This bonus stacks with bonuses from feats or other sources that aid with penetration rolls, and can be done repeatedly for a single spell.

If this action is performed over consecutive turns, the weaver may accumulate bonuses up to a total of +10. However, the accumulated mana must be used within one round of the last turn of gathering or it will dissipate. If the weaver is dealt damage while accumulating mana, he must make a concentration check with a DC equal to 15 plus the damage dealt. Failure indicates the mana is freed before being channeled into the spell, causing the weaver 1d4 points of feedback damage per +2 accumulated.

Spell Bolstering is easily noticeable, and those who succeed at a Spellcraft check (DC 15) can determine that the weaver is bolstering a spell. Those whose check exceeds 17 + the spell level of the spell being bolstered learn which spell is being prepared as well.

Counter Bolt: With a readied action, a mana weaver can counter another mana weaver’s attempt to create a mana bolt. Doing so is automatic, but initiates a mana duel between the original bolt’s creator and the counter weaver. For the first round of the duel, both participants are considered to be willing, after which, either participant may retire from the duel as per the Mana Duel rules.

Special: Users with 5 ranks of Spellcraft gain a +2 synergy bonus to mana weave checks.

Special: The Arcane Spell Failure percentages for armor worn apply to Mana Weave Skill checks.

Note: it is strongly advised that DMs do not allow the creation of magic items which add to this skill, due to the power level available with the armor and countering abilities. A tenth level character with 13 ranks of mana weaving and a +5 stat bonus will create armor that averages at 18 points over the required. This could be +8 armor which lasts for 30 minutes, a handy but not game-breaking effect. However, adding a +20 item to that (only 4,000 gold and 320 experience to create) would allow the creation of +8 armor that lasted for over ten hours. Alternatively, counterspelling attempts that would have had a 50% chance of success become automatic.

And finally, the Mana Knight, a warrior who fashions arms and armor of pure magic:

There are those who strive to master the manipulation of mana so that they may become better wizards or sorcerers, the Mana Knights are not among them. They strive only to increase their ability to fight, and see mana as a natural method of doing so, as it can provide offense, defense, and even intelligence gathering.

Alignment: Any
Hit Die: d8
Requirements:
Skills: Mana Weaving (6 Ranks)
BAB: +4
Feats: Any three feats from the fighter’s list of bonus feats.
Class Skills: Mana Weaving (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), Spellcraft (Int), and Swim (Str).

Skill Points: 2 + Int.

Table:

Level BAB Fort. Reflex Will Special Abilities
1 +1 +2 +0 +2 Mana Blade +1
2 +2 +3 +0 +3 Enhance Armor +1
3 +3 +3 +1 +3 Mana Bow +2
4 +4 +4 +1 +4 Mana Blade +3
5 +5 +4 +1 +4 Enhance Armor +3
6 +6 +5 +2 +5 Mana Bow +3
7 +7 +5 +2 +5 Mana Blade +5
8 +8 +6 +2 +6 Enhance Armor +5
9 +9 +6 +3 +6 Mana Bow +5
10 +10 +7 +3 +7 Mana Blade +7

Mana Blade: The Mana Knight gains the ability to form a bladed weapon out of pure mana. This weapon must take the form of any piercing or slashing weapon that the Mana Knight is proficient in. When created, the Mana Knight may elect to bestow additional abilities upon the blade, up to the enhancement bonus listed. Note that in order to have a special ability, at least a +1 enhancement bonus must be applied to the blade. Additionally, only the Mana Knight may add effects to this blade, and it is unaffected by spells designed to increase its effectiveness such as Greater Magic Weapon.

Creation of the blade requires a Mana Weaving check (DC 15 plus the total bonus of the weapon). Creation is a standard action that does not provoke attacks of opportunity. The blade can last for up to 10 minutes per point the skill check surpassed the DC, but if it leaves the Mana Knight’s hand, it immediately disperses. The Blade is a mana effect, and thus ignores Damage Reduction. It is still affected by Spell Resistance as per normal Mana effects.

Enhance Armor: When using the armor creation process of Mana Weaving, the Mana Knight may add special abilities to the armor, up to a total enhancement bonus as given on the chart. Note that actual enhancement bonuses cannot be granted, only special abilities such as silent, fortification, etc.

Mana Bow: When creating mana bolts via Mana Weave skill, the Mana Knight may also create a can fire mana bolts as if through a bow or crossbow (the type is chosen when the bolt is fired). This has the effect of increasing the damage of the bolt, as well as the range of the bolt. When using this ability, the Mana Knight uses his normal attack bonus in place of his Mana Weave skill to determine if he hits or not, and any feats he has which would apply to a normal bow of the type created also apply to the Mana Bow. This effect is otherwise identical to the Mana Blade ability above.
 

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Consider it house ruled. I like this a lot. I would suggest some sort of hindrance to balance the armor a bit, like a max of + caster level to AC.Also, does using any of the Mana Weave abilities use spell slots for the day, and if so, how many and of what level (I'm guessing no, but it never hurts to ask)? Also, the pre-reqs may need tweaking a bit, as right now I can hit this PrC starting at 5th level if I have an Int mod of +1 or higher (using some feat from the KoKPG that I can't remember the name of; it makes a number of cross-class skills = to Int mod class skills).

oh, and maybe some sort of scaling for the bolt damage... d6 with a standard action is isn't gonna cut it at anything above 3rd level.
 
Last edited:

thegreatbuddha said:
Consider it house ruled. I like this a lot.

Thanks!

I would suggest some sort of hindrance to balance the armor a bit, like a max of + caster level to AC.

Well, assuming you don't allow items which give plusses to the skill (which I suggest somewhere in my stuff, but maybe not the stufff that reached this page), you are fairly limited by your skill. At 5th level you could have +11, average would allow +5 armor, but it would only be for 1/2 hour. If you want it for longer than that, you'd have to go down in plusses. At that level, all it does is free up a Mage Armor slot.

At higher levels, the bonus does get higher. But, even taking 20, my Mana Knight can only reach +8 armor bonus for about 4 hours. He quickly found he was better off with a Mithral Buckler and Armored Robes (coupled with GMW from the cleric.)

Also, does using any of the Mana Weave abilities use spell slots for the day, and if so, how many and of what level (I'm guessing no, but it never hurts to ask)?

Nope.

Also, the pre-reqs may need tweaking a bit, as right now I can hit this PrC starting at 5th level if I have an Int mod of +1 or higher (using some feat from the KoKPG that I can't remember the name of; it makes a number of cross-class skills = to Int mod class skills).

I have only looked at it from the perspective of splat books, core rules, and a few other books I use (none of which allow class skill via a feat. If you allow that feat, by all means increase the prereqs by adding a couple of required ranks.

Of course, even without the feat, you can reach the class by 5th level (one level of sorcerer, a high int, and four levels of fighter will do it for you). I haven't been able to playtest the lower levels of the class though, so I don't know if they are balanced well.

oh, and maybe some sort of scaling for the bolt damage... d6 with a standard action is isn't gonna cut it at anything above 3rd level.

On its own the skill isn't meant to allow dealing a lot of damage. Perhaps a feat that allowed dropping your tohit roll to add extra damage? In the "More Mana Stuff" thread there's a spellcasting prestige class that has bolts which scale up.

If you do have someone play one of these, please let me know the results, as I'm very interested!

Thanks!
 

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