[DF] Placing areas of different mana in Dungeon Fantasy
In GURPS Dungeon Fantasy, nature's strength and sanctity are pretty straightforward: the nature's strength rules come with very clear examples of various penalties, while areas of high/low sanctity presumably correspond to good/evil temples (at least ones above some threshold of importance). But it's much less clear how one should go about placing areas of high or low mana, much less very high or no mana, even though some parts of the game clearly require such areas in order to make sense: liches can only be killed permanently in no-mana areas, and the faerie folk's Dependency on mana is a free 25 points of no-mana zones aren't encountered occasionally.
If we look to DFRPG for guidance, Spells indicates that areas of high/low mana are actually supposed to be more common than areas of high/low sanctity—but "random", which could explain that while clerics often operate in cities (with historic temples), wizards tend to end up making their bases in random spots of wilderness. But the answers in Spells still aren't wholly satisfactory, because it indicates areas of no mana should be plot-device level rare—which causes real problems for explaining how PCs are ever supposed to (permanently) defeat a lich. So I'm left feeling I don't have a wholly satisfactory approach here. What have people on the forums done in their own campaigns? |
Re: [DF] Placing areas of different mana in Dungeon Fantasy
Drain Mana is available to PI 6 clerics (who don't have Magery to lose), Suspend Mana is at PI 5, and scrolls are available to lich hunters.
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Re: [DF] Placing areas of different mana in Dungeon Fantasy
Years before DF, I was part of a fantasy campaign where the mana levels increased the further one went underground, allowing levels to the dungeon of increasing supernatural/magical threat.
The first levels were pretty normal, but the midpoint had magic wielders becoming prominent. The bottom level, of course, being so ridiculously magical that magic was almost as dangerous to the user as the target, making the fighters more important. It worked out pretty well. Tactics that worked at the beginning were useless later on, which prevented complacency. We had to keep alert. |
Re: [DF] Placing areas of different mana in Dungeon Fantasy
Roll 3d6 for each area that comes up and hasn't been resolved yet. High number indicates high mana, low number indicates low mana, 18 means very high mana and 3 means no mana.
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Of course, if one can create temporary NMZ's (with an appropriate spell, power, scroll, artifact, etc), then you just need one of those (although acquiring such may well be a quest unto itself). Quote:
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Re: [DF] Placing areas of different mana in Dungeon Fantasy
You can also dispose of a lich using non-damage methods; casting entombment seems uniquely appropriate, and flesh to stone will work if the GM is willing to consider a lich a valid target for the spell.
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Yes this makes 15-18 No mana but the cumulative percentage of getting 15 or higher is 4.5% (100.0-95.4) which is effectively a 1 on a d20 (auto failure under 1 and 20 rule) |
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If using -10 for No Mana and +10 for Very High Mana, I'd probably be more inclined to have it be Normal for 10 or 11, and +1 per deviation (probably - below 10, + above 11). That appears to only allow for a range of +7, but I'd have 3's, 4's, 17's, and 18's "explode" - a roll of 17 is +6, and you reroll and add the result of that roll to the +6 (alternatively, to make NMZ's and Very High Mana more rare, only have 3's and 18's explode). Note an explosion can either have no effect or make the effect more pronounced, it can't suppress it (so if you roll a 3 - for -7 - and then roll a 15 - for +5 - you actually just stay with -7), and you can't go below -10 or above +10. |
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Put the current body into a NMZ and the connection between soul and body is severed and the soul just hops from the phylactery to the waiting corpse. Worst yet D&D liches will teleport to their phylactery before getting to the point where they will be unable to do so. |
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Then again, the lich also lacks any traits that would allow it to avoid consciousness checks below HP 0. So, drop it below 0, wait for it to pass out (with HT 14, that would take on average around 11 seconds to happen - but dropping its HP further worsens the roll, so you could drop it to -4xHP and it will likely fail within 2 seconds), and now you've got an unconscious lich on your hands. Normally, said lich would get a chance to awaken each hour, but if you got it below -1xHP (or just beat on it some more once it's unconscious - might as well break off all its arms and legs), it gets a single chance at 12 hours to wake up, or it never will until either some necromancer comes along to fix it up or it gets destroyed. Again, with HT 14 it's got a pretty good chance of waking up, but then you just bash its skull against the ground and it'll pass out for another 12 hours (with another chance to get trapped in a coma) in short order (at least until you manage to damage it enough that it's destroyed). That should make it possible to transport it to the nearest NMZ for disposal. I suspect the authors of DFM1 didn't really intend for this to be a legitimate means of permanently destroying the lich, however (indeed, I think most authors who give a monster Unkillable expect it to keep fighting until it reaches -10xHP, not pass out halfway there). |
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Interestingly the Fantasy Lich does not have Unkillable which is...weird. |
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Of course, if the lich is losing and retreats... no more lich. Again, the GM could turn it into a vengeful arc villain, but unless the PC's opt to pursue it, a lich that was driven to retreat is going to be best served just cutting its losses and giving the party a wide berth (also, it may well take quite some time for it to heal itself, if it even can given the penalty to Healing spells cast on oneself while injured). Note here we're talking about a random encounter with a lich, where the lack of NMZ's is the most problematic (for a major villain, part of the "destroy the lich" quest is figuring out a way to actually get the lich to an NMZ, or finding some other way of bypassing their Unkillable 3). *With most (or all) of its spells at Skill 20 or higher, it doesn't need to gesture or speak to cast a spell, just concentrate. I'm not sure someone watching would be able to even realize the lich were casting a spell, at least in time to disrupt it. But if they can, that above Wait should work. Quote:
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Re: [DF] Placing areas of different mana in Dungeon Fantasy
It might make sense to tie the mana level roll to an existing thing, like the Reaction Table.
For instance: 0 or less: No mana 1 to 3: Very low mana (see Thaumatology) 4 to 6: Low mana 7 to 9: Normal mana with some negative aspected mana (see Thaumatology) 8 to 12: Normal mana 13 to 15: Normal mana with some positively aspected mana 16 to 18: High mana 19 or better: Very high mana And then a wider region could have a positive or negative reputation for having high or low mana (such as Caithness in Banestorm for low mana and the desert for no mana), and rolling there would add a positive or negative modifier to the roll depending on the reputation. Note: all mana levels (with the exception of no mana, I guess) can have positive or negative aspected mana too. Didn't add those to other than the normal mana to create differentation. |
Re: [DF] Placing areas of different mana in Dungeon Fantasy
The more I think about this, the more it feels like Suspend Mana and Drain Mana are absolutely essential to wizardly magic working as intended. One interesting thing about these spells is that Drain Mana in particular is vastly cheaper than most other methods if you want lasting protection for an area (the one partial exception I see is Pentagram, and because its cost scales with area rather than radius, it's really only cheaper if you're protecting a single hex). In a world where wizardly magic is the only type, I expect small areas that have been subject to Drain Mana would be extremely common and serve a variety of purposes: jail cells, "safe rooms", or simply places where people can talk with a guarantee they won't be scried upon. Dungeon Fantasy complicates things because Drain Mana will only protect you against one of several types of hostile magic, but the spell might at least be popular among clerics who want to maximize their "home field advantage" in their temples, or at least certain sections thereof.
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From what the DMG1 said D&D worlds are clearly akin to Wild Mana thanks to the connections to the various planes: "All magic and cleric spells are similar in that the word sounds, when combined into whatever patterns are applicable, are charged with energy from the Positive or Negative Material Plane. (...) The triggering action draws power from some plane of the multiverse" DMG1 pg 40 Then there Pure Mana (also called Raw Magic) where one option is it five times more efficient than normal mana. - Thaumatology p 227 |
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Raw Magic is more like itemized energy reserve that can be collected from nature and stored in yourself if you have the requisite advantage, also a bit different. Then there's also Toxic mana, which I've left out as well from the example. |
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Also, I'm not entirely sure if the Suspend Mana and Drain Mana on the DF Cleric's list are supposed to affect mana or sanctity, probably mana. If they have a critical failure with those spells, they're going to lose a level of PI, that's for sure. But yeah, in a place like Yrth, there's bound to be plenty of no mana places around as the result of mages of the old draining places for their own use (and maybe using a chunk of their power in the process). |
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"Most Mana Vortices are 1 to 3 hexes in radius, but there are rumors of Vortices with radii of up to 300 hexes." (Classic: Magic Items 1 p 64) |
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But good point about the risk of losing a level of Magery/PI. So probably won't be used willy-nilly, but I think in the setting I've been working on I will, at the very least, tend to assume that areas with Very High sanctity have also had their mana drained to protect them against wizardly interference. |
Re: [DF] Placing areas of different mana in Dungeon Fantasy
I would assume that mana altering spells are projects for NPCs, like say, enchanting. Which basically they are. So if the master of the dungeon wants a conveniently place no mana zone around their treasure vault or above that crevasse to keep people from levitating to the other side to use the extending bridge controls, they can have it.
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In the Roma Arcana mana actually represents the availability of spirits to perform spells for the mage rather than "energy". Since in Roma Arcana the major numen ("deities") assign duties to the spirits where belief in them is strong Sanctity increases at the cost of mana. (Fantasy p 201) This puts Isis, who followers use Magery, in an interesting situation. Normally her temples would increase Sanctity at the cost of mana but that would make put her followers at a major disadvantage compared to other numen (the Western equivalent of kami). Exactly how she squares this circle is left up to the GM. |
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"I would assume Suspend Mana and Drain Mana effect mana even when cast by a cleric. It seems weird for clerics to directly be lowering sanctity, since high sanctity for Good generally means low sanctity for Evil and vice versa." Why would changing mana have any effect on sanctity unless you are following Roma Archana guidelines? |
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It would kind of weird for a deity of magic (like Isis) to allow their clerics to cast Suspend Mana or Drain Mana as it is effectively cuts into their worship which if they are under 'get everything' rules hurts them. Lina inverse said it best; it is effecting 'give me some of your power so I can hurt you'. If you were wondering that was because some idiot of a mage tried to cast Dragon Slave on Ruby Eye Shabranigdo. Problem is Dragon Slave is powered by Ruby Eye Shabranigdo. Needless to say the mage didn't last long. |
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So one deity of magic wants to play hardball but other doesn't. The hardball deity allows mana areas to be reduced in power or destroyed but the other deity does the exact opposite. As I said before if you are going with the deities get everything from their followers concept the hardball deity will be basically cutting off her nose to spite her face. The more she tries to gain control the less worshipers she has and the less power she has - she is in an effectively death spiral and will be reduced to a deity of divine magic able to only effect sanctity before too much time passes. If she still refuses to get the memo she will wind up like Aphrodite Areia - no worshipers and therefore irrelevant to the mortal world. |
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The deities there were all saving their power for a major threat except Bazangi who grants boons on a whim. Problem is not only is he out of his head crazy but he had a weird scene of humor. He was the sort of deity that if you wished for a magic weapon you wound up with a +2 Rubber chicken that functioned as a mace in terms of damage. If he was in a really silly mood he's go "Well I'm out of chicken, so here have an eraser that does a lot of damage when thrown at a target" :-) The thing is even though Bazangi was Planter's Special levels of crazy he was the most worshiped deity because he was granting boons - even if they looked silly. But since deities got their power from worshipers they realized not listening to worshipers as they had been not only didn't they have need power to fight the coming danger but they had a new head deity: Bazangi. Oops. Depending on the setting "harmful" can be a relative term. For example, in warcraft healing spells hurt undead. Spells that promote peace would be harmful to a deity of war and so on. Also unless the deity is given out Power Investiture with large areas like free candle samples "boost magic for her followers" doesn't work because since the mana level is trashed their magic is shot as well. Remember unlike Mana the default for Sanctity is akin to a zero-sum game; for the Sanctity of one deity to rise their opposite/rival has to fall so trying to go the Sanctity route. You could have what happened between D&D 3.5 and 4.0 where the goddess of magic, Mystra, was killed. Magic when wild and many of the old rules went out the window. Things were such a mess that her pantheon in desperation found a way to recreate her though there are still elements of the Spellplague to clean up. |
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*It's based on Pathfinder (and thus Dungeons and Dragons), and so has daily limits to spellcasting, but I like the way the webcomic Marble Gate Dungeon handles it. To quote the author from the comment section on the page the limit was first mentioned in the comic: "Casting divine magic is painful, because you're channeling a god or higher being through your fragile mortal body. As you do it more, and your connection to said god deepens, it becomes easier to do more and is less painful, but you still have limits. Once you go over your limit, your body starts to fall apart and you'll almost certainly die. Dying this way is horrifically painful, and is completely forbidden in the Church of the Highfather." When the main character, Coleeen, first acquired this ability, she'd get pretty close to her limit with just a single spell, but over time she built up a tolerance and can cast her main spells a few times per day (the cantrip she uses to turn her holy symbol into a light source she appears to be able to use without much limit). |
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*Object of Power (Minor) [600]: Sanctity Enhancer 2 [100] + Wild Sanctity Generator [100] (+200%: Area Effect 4 hexes +200%) *Object of Power (Major) [800]: Sanctity Enhancer 2 [100] + Wild Sanctity Generator [100] (+300%: lingering Sanctity effect +100%; Area Effect 4 hexes +200%) Sanctity Enhancer and Wild Sanctity Generator are nothing more than Mana Enhancer and Wild Mana Generator with the (Sanctity Replaces Mana, ±0%) modifier. It would be child's play for a deity to add Mana Damper to the above package. |
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"All magic and cleric spells are similar in that the word sounds, when combined into whatever patterns are applicable, are charged with energy from the Positive or Negative Material Plane. (...) The triggering action draws power from some plane of the multiverse" DMG1 pg 40. Note this expressly states that energy for cleric spell comes from the Positive or Negative Material Plane and yes it didn't make much sense back then either. |
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