Magic in the World of Vala
In the World of Vala, magic is the beating heart of the world. It flows through everything and everyone, and it’s what allows the world and life overall to exist.
Magic is the general term used for the focusing of raw energy into various properties and for various purposes. This raw energy, often referred to as mana, flows freely around the World of Vala. This Mana can be found in many different forms, yet all forms can still be utilized to perform feats. Mana comprises every spirit; it is the energy of all living things and can be harnessed in a variety of ways. Despite thousands of years of study, there is an enormous amount of speculation about how magic is generated, how it might be used by mortals and spirits, and how it might flow between living things.
There are numerous ways the use of magic can manifest. The most obvious is the practice of casting spells, but one can also brew potions to apply an effect, among other things. There are a few ways in which a spell is different from a synthesis, including how their failure manifests. A badly put-together spell likely won’t work at all, but alchemy gone wrong can be poison.
Mana
Mana is essential to even the most basic magical effects. Through various methods, mana can be controlled to create effects that would otherwise be impossible, such as walking on water, calling down lightning, or creating illusions. Mana is ordinarily not visible to the unaided eye unless it is highly concentrated or manifested in large amounts. This is rarely seen due to the restrictions of a creature’s body, which limits the amount of mana an individual can release at a single given time.
Since mana is the life energy that all individuals produce, those who run out of said life energy run an extreme risk of dying. Produced within and manipulated by both the brain and the heart, the energy circulates throughout the body in a network of veins called the “Mana Pathway,” which runs concurrently with the cardiovascular system. Individuals across different vocations are trained to generate more mana and release it outside their bodies through their souls to perform spells.
Mana itself is created when two primal energies, physical and spiritual, are moulded together. Physical energy is generated by each of the body’s cells and can be increased through training, stimulants, and general exercise. Spiritual energy comes from the mind’s consciousness and can be increased through studying, meditation, and experience. These two energies becoming stronger will, in turn, make the created mana more powerful. At any given time, an individual will have a “maximum” amount of mana that they can form and use before it runs out, and they need to rest to replenish it. With practice, this maximum can be increased, but to a certain extent, as they are limited to the quantity and strength of mana that their genetics grant them. This Mana pool grows with each level.
Your Mana Pool equals: Your Level(Constitution Modifier + Intelligence Modifier + Wisdom Modifier). Mana replenishes naturally at a rate of 5 points an hour.
If a body is given far more mana than it can handle, it would potentially be killed by the overwhelming mana. Players must be careful not to mix mana above their mana maximum, or doing so could lead to their death. On the opposite spectrum, if somebody runs out of mana, they will die.
Mana Control
Because mana takes time and a great deal of training to gradually build up, the key to its use is not actually having large amounts of mana but instead being able to sufficiently control and conserve it. This process is called Mana Control.
When creating a character Mana Control starts at Tier 0 and with training can be improved. Mana control is broken down into 6 different tiers. Each subsequent tier gives the user additional benefits for their mana use. Individuals can train their mana use using the World of Vala Training System. Anytime an individual gains more than 10 mana at a time, their Mana Control reduces by 2, and they have to retrain their mana control with their new mana pool in order to accommodate their bodies to the change.
Types of Mana
Mana in the world of Vala is divided into many different types. Each type has a different function, but all can be used to power spells and runes, albeit with additional benefits, strengths, and weaknesses.
Due to many different circumstances, individuals may have access to diffrent types of mana. Despite the ability to have access to different types of mana, player characters can typically only have one type of mana flowing through their body at a time.
-
Mana Description: Built off of the latent mana in the world Arcane mana is the most basic type of magic available in the World of Vala. Every other type of magic is a derivative of arcane mana. For most individuals this is the base mana that runs through their bodies.
Mana Unlock Requirement: Standard Stating Mana for all characters created in the World of Vala system.
Mana Benefits: Regardless of what type of mana flows through your body you may utilize Arcane magic.
Mana Drawbacks: Due to it’s simplicity Arcana mana spells can’t be higher than tier-3 complexity.
-
Mana Description: Blood mana taps into the inherent power of blood to perform magical feats. It has an inherently corruptive nature, and many who utilize this mana become addicted to its power. Once fully corrupted by blood mana, individuals end up becoming a vampyre.
Mana Unlock Requirement: Any creature may use Blood Mana without proper training but will take a -20 penalty to their Blood Magic control whenever they do it while not studying Hemomancy.
Mana Benefits: Due to this type of mana drawing power from the blood. A user can always utilize Blood Mana regardless of the internal mana that runs through their body. When you activate spells or techniques you utilize your HP instead of a Mana Pool.
Mana Drawbacks: Must roll a d100 every time you utilize Blood Mana. You roll the D100 against your Blood Mana Control. In order to pass your roll you must roll at or above your Blood Mana Control Level. If you fail your Blood Mana control drops by 5. Upon reaching Zero player becomes a Vampyre and must consume a gallon of blood a day or die.
-
Mana Description: Chaos mana is uncontrollable by its very nature. Its innate power comes from the wild forces of chaos that underline the sublime order of creation. As it flows through a body, it moves erratically and unknowably, waiting for an outlet or release.
Mana Unlock Requirement: Must become a Dark Lord or serve a Dark Lord to use Chaos Mana.
Mana Benefits: Any spell cast with Chaos Mana is treated as Chaos Magic
Mana Drawbacks: Whenever the user utilizes Chaos Mana they must roll a d100 on the Chaos Effect. Whatever effect is rolled happens in conjunction with your other effect.
1 - The caster’s mana pool Immediately drops to 1.
2 - Your feet sink into the ground, making you completely immobile for one minute. This has no effect if you were not standing on the ground when the spell was cast.
3 - You have are surrounded by a spectral shield for 1 minute, giving you a +2 bonus to your AC.
4 - Permanently increase one ability score of your choice by 1 point. Permanently decrease a different ability score of your choice by 1 point.
5 - All spells you cast within the next minute automatically fail.
6 - A bad joke comes to mind and until you tell it (which takes an entire action), you suffer a Wisdom penalty of 1.
7 - You and all creatures within 30 feet of you gain vulnerability to all damage for 1 minute.
8 - You’re feeling lucky. For the next hour, any time you make an ability check, roll 1d6 and add the result.
9 - You become a magnet for magic for 1 minute. All spells cast or targeted at creatures within 30 feet of you instead target you.
10 - You jump forward in time exactly 1 minute, for 1 minute. From the perspective of everyone else, you cease to exist during that time.
-
Mana Description: Cosmic mana connects its user to the infinite power of the cosmos. Rather than drawing from the world users of cosmic mana draw upon the forces of the very universe. The energy that users draw from these celestial bodies is unrefined and extremely watered down, making it unstable.
Mana Unlock Requirement: Must be trained by Astronomy.
Mana Benefits: Cosmic mana benefits are derived from the vast and timeless power of celestial bodies. Due to this, once they master an aspect of the celestial body, the cosmic mana user has the choice to draw from different cosmic bodies, and their mana will gain different effects based on the cosmic entity:
Cosmic Fire Mana (Celestial Body - Sun): When in sunlight, bright light radiates from your body in an area of 50 ft. You are immune to cosmic damage, and you gain a flight speed equal to double your movement speed. All hostile creatures who start their turn in the bright light of your aura must make a Constitution save contested against your Intelligence roll or take 1d6 cosmic fire damage.
Cosmic Lunar Mana (Celestial Body - Moon): When under moonlight, a ray of shimmering moonlight shines down around you in a 15 ft radius. Whenever an enemy creature ends its turn inside the moonlight, it must make a Wisdom roll contested against your Intelligence roll. If failed they take disadvantage from your attacks and are disadvantaged when they attack you.
Cosmic Ice Mana (Celestial Body - Comet): When a comet flies near your location, you draw upon the natural power of a comet. You are covered in a layer of ice. When you move towards a creature and then make a melee weapon attack or shove, the creature takes an additional 1d6 damage for each 10 feet you move towards your target. Your dash is nigh unstoppable. When you take the Dash action, you can move through the spaces of Large or smaller creatures. Each creature must make a Strength roll contested against your Strength + Intelligence roll. On a failed contested roll, they are knocked prone.
Cosmic Abyss Mana (Celestial Body - Dark Matter): When in touch with the Dark Matter that exists throughout the universe you may use the following traits a number of times equal to your intelligence modifier:
You fill the air with uncharged energy within 15ft, causing subtle changes to the atmosphere in a 5-foot cube for 1 minute. This can create effects such as slowing air particles to cause a shortness of breath or a chilling sensation, fluctuating oxygen to cause mild lightheadedness or coughing, or adjusting humidity to reduce sweat evaporation or warm the area.
You can emit a pulse of positively charged energy in a 10ft line that repels unattended objects up to 10 pounds and pushes them 5ft away. This can create effects such as scattering important paperwork, blowing dust of old furniture, or knocking a glass off a table.
You can condense negatively charged energy at a point within 15ft and move it in a straight line for 15ft, causing unattended objects up to 5 pounds within 5ft to be lifted and follow the energy, clumping together at the end for 1 minute. This can create effects such as pinning weapons to a wall, collecting loose coins and bringing them to you, or causing a faint tugging sensation in the area.
Mana Drawbacks: The drawbacks of cosmic mana are immense. The cosmic manas additional effects do not activate if the user loses connection to the celestial body they draw from. Every time the user utilizes any form of Cosmic mana, they build a wellspring of Cosmic energy around them. If the user doesn’t leave time for that energy to dissipate, they risk creating a black hole centered on themselves. In combat, if the user of cosmic mana utilizes the mana in subsequent turns, a black hole grows centered on their body, and they are unaffected by it. To dissipate the cosmic energy around the user, they must wait until the Cosmic Buildup reaches 1. Cosmic Energy Buildup decreases by 1 for each turn the user does not utilize cosmic mana.
1 Cosmic Energy Buildup - A black hole is created around yourself. Anyone within a 30-foot range of you must make a strength-saving throw that is contested against your intelligence or take 1d6 cosmic mana damage and start to get dragged into the black hole. Any creature in the black hole begins to suffocate, and takes 1d6 cosmic mana as they are trapped in your orbit.
2 Cosmic Energy Buildup - The black hole strengthens. Anyone within a 60-foot range of you must make a strength-saving throw that is contested against your intelligence or take 2d6 cosmic mana damage and start to get dragged into the black hole. Any creature in the black hole begins to suffocate and takes 2d6 cosmic mana as they are trapped in your orbit.
3 Cosmic Energy Buildup - The black hole strengthens. Anyone within a 120-foot range of you must make a strength-saving throw that is contested against your intelligence or take 3d6 cosmic mana damage and start to get dragged into the black hole. Any creature in the black hole begins to suffocate and takes 3d6 cosmic mana as they are trapped in your orbit.
4 Cosmic Energy Buildup - The Black hole strengthens. Anyone within a 240-foot range of you must make a strength-saving throw that is contested against your intelligence or take 4d6 cosmic mana damage and start to get dragged into the black hole. Any creature in the black hole begins to suffocate and takes 4d6 cosmic mana as they are trapped in your orbit.
-
Mana Description: The crux of Daemonic Magic is to manipulate the attributes of mortals by corrupting their emotions through its daemonic power. The user uses the mana out the best and worst in sentient beings. This ongoing corruption can turn them into daemonic buildings. Once a creature is turned into a daemonic being, it is added to the armies of the Daemon Horde.
Mana Unlock Requirement: Must be a daemon to use daemonic mana.
Mana Benefits: The benefits of daemonic mana change depending on the type of daemon an individual is. Regardless, every time a creature is affected by daemonic mana, an attribute is temporarily reduced by 1. The attribute returns to normal after a short rest. The attribute that changes depending on what sin of Daemon you fall under.
Desire Daemon - Target’s Charisma is temporarily reduced by 1(Times your Level).
Envy Daemon - Target’s Constitution is temporarily reduced by 1 (Times your Level).
Gluttony Daemon - Target’s Mana is temporarily reduced by 1(Times your Level).
Greed Daemon - Target’s Wisdom is temporarily reduced by 1(Times your Level).
Pride Daemon - Target’s Strength is temporarily reduced by 1(Times your Level).
Sloth Daemon - Target’s Dexterity is temporarily reduced by 1 (Times your Level).
Wrath Daemon - Target’s Intelligence is temporarily reduced by 1(Times your Level).
Mana Drawbacks: The drawbacks of daemonic mana is that daemon types are immune to the effects of their domain. Divine mana can cancel out the effects of daemonic mana.
-
Mana Description: Divine mana is a form of mana that runs through the divinity of the World of Vala. This mana gives the divine powers to achieve impossible feats such as creating, destroying, and reconstructing anything in existence, sometimes even to warp reality. Divine Mana is a mark of divnity and allows all divines to assert their will over others and dominate the world.
Mana Unlock Requirement: Must be an Angel or have a divine spark to utilize divine mana.
Mana Benefits: The benefits of Divine mana allow its user to utilize the power of prayer to gain additional benefits. Prayers, as a conduit of this power, can assume diverse forms, encompassing hymns, incantations, formal creeds, or spontaneous expressions uttered by the supplicant. These rituals may be part of structured liturgies or personal devotions, performed both in solitude or communal gatherings, adding to the versatility of prayer casting. A prayer takes about 30 seconds to perform. As long as the prayer started on the casters turn as long as it is not interrupted it can be made during an opponents turn. A prayer’s effects last until the next long rest, unless stated otherwise. Every user of divine mana has access to the following standard prayers:
Hallowed: Touch a creature and sacrifice 5 points of mana as an offering to your god. In exchange, the creature you designated is hallowed for the duration of the spell. While hallowed, when the target fails an ability check, contested roll or an attack roll, it can choose to reroll it, potentially turning the roll into a success. When it does so, it must keep the new result, even if it is worse than its first one. The effect hen ends for the target.
Zone of Peace: Pray to your chosen divine to create a magical zone that guards against offensive behavior in a 15 foot radius sphere centered on you. Until the spell ends, when a creature inside this area make an attack or cast a spell that can deal damage for the first time of the turn, it takes 2d8 divine damage, as a vengeful light falls on it from the sky.
Zone of Suppression: Pray to your chosen divine to create a magical zone that allows you to ban a spell of your choice. You create a zone of censorship in a 30-foot radius sphere around you where the spell you named is prohibited (the zone always stays at the same location and doesn’t move with you if you move). For the duration, when a creature within that zone casts that forbidden spell, its spell fails and has no effect.
Divine Calling: Pray to your chosen divine to call for a creature you know well. Ask the divine to transport it next to you. If that creature is within 1 mile of you, it can use its reaction to instantly teleport in a free space within 5 feet of you, in a giant beam of light. Alternatively, you can call for an item that belongs to you.
Mana Drawbacks: Divine Mana is weakened by type of mana that aren’t natural to the world. Mana such as daemonic and void can cancel out Divine mana and its spells effects.
-
Mana Description: An ancient form of Magic utilized by the architects of the World of Vala, the first Dragons, is a type of mana entrenched in the knowledge of the world’s inner workings. It grants the user the ability to perceive the true name of a person, place, or thing and, through that understanding, gains levels of control over the target.
Mana Unlock Requirement: Must be a dragon or a drakekin to to utilize draconic mana..
Mana Benefits: The benefits of draconic mana rely on the knowledge of a thing’s true name. Access to this mana type allows its users to gain mastery of the true names of various things.
Mana Drawbacks: Despite the immense amount of power and control this mana grants you. You also remain incredibly vulnerable to its effects. Those with draconic mana flowing through their body are also granted a true name. If another creature gains knowledge of your true name they may control you in ways that they see fit. You must keep your true name a secret or only share it with those you can trust.
-
Mana Description: Paradoxical mana exists outside the confines of the natural order of the World of Vala. Yet, it is still able to exist. Users of paradoxical mana can achieve supernatural feats by rejecting aspects of reality. Due to the contradictory nature of the mana, beings who have this mana running through their body risk the danger of instantaneous explosive, violent death from being ripped apart atom by atom by the sheer contradiction of their existence. Paradoxical mana allows the user to establish rules in their surroundings by touching a targeted creature or environment and tagging it with their magic. Once tagged, the user can use their paradoxical mana to manipulate their own properties and the world around them, ranging from simple descriptions to complex cause-and-effect scenarios.
Mana Unlock Requirement: Standard Stating Mana for all characters created in the World of Vala system.
Mana Benefits: The benefits of paradoxical mana, allows the user the ability to reject reality and impose their own rules. Users may have three rules that run concurrent with each other, but one rule must always be that the user doesn’t die from the innate contradiction of their mana. If not, the user will die. You may use the rules on yourself or another target. When utilizing your mana in a spell or by touching a creature, you may impose rules on the creature or environment that you touched. The strength of your paradoxes increases as you level up. Examples of your rules include:
You can Increase the total health of a target by 5 times your Level.
You can increase your AC by half your Level (rounded up.)
You can increase your speed times 2.
You can increase an attribute by half your Level (rounded up).
You can grant a target up to 5 levels of exhaustion.
You can reduce a target’s level of exhaustion by up to 5.
You can decrease a target’s AC by half your level (rounded up.)
You can decrease a target’s attribute by half your level (rounded up.)
You can increase your damage die by one level.
You can double the damage of your attacks.
You can give yourself a flight speed equal to your movement speed.
You can make all melee attacks rolled at disadvantage.
Other uses will have to be approved by your LM.
Mana Drawbacks: Paradoxical Mana is not without drawbacks. In order to affect the world around you, you have to force your mana on it. You have to target and hit another creature or object in order to utilize the effects of paradoxical mana. Additionally, a rule cannot affect another target the user hasn’t touched, and the range of effect cannot exceed 25 feet from the user. Examples of rules you cannot use include:
You cannot instantly kill a target.
You cannot give or take away spells, runes, or traits.
You cannot increase movement, ranges, or pushback by more than double.
You cannot extend durations beyond an additional 2 minutes.
You cannot reduce damage to zero.
You cannot provide resistance to more than two damage types or immunity to more than one damage type.
You cannot heal hit points or repair equipment.
You can’t give Paradoxical Mana to another creature.
You cannot impact divine abilities.
You cannot turn bonus actions into free actions or actions unto bonus actions.
Due to Paradoxical mana existing outside the sphere of realities rules, you can never get rid of paradoxical mana.
-
Mana Description: Nearly all aspects of the natural world were somehow linked to primal magic, including all manner of animals, vegetation, and even weather patterns. The nature of primal magic was believed to change in form and essence depending on the land and world through which it passed. In order to use primal mana, one must first learn to sense the primal mana in their surroundings and draw it into their body, which requires becoming “one with nature” by remaining perfectly still and meditating.
Mana Unlock Requirement: In order to unlock Primal Mana you must receive training from a Spirit that you share a 10th tier friendship with.
Mana Benefits: In order to utilize Primal Mana you must first draw it into your body. As a full turn action, you may meditate to pull primal mana into your body, becoming prone and blind until the beginning of your next turn. For every full turn action you spend you gain: Your Level(Constitution Modifer + Intelligence Modifier) Primal Mana. As primal mana flows through your body you gain the following benefits:
You may take the search action as a bonus action. When you take the search action, you may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected mana source and what type of mana the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Your melee attacks deal an additional 1d12 damage.
You gain a +5 bonus to your AC.
Primal Evolution. Depending on the environment you pull your primal mana from, you take on the characteristics of creatures that have dominated that area.
Wetland - Frogs/Toads: Your body is covered warts, your hands and feet become webbed like a toad, and your leg muscles become coiled like a frog. Your movement speed and swimming speed increases by +10 ft., and your jump distances increase by +20 ft.
Jungle - Monkey: Most of your body is covered in thick white fur, and you sprout a thick tail. You may forgo your action for one turn to take two actions in your next turn.
Forest - Dire Wolf: Your teeth and claws grow far longer and sharper, and your back hunches over with a furry ridge. You are immune to the effects of the prone condition, and while you are grappling a creature, you may cause one unarmed strike attack you make against them on each of your turns to count as a bite attack, dealing twice as much damage.
Desert - Snake: Your upper and lower lips gain fanglike purple pigment near the corner of your mouth that extends to your jaw and cheekbones. Any spell you cast has its mana cost reduced by -5 (minimum 5).
Water - Shark: Your teeth grow into sharpened teeth as gills grow on your throat. You gain a swimming speed of 120ft. You are able to breathe underwater.
Sky - Phoenix: Feathers of flame sprout from your body. You gain a flying speed of 80ft.
Mana Drawbacks: Due to the pressure this mana builds on the body user of primal mana can only flow through the body temporarily. At the end of each of your turns, you lose 2(Your Level) primal mana every turn.
-
Mana Description: A powerful mana that revolves on the incorporeal and immortal essence of a living thing. Having such magical power over the soul grants users extraordinary abilities connected to the soul. Users can tap into their own soul and past lives to draw strength from it. Due to such a connection to the soul, users can use magic to connect powerful spiritual forces that are tied to the souls of any biological organisms as it is the source of the sentient nature of any living being.
Mana Unlock Requirement: Must become student of Prognostication to have access to Soul Mana.
Mana Benefits: The benefits of having soul mana is that after a long rest you gain a +2 to two skills, weapons, or tools of your choice. You mystically acquire this bonus by drawing from the shared memory of your past lives, and you retain this bonus until your next long rest. Users with Soul Mana also gain an increased sensitivity to their past lives, these past lives influencing the user to ensure they live. When your health is below 5% the soul mana user automatically activates the power of their past lives as a free action regardless of turn. This ability only activates once per long rest and only lasts for 30 seconds. It grants the Soul Mana user the following benefits:
Your current HP doubles.
Your AC increases by 2.
Add a +2 to all Modifiers.
Mana Drawbacks: Whenever the user utilizes Soul Mana, they risk being taken over by their cumulative past lives. After every use of Soul Mana, the user must roll a d100 and obtain a result of 10 or higher. If the user fails, their eyes go white as they channel all their past lives at once. The user loses access to their character as they are unable to take an action, move, or speak for 30 seconds.
-
Mana Description: Spirit Mana is mostly used by the elemental spirits of the World of Vala. These elements at their base comprise Fire, Wind, Lightning, Earth, and Water. These elements, when combined, will create different, more advanced elements. (I.E., Fire and Earth will Create Magma, or Earth and Water to create Mud.)
Mana Unlock Requirement: Player Characters will not have Spirit Mana inherent to their body. Instead this mana is found within the Spirits that PCs may be able to bond with.
Mana Benefits: The different elements are strong or weak against certain elements. If the element is weak against one element, it will deal half as much damage to it, and if an element is strong against another element.
Fire is Strong against Wind but Weak Against Water.
Wind is Strong against Lightning but Weak against Wind.
Lightning is Strong against Earth but Weak against Wind.
Earth is Strong against Water but Weak against Lightning.
Water is Weak against Fire, but Weak against Fire.
When Magicrafting with elements, combining a base element with a component that it is strong against will double the effects of whatever spell or rune is created.
Mana Drawbacks: Those with spirit mana take triple the amount of damage from vaconic mana based spell and attacks.
-
Mana Description: A genuinely endless source of mana. Sourced from the Umbral Vein, umbral mana allows its users the opportunity to cycle unlimited mana through the body. This limitless mana allows them to create limitless aspects and unending actions and even manipulate infinity itself.
Mana Unlock Requirement: Must become student of Umbralmancy to have access to Umbral Mana. (Must be Accepted by the Umbralmancy Master: Xiomaris Umbra.)
Mana Benefits: The main benefit of Umbral Mana is that it is truly limitless. When a spell is cast utilizing Umbral mana, that spells ongoing effects continue for an infinite amount of time. But naturally deactivates after a long rest. This can be used to keep a temporary effect everlasting and extend past its usual limits.
Mana Drawbacks: Due to your body being unable to handle the sheer amount of stress from being a conduit of infinity, whenever you cast a spell using Umbral Mana, you gain 1 level of exhaustion.
-
Mana Description: A mana that forms naturally within Vaconics. At its base, Vaconic mana is a corrupting and destructive type of mana that consumes almost all others. Vaconic Magic destroys everything around it. The mana works by ionizing creatures with mana. Ionization occurs when vaconic mana is built up in a creature enough to damage its body to the cellular level. Vaconic mana can also be used to absorb other mana-based techniques. It then adds the potential damage they would have received to its next attack.
Mana Unlock Requirement: Must be a Vaconic to have access to Vaconic Mana.
Mana Benefits: The main benefit of Vaconic Mana is that it absorbs the mana of any spell cast at the user. While damage is still dealt to the user they gain vaconic mana equal to the cost of the spell.
Mana Drawbacks: Divine mana can cancel out Vaconic mana. The main drawback of Vaconic Mana is that whenever it is used the user ionizes the 5 ft. space beneath them. Vaconic ionization acts a lot like poison, whatever creature moves into this ionized zone they take 1d6 vaconic damage. Every Vaconic Ionization zone increases the damage from nature the user of vaconic mana will take from the surronding surviving nature by 1d4(Number of Vaconic Ionization).
For example if over the course of a round a vaconic uses their mana 4 times then by the end of that round they will take 4d4 bludgeoning damage. This damage will continue every turn until the ionization is healed or the vaconic leaves the area.
-
Mana Description: A category of mana that comes from the existential nothingness of the Void. No other type of mana can operate within the confines of void mana. Unlike vaconic mana, which ends something, or paradoxical mana, which changes the rules of reality. Void mana unravels reality to its core. With void mana, the user can wield nothingness as both a force and a domain. At its most profound level, void mana challenges the very concept of being. The user, by embodying and commanding the void, becomes a sort of high-functioning paradox - an entity that exists while representing nonexistence.
Mana Unlock Requirement: Must be a Magician and attend the Magisterium.
Mana Benefits: The main benefit of Void Mana is that with its use no other mana is able to function in a 30ft range around the user after they cast a spell using Void Mana.
Mana Drawbacks: The main drawback of Void Mana is that it does not function in any level of light.
Whether you utilize a trait, spell, or other magical technique, you are expressing whatever mana type you may have through the techniques themselves. There are two ways that players can learn magic within the World of Vala, either through the Magicrafting system, where players can create their own custom spells and runes, or through learning premade magical techniques through the use of the World of Vala training system.