Roleplayer #29, November 1992
Mana-pulations
Tools & Techniques for Balancing Magical Adventures
by Charles Wheatley
Achieving a balance of power between mages and non-mages requires a setting
where both types can use their talents to be heroes. Since magic depends
upon mana, a mage's power can be adjusted to fit the adventure by modifying
the mana. Following are a few ways to achieve this.
Different Mana Levels
The most obvious balancing technique is to adjust the mana level (none,
low, normal, high and very high) as stated in the Basic
Set and GURPS
Magic. When mages get too powerful, move the action to
a region of lower mana and vice versa. This technique can be fine-tuned
by creating levels of mana between the standard ones, for example, medium
mana with a -3 spell casting penalty. However, traveling to a new location
to change the mana level gets tedious, and mage characters may feel persecuted
whenever the action moves to a low-mana area ("Why spend points on
spells if the GM is just going to lower the mana?"). Creative GMs will
want other techniques to achieve game balance and challenge all players.
Random Mana Levels
An alternative to fixed mana levels is to randomly vary the mana level around
an average. For example, if the average mana level is normal, the GM could
roll 2d to determine the exact mana level with 2 = no mana, 3-5 = low mana,
6-8 = normal mana, 9-11 = high mana and 12 = very high mana. The time between
rolls can be fixed or also determined randomly -- e.g., roll for a new mana
level every 3d hours.
Randomness makes the mana more like the weather -- you know spring is generally
pleasant but it's still difficult to predict the exact temperature a week
away.
A compromise technique, allowing the PCs to better predict mana levels,
uses a die roll to base the next mana level on the current mana level and
the normal level of mana in the area. The roll gives the direction and magnitude
of the change.
For example, a roll of 1-3 on 1d moves the mana 1 level in the direction
of the area's normal mana level (if the mana level is already normal for
the location, there is no change). A roll of 4-5 produces no change in the
ambient mana, and a 6 produces a change of 1 level away from normal level.
If it's exactly at normal level, roll randomly for direction.
Turbulent Mana
Turbulent mana is an area in flux, like the wind or sea during a storm,
where the mana moves randomly and rapidly, making magic very uncertain.
At the moment a spell is cast, a huge wave of mana could come smashing down
on the caster causing a critical failure. The game effect is to
add 1 to the caster's die roll for each level of turbulent mana.
A roll greater than 18 is a spectacular critical failure!
Turbulent mana may have a fixed number of levels, or the current level may
be determined by a die roll each time a spell is cast. For example, a moderately
turbulent area might add 1d-4 (minimum of 0) to a caster's spell roll.
Turbulent mana is an effective method of making magic riskier and less certain,
especially for mages with every spell at 17 or more. By localizing the effect,
the GM can discourage magic use in a particular town or building, to give
non-mages a chance to shine. Perhaps non-mages built towns at these locations
of turbulent mana to prevent exploitation or domination by mages.
Mages will usually notice that turbulent mana is "peculiar" when
encountering it -- roll versus IQ + Magery + average level of turbulence.
However, the potential disaster awaiting should be hidden until spell casting
begins, at which time the GM's generosity will determine the warning to
the caster.
Cyclic Mana
This technique has many variations, all based on the premise that the mana
level cycles between high and low, like the seasons or the tide. Every variation
creates a unique adventure setting. Awesome portents could be related to
the mana changes, which may be caused by or only coincide with astronomical
events. The knowledge of when these changes occur could be the object of
great quests. Predictions based on lost knowledge might be viewed as prophecy.
The Period of the Cycle
The primary factor that describes cyclic mana is how quickly the mana level
rises and falls.
Long Cycles. A cycle of thousands of years could foster a civilization
that reaches its pinnacle during the period of high mana, only to crumble
into barbarism as the "magic" dies. The PCs could explore ruins
of cities with mysterious powers built during the "high magic."
Will they recognize the dangers and rewards as they adventure on the brink
of the magic's return?
Medium Cycles. A 100-year or shorter cycle may produce a society
where older people remember when the magic used to be high (or low). The
young may doubt the stories (is grandpa senile or did dragons really exist?).
Governments may be very unstable as the mages and non-mages alternately
rise to power. When the cycle time is in the range of 10 years or less,
alliances between mages and non-mages would protect each group when the
other is weak.
Short Cycles. A cycle of 24 hours could give rise to a culture
where the work day is defined by the mana level rather than the sun. Mana
"noon" would be peak mana and "midnight" no mana. If
the mana "noon" doesn't match the solar noon, the mages who work
only during the evening could give rise to rumors among the non-mages (what
do those mages really do while we're asleep?). A cycle of less than a day
is easier to track if it divides evenly into the number of hours in a day
-- i.e., 12, 8, 6,4, 3, or 2 hours for a 24-hour day.
The Mana Extremes
How much the mana fluctuates is almost as important as how often. The mana
level doesn't have to oscillate only between low mana and high mana. If
the GM wants mages to always have a chance of using magic, the minimum mana
level is low mana. To prevent non-mages from ever using magic, the maximum
level must be high mana.
A world that rapidly fluctuates between no mana and very high mana would
be an extremely unstable place. A place that only alternated between low
and normal mana would be fairly stable magically, especially if the changes
were very gradual. And a normal- to high-mana cycle gives non-mages a reason
to learn spells.
Cycle Shapes
The mana cycle does not have to follow a smooth sine curve. Extended periods
of low mana with short bursts of high and no mana would give rise to many
legends about "the times of power" and "the times of weakness."
The Speed of the Transition
Does the mana level change from low to normal in an instant, or does the
spell penalty adjust gradually 1 at a time? A smooth transition over a long
period may not even be noticed by most people, while an instantaneous jump
from no mana to high mana could mark the beginning of a new age. A rapid
mana-level change could create Turbulent Mana (see
p. 28) for an extended time before and after the change.
Example
In this world, the mana varies like weather, with each of the four mana
"seasons" lasting one calendar month for a mana cycle of four
calendar months. Roll 3d on the following table to determine the exact mana
level based on the current "season." Then roll 3d again to determine
how many hours pass before rolling for mana level again. For example, in
mana spring, a roll of 14 means the mana level is high.
Mana Season
Mana Level Fall/Spring Summer Winter
Very High 17-18 14-18 ---
High 14-16 8-13 17-18
Normal 8-13 5-7 14-16
Low 5-7 3-4 8-13
None 3-4 --- 3-7
The average mana level is normal in fall and spring, high in summer, and
low in winter. This allows the mages to behave normally half of the time,
compete with non-mages one quarter of the time, and depend on non-mages
the other quarter of the time. It certainly spices up the interrelations
in an adventuring party.
Mana Sinks
A mana sink is a person, place or thing that attracts and absorbs magical
energy. By absorbing mana, it can precisely limit when and where magic is
viable. A sink can subtly limit magic use or can be the object of a whole
adventure. The exact nature of a mana sink is defined by how it absorbs
and dissipates magical energy.
Absorption
Types of Mana. A mana sink may absorb magical energy from spell
castings, Powerstones, magic items, the surrounding mana, a character's
fatigue or any combination of these as determined by the GM. Sinks can also
be aspected so they only absorb or not absorb the energy from certain spell
colleges. A sink created in a volcano may absorb only fire college spells
-- or it may absorb only water college spells and dissipate the energy as
fire college spells.
Range. The range determines how much area is affected by the sink.
A very large range effectively makes a whole area low or no mana. A very
small range provides a movable, localized non-magical area. Both extremes
make it easy for the GM to track whom the sink affects. To keep the players
guessing why spells are failing, the GM should use a sink with a range of
5 to 50 hexes. The drawback is that the GM must constantly monitor the hex
map to determine who is within range.
Power. The power of a sink determines when the sink absorbs the energy.
A truly potent sink would absorb all magical energy within its range, even
mages' fatigue! To precisely define a sink's power, the GM assigns it a
skill level that is used in a contest of skills versus the caster to determine
who gets to use the mana in the spell.
Or a sink's power might depend on its distance from the caster and/or the
caster's roll. An example is a sink that will not absorb the power from
a spell casting unless the caster makes his spell roll by less than 10 minus
the number of hexes from the sink. A caster standing 4 hexes from the sink
would need to make his spell roll by 6 (10 minus 4) or more to prevent the
sink from absorbing his spell energy.
Capacity. A sink, like a Powerstone, usually has a maximum amount
of energy it can absorb. When this capacity is reached, it could simply
stop absorbing energy, it could redirect the excess energy . . . or it might
explode, summon a demon or teleport everyone 100 miles away! A hum or glow
as it nears capacity is a good dramatic effect.
Maintained Spells. A mana sink will not undo the effects of a permanent
spell although it may affect maintained spells. If sinks affect maintained
spells, the amount each spell casting roll was made by should be noted.
Then if the mana sink is in range when the spell is renewed, it will affect
the renewal as if the original spell casting were made under the current
conditions. This is quite complex and the GM will need to keep good records
if he uses this system.
Tradeoff Skill versus Power. A mana sink absorbs the full power
needed to cast a spell before any reductions for high skill or other factors.
The additional power above the mage's fatigue and Powerstones comes from
the mana channeled by the mage.
Dissipation
How a sink uses the mana can be as fascinating as how it absorbs it. A sink
may simply dissipate mana at the same rate a Powerstone charges, or it may
use the mana to power a spell as per a self-powered magic item. The spell
might be cast automatically by the sink or may require someone to cast it.
A sink would be a excellent protective charm if after absorbing magical
attacks it releases the energy as a counter-attack.
The mana sink could discharge its mana like a Powerstone, although this
can be abused by providing mages with a Powerstone that can be recharged
by casting any spell. Fast-charging Powerstones can be very unbalancing
unless they have some drawback, such as exploding for 4d damage on any spell
casting roll over 15.
Sinks in Various Mana Levels
The surrounding mana level may cause sinks to charge or discharge. A sink
from a high-mana area might "leak" or discharge energy in lower
mana while absorbing energy in a very-high-mana environment. The range and
power of the sink may also be affected by the prevailing mana level. Perhaps
the sink ceases to function at lower mana levels and actually increases
range and power at higher mana levels. Or the mana level could have absolutely
no effect on the mana sink.
As an example, consider a sink that behaves like a Powerstone and absorbs
mana at 1 point per hour to its capacity only in high or very high mana
region. If these are the only Powerstones available, mages will conserve
them when traveling in normal or lower mana areas. A trade network might
recycle "used" Powerstones to be "refilled" in high
mana areas. The GM could use this network to precisely dole out the power
available to mages.
Detecting and Analyzing Mana Sinks
A mage's ability to detect a mana sink depends on when the mage encounters
the sink and how long the GM wants to keep the PCs guessing. Casting an
Analyze Magic spell can be difficult if the sink absorbs the spell's energy.
Outside its effective range. The GM may provide a mage information
on a mana sink if a very good perception roll is made when first seen. The
GM should not call it a mana sink but should describe it, perhaps, as "a
depression in the mana."
Within its effective range. A perceptive mage may feel a "tug"
in the direction of an especially powerful mana sink.
Using magic in range of a sink. When a spell is cast, the mage
will detect the sink if it successfully absorbs the magical energy. If the
mage wasn't expecting the sink, the GM simply tell the mage the energy was
expended but the spell didn't seem to work. Once the mage is concentrating
on what happened to the energy, the GM can add that it went toward the sink
instead of into the spell.
If the sink didn't absorb the magical energy, the mage may still feel a
tug on the casting in the direction of the sink. The closer the sink comes
to absorbing the energy, the more noticeable it will be. One option is to
roll versus IQ minus the absolute value of the amount the casting roll succeeded
or failed. For example, a mage with an IQ 12 needs to roll a 13 for the
spell to succeed against the sink -- she rolls an 11. The GM may secretly
roll against IQ minus (12-2) = 10 for her to notice what happened to the
magical energy.
Mana Sinks Versus Powerstones
A Powerstone is a special-case mana sink that slowly absorbs energy only
from the surrounding mana and discharges it to any source for any purpose.
A mana sink can be made that absorbs energy from Powerstones.
Example -- A Person as a Mana Sink
A great way to moderate PC mages is to introduce an NPC who is a mana sink.
In my Yrth campaign, I introduced a Nomad woman with bright red hair who
thought she was the daughter of the fire god. The PCs, averaging about 130
points, thought she was nuts, but they allowed her to join them because
they needed another good fighter. However, unknown even to her, she was
a mana sink.
Any spell-casting roll must succeed by (15 minus the number of hexes from
her to the caster) for the spell to work, otherwise she absorbs the energy
in the casting and prevents the spell from working. For example, a PC mage
8 hexes from her must make his spell roll by at least 15 minus 8, or 7!
The energy powers her ability to automatically heal herself when injured
as per the Major Healing spell and to increase her ST as per the Strength
spell when under stress. She starts to glow as per the Light spell when
charged to 40 points, with each additional point becoming more painful and
causing a brighter glow until at 50 points a 10d explosive fireball (yes,
10d!) erupts with her at the center.
She "leaks" 1 energy point per hour in no mana, 1 point per day
in low mana and no points in normal mana. She charges 1 point per day in
high mana and 1 point per hour in very high mana. Powerstones of less than
50 points will not charge within 6 feet of her.
Because she was a party member, it was normal for her to move among the
PCs when they were casting spells. The PC mages were completely perplexed
when their spells -- seemingly at random -- didn't take effect but still
cost them energy. This mystery kept the whole party entertained and made
the fighters in the group happier and more valuable because their cold steel
always worked. Soon they began to wonder if the "daughter of the fire
god" story might have some truth in it after all.
After discovering and analyzing the source of the problem, they weren't
sure she should stay with them because she interfered with their mages.
She proved her worth, however, when the party ran up against a 250-point
mage. At first they kept her back so their mages could attack. After almost
losing a few comrades, they realized she could nullify the opposing mage!
They maneuvered her within range of the mage, then attacked before he could
discover what had happened to his magic. The mage was vanquished and they
all lived happily (mostly) ever after. The fire woman
has since left them for other adventures. But not before teaching them that
ingenuity can turn an apparent handicap into quite an advantage.
Mana-Eating Creatures
Another way to tone down PC mages is the presence of creatures known as
"mage-eating mists."
The "mists" are 2- to 4-hex-radius, slightly luminous, viscous
clouds that "feed" on ambient magical energy. Spell casting, Powerstones,
high mana and other concentrated mana sources attract them; a mana burst
allows them to reproduce by splitting into two creatures. Six to eight years
after splitting, the mature creatures begin to search for concentrated mana
sources. If unable to find a high-mana source in 8 to 12 years, they slowly
dissolve into various gases. They will not voluntarily enter a low- or no-mana
area because their movement is only 1 in low mana and they hibernate in
no mana. Treat them as clouds of water vapor to determine means to damage
them -- i.e., fire and high wind cause damage but a sword will not. They
react to injury by fleeing.
Each creature has 2 HP per hex size, IQ 4, HT 14, a movement of 15 and can
detect mana sources at great distances, especially large ones. The "mage-eating"
reputation came from their habit of accidentally suffocating mages (the
cloud is an asphyxiant) when they engulf them to feed on their Powerstones.
They absorb 1 point of energy per 10 seconds until all of the mana is consumed
or they have eaten 2 points per hex size. Because the release of mana in
spell casting is instantaneous, they cannot feed on it, but are still attracted
by it.
Mages can be limited by using these creatures to force them to rely only
on their own fatigue. Or, since they like mana, a GM can use them to make
magically powerful places risky to mages. Perhaps a very intelligent specimen
can be trained to be a guardian or watchdog. Most importantly, when the
"mist" is around, the mages are always paranoid.
Mana Nuggets
So far this article has described ways to limit mages. However, sometimes
the party gets in over their heads, uses up all of their Powerstones, and
need some surreptitious help from the GM. Mana nuggets are a way to provide
it.
Mana ebbs and flows sometimes condense to form nuggets. These are essentially
one-shot Powerstones that can recharge normal Powerstones. A mana
nugget can be used as a normal Powerstone that doesn't recharge and crumbles
when all of the power has been drained. However, when a nugget touches a
normal Powerstone, it will drain its charge into the Powerstone up to its
capacity. Mana nuggets make large Powerstones more useful by eliminating
the long times required for recharging. This in turn makes high-cost spells
more common.
Naturally occurring nuggets can be an effective deus ex machina
for an overly-taxed party of PCs, mere curiosities, or the object of an
adventure. The secret to easily creating them would be valuable indeed.
Warning: freely distributing these will quickly increase mages' power and
unbalance the magic system.
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