Mana

Observer of Lost Magic

The maker of magic that never was, Mana grants her incredible magical command to those who seek perfection in magic.

Summoning Rules

Spirit Level: 8th
Constellation: Mage
Binding DC: 30
Totems: You gain a totem bonus on binding checks if you meet some or all of these conditions:

  • You are not bound to Cave Mother. If you accept this totem, you cannot bind that spirit until Mana departs.
  • You possess an archmage’s understanding of magic, requiring 16 ranks in Knowledge (arcana) or Spellcraft.
  • You place the eyes of an aberration within Mana’s seal. These eyes must belong to a creature whose CR is equal to or greater than your binder level and they are consumed in the manifestation.

Ceremony: You meditate for 1 hour with a spellbook, as if you were preparing spells.
Manifestation: A small eyestalk pops out of the ground in front of you. Slowly, more and more eyestalks grow from the ground until they fill the seal like grass. The seal lifts from beneath you, revealing that you are sitting upon the massive head of a monstrous, one-eyed creature. It speaks to you in a bellowing voice, demanding from you to begin negotiations for its power.

Legend

When the world was young and magic was first brought before mortals, legends say that the gods held a council over what to do. The gods had never intended for mortals to wield magic, yet thanks to the impudence of a lowly ghoul, mortals gained this remarkable gift. A great entity, known for his mastery over magic, spoke before the gods, and with their help he drew a plan for how mortals and other lesser beings would come to use and wield magic. This system was intentionally imperfect so mortals would never command the same power that the gods obtained. Many of the great entity’s followers grew mad with rage; especially his daughter, who had devised a system of utmost perfect magic. Her secrets were lost to time. Enraged by what she viewed as her father’s betrayal, her anger and confusion caused her very soul to unravel.

Granted Abilities

Major Granted Abilities

  • Magic Ray: You unleash four rays of magical energy. Using this granted ability is a standard action and each ray has a range of 25 feet + 5 feet per 2 binder levels. Each ray deals 2d6 points of damage, though you can choose the ray’s energy type from among the following: acid, cold, fire, force, electricity, or sonic. You may target your four rays against a single creature or spread them out against multiple creatures; in both cases, each ray requires its own attack roll and saving throw (if applicable). You must show Mana’s sign in order to use this granted ability and after using it, the ability is expended for 5 rounds.
  • Capstone Empowerment: Your magic rays ignore all defenses that reduce energy damage, including resistance and vulnerability, incorporeal defenses, and so forth.

Minor Granted Abilities

  • Aberrant Sight: You gain all-round vision while you are bound to Mana. In addition, as a standard action you can view magical and occult auras, as arcane sight and /[[occult sight]]] respectfully. You can use this secondary ability for a number of minutes each day equal to your binder level. These minutes do not need to be consecutive but they must be spent in 1-minute increments. You must show Mana’s sign in order to gain these benefits.
  • Antimagic Ray: As a standard action, you unleash a 20 foot cone of antimagic from Mana’s eyes. You and your vestigial companion are not affected by this ability, but all other creatures within the cone have their magical abilities suppressed as an antimagic field for as long as you focus the ray upon them. Maintaining the ray once it has been activated requires no effort on your part, but you cannot activate aberrant sight, magic ray, or stunning gaze while you are using antimagic ray. You can maintain this ray for a number of rounds each day equal to your binder level + your Charisma bonus. These rounds do not need to be used consecutively, but you must show Mana’s sign in order to gain the benefits of this ability.
  • Break Magic: You can undo magic with a touch. This ability functions as break enchantment or dispel magic (your choice) except that you must touch the source of the magic that you wish to dispel or break.
  • Stunning Gaze: As a standard action, you can unleash Mana’s rage and confusion upon a creature within 30 feet of you as a standard action. This is a gaze attack, and if the creature fails a Fortitude save it becomes stunned, as power word: stun. In addition, you are immune to the stunning gaze of other binders bound to Mana. You must show Mana’s sign in order to use this granted ability and a creature that succeeds on its saving throw against this ability is immune to it for 24 hours.

Signs and Influence

Physical Sign: Four eyestalks sprout from your head. Whenever you activate one of Mana’s granted abilities, the eyes quiver and focus upon your target.
Personality: You obsess over magic and talk nonstop about whatever you know or have discovered about any type of magic. In addition, you are obsessed with magic items and greedily horde them to yourself when possible.
Favored Ally: Aberrations (any except favored enemies)
Favored Enemy: Any (spellcasters

Vestigial Companion

You gain a giant leech as an animal companion. Treat your binder level as your druid level to determine your companion’s abilities. This granted ability replaces stunning gaze.

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