Cost: 50 points/level; Limit 2 levels
Mana Enhancer is an exotic mental Advantage where you radiate magical energy (mana) that for each level increases the local mana level. The clerical equivalent is Sanctity Enhancer.
Wild Mana Generator is similar but turns the mana Wild Mana without changing its level.
The converse of Mana Enhancer is Mana Damper which lowers the mana level.
Continuous Mana[]
In a Continuous Mana a standard level of Mana Enhancer gives a +5 to skill though 10-point increments, each giving +1 is an option. Mana above Very High (+10 from Normal at 0) can be considered Wild Mana[1]
Special Enhancements[]
- Area Effect (+50%/level): Allows it to work over an area. The first level of Area Effect creates a radius of one yard. Each level after the first doubles this radius as usual ie 2, 4, 8, 16, 32, etc. In theory a +25%/level could be used to simulate 3, 6, and 12 ranges. Past that point the half point is just the previous number.
- Switchable (+100%): The ability can be turned on and off.
Powerstone Quirk[]
The Powerstone quirk Mana Pool works this way. If part of an magic item gadget the base is:
- Mana Pool 1 [75]: Mana Enhancer 1 (1-hex radius +50%)
- Mana Pool 2 [175]: Mana Enhancer 2 (3-hex radius +75%)
Basic Set[]
B68: only for you and people or things that youโre carrying. So clearly Affects Others and Can Carry Objects are built in!
Ranged on 107: This enhancement is normally restricted to Healing, Mana Damper, Mana Enhancer, Neutralize, Possession, and Psi Static.
powers[]
P59 references being able to Power Block
105:
- Abilities that are normally โtouch onlyโ or โzero rangeโ โ Control, Create, Healing, Illusion, Leech, Mana Damper, Mana Enhancer, Neutralize, Possession, Static, etc. โ often work at a distance in fiction.
- Ranged doesnโt prevent an advantage from working the usual way (in an area around the user or by touch, as appropriate) when the wielder wishes.
187:
- GMs may rule that the Magical power modifier (p. 27) is only worth -5% if combined with this advantage.
quotes[]
PK[]
2005 http://forums.sjgames.com/showpost.php?p=113886&postcount=4
You'd want Persistent as well, then. I could see an argument for Ranged, since you can walk away and it doesn't follow you -- GM's call.
see also[]
- โ GURPS Thaumatology pg 60