Shakti Manifestation

Spellcasting in DAMP is a versatile system, allowing the player to both prepare manifestations (spells) ahead of time, as well create and adapt them on the fly.

 

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Base Rules

Manifesting shakti requires the players to define and determine the three Aspects of the desired manifestation:

 
    Power (Magical Strength)
    Vessel Cost (Material Components)
    Energy (Creation / Enhancement / Destruction)
 

After the Aspects have been defined, you then determine the Manifest DC.

 

Power

 

The player chooses the power of the shakti based on the intended strength of manifestation. Each power has a set and defined:

 
    Vessel Base Cost
    Impact Dice
    Maximum number of Additional Spell Effects
    Maximum number of Targets
    Maximum number of Targets
    Maximum range of Effect
    Maximum area of effect
 
Shakti Power Base Cost Impact Dice Maximum Effects
Crude 1 1d4 1
Basic 3 1d6 2
Advanced 5 2d8 2
Elaborate 8 3d10 3
Hermetic 13 5d12 3
Legendary 21 8d20 4
 

Example (we'll keep building on this as we go along): Nio, a Ranabiri Loremaster, chooses the power of the shakti based on the intended strength of manifestation.

 

Vessel Cost

 

Each shakti manifestation requires vessels to channel the energy. To determine Vessel Cost, you need:

  • Base Cost (Determined by shakti power)
  • CED (Creation-Enhancement-Destruction) Element (Determined by the PC's intended manifestation)
  • Character Alignment (Determined by character alignment)
  •  

    Shakti Energy Manifestations

    Energy Type Multiply to Manifestation
    Creation 5
    Enhancement 3
    Destruction 2

    PC Alignment to Shakti

    Alignment Multiplier
    Opposed 5
    Neutral 3
    Kindred 2
     
    Vessel Cost = Base Cost x Shakti Energy x Alignment
     

    Nio's acid attack: Nio is using their own body as the vessel. They want to create the acid from nothing and so much multiply the 1 vessel cost by 5 for creation's energy type. Finally, acid is kindred to their element of Destruction and so the multiply the cost by 2.

    1 (Base) *5 (Creation Energy)*2 (Kindred Alignment) =10 Vessel cost Nio takes 10 damage to manifest the effect, dealing 1d4 damage to their target.

    If Nio had the appropriate components, they could have avoided the damage to themselves but having nothing else to sacrifice to the spell, they chose to use their own vitality.

     

    Shakti Energy

    Each player chooses their CED energy based on what the spell is actually doing.

     

    Creation

    Creation magic targets empty space pulls the spell effect solely from the component cost. This effect can be later modified or reverted with additional Enhancement or Destruction magic. Example: Conjuring a fireball.

     

    Enhancement

    Enhancement magic targets an object or magical effect and modifies that object by moving, growing, shrinking, etc. This effect can be later modified or reverted with additional Enhancement magic. Example: Transforming a torch into a fireball.

     

    Destruction

    Destruction magic targets an object or magical effect and destroys it. This effect cannot be later modified or reverted. Example: Destroying a boulder to conjure fireball. *Note that you cannot use the target for vessel costs. The payment of the vessel cost allows you to destroy the target as a part of the effect.

     

    Manifest DC

    This is how difficult the manifestation is to cast, requiring a difficulty check, or DC, against your character's Conviction.

     
    Manifest DC = Base Cost + (Sum of Effect Modifiers)
    Shakti Power Manifestation Base Cost
    Crude 2
    Basic 5
    Advanced 13
    Elaborate 21
    Hermetic 34
    Legendary 55
    Arcane Manifestations Type
    Max Targets Easy
    Range Increment Tough
    AOE Increment Tough
    Make Cone Effect Demanding
    Make Ray Effect Tough
    Sustain Additional Rounds Tough
    Combine Lesser Tier Manifestion Tough
    Combine Equal Tier Manifestion Demanding

    Manifestation Effect Types

      Easy (±5)Effects of this type can be done with not much additional conviction.
      Tough (±13)Effects of this type need more control and concentration. Only trained, or particularly talented, casters can accomplish these effects.
      Demanding (±21)Effects of this type are stretching the caster's mind and and ability to keep the manifestion well defined.
     

    Failing a Conviction Check vs the Manifest DC

    If a player fails their conviction check, they lose control of the spell and must also roll 1d4 to determine the impact.

  • Natural 1 on Conviction check or 1 on the D4: Take 2d6 damage from the uncontrolled Shakti and lose all materials for the manifestation
  • 2: All materials for the manifestation are consumed and one random item in your inventory weighing less than a pound
  • 3-4: Player only loses the manifestion materials

  • Advanced Examples

    You are a Destruction-aligned manifester, wanting to conjure an advanced fireball and launch it at an enemy that is 40 feet away. In this instance, the magic will be creating a moving ball of fire and infusing it with movement. This could be done in a few different ways:

     

    MANIFEST CREATION AND ENHANCEMENT SIMULTANEOUSLY

     

    You could manifest one spell that both creates and launches the fireball. Advanced powers have a range maximum of 30 feet, so you use Creation energy to conjure the fireball 30 feet away. You would then use Enhancement energy to launch the fireball 10 more feet, requiring a crude power.

     

    Manifesting shakti using two energies will increase the Vessel Cost and Manifest DC, but it would be done quickly and before the enemy could defend itself.

     

    PVE (Power, Vessel, Energy)

  • Advanced and Crude Shakti, Creation, Enhancement
  • 102 Vessel Cost (7*8*2)
  • Vessel Base Cost Energy Type Alignment
    5+2 (Advanced, Crude) 5+3 (Creation, Enhancement) 2 (Kindred)
     

    Manifest DC =15

     
    Base DC Sum of All Modifiers
    13+2 (Advanced, Crude) ±0
     

    Result of the Manifestation

  • This manifestation would create an advanced fireball 30 feet away from the manifester capable of:
  • 2d8 impact
  • to up to 8 targets in a 15 foot AOE
  • And immediately launch the fireball 15 feet away with a crude enhancement capable of adding an additional:
  • 1d3 impact
  • Targeting 1 with a 10 foot AOE of splash damage where the fireball lands
  • MANIFEST CREATION THEN ENHANCE

     

    You could manifest one spell to create the fireball, and a second to launch it in the next turn. This would take more time, but the Vessel Cost and Manifest DCs of each spell would be lower. This would also give the opportunity for the target to defend itself with Destruction magic.

     

    Creation PVE (Power, Vessel, Energy)

  • Advanced Power, Creation
  • 50 Vessel Cost (5*5*2)
  • Vessel Base Cost Energy Type Alignment
    5 (Advanced) 5 (Creation) 2 (Kindred)
     

    Manifest DC =13

     
    Base DC Sum of All Modifiers
    13 (Advanced, Crude) ±0
     

    Enhancment PVE (Power, Vessel, Energy)

  • Crude Power, Enhancement
  • 12 Vessel Cost (2*3*2)
  • Vessel Base Cost Energy Type Alignment
    2 (Crude) 3 (Enhancement) 2 (Kindred)
     

    Manifest DC =2

     
    Base DC Sum of All Modifiers
    2 (Advanced, Crude) ±0
     

    Result of the Manifestation

  • This manifestation would create an advanced fireball 30 feet away from the manifester capable of:
  • 2d8 impact
  • to up to 8 targets in a 15 foot AOE
  • On your next turn, you launch the fireball 15 feet away with a crude enhancement capable of adding an additional:
  • 1d3 impact
  • Targeting 1 with a 10 foot AOE of splash damage where the fireball lands
  • MANIFEST DESTRUCTION

     

    You could manifest one spell that creates the fireball, and instead of launching it you would engulf the target, using an additional arcane manifestation to extend the range maximum. This will increase the spell DC, while keeping the Vessel costs down.

     

    Destruction PVE (Power, Vessel, Energy)

  • Advanced Power, Destruction
  • 20 Vessel Cost (5*2*2)
  • Vessel Base Cost Energy Type Alignment
    5 (Advanced) 2 (Destruction) 2 (Kindred)
     

    Manifest DC =26

     
    Base DC Sum of All Modifiers
    13 (Advanced) +13 (additional range increment, Tough)
     

    Result of the Manifestation

  • This manifestation would create an advanced fireball 30 feet away from the manifester capable of:
  • 2d8 impact
  • to up to 8 targets in a 15 foot AOE
  • And immediately engulf the enemies in flames


  • Cover image: Aserere Cover Art by Robusta Art