MANDALA SORCERY -- 15 points This is a one-time cost paid in addition to the cost for normal Sorcery; it is essentially a "boutique" Sorcery, as mentioned in the Powers Reform. This is Mandala-backed, chi-based sorcery, and is only available to Mandala initiates. Spells involving life force, nature and the elements are especially effective when backed by the Mandala. The "elements" in this case includes the weather (which is useful by itself) as well as the more symbolic elements, from the Western elements (fire, earth, air, water and spirit) to the Chinese elements (water, wood, fire, earth and metal). In particular, healing using the element of "spirit" under the Western system, or "earth" under the Chinese system (as the balancing element in the cycle of elements), can allow a Mandala sorcerer, with time and preparation, to heal or at least ease the effects of mental illness. In fact, with its chi-based approach, mental healing and physical healing often go hand-in-hand with Mandala Sorcery... MANDALA IMPRINT -- 50 points In order to gain the Mandala imprint, one must dance the Mandala, rumored to be located in a mountainous location known only to the Empress and Emperor. Dancing the complex, ever-changing Mandala is not simply a matter of "reaching the center", like it is for the Pattern, but *understanding* the Mandala's form and function, while simultaneously *experiencing* it. The would-be initiate traverses the three-dimensional (or more) construct by touching certain points in the ever-changing pattern. The initiate dances the Mandala, enganging in a sort of movement-based meditation, until they reach a mystical epiphany, coming to a deep, intuitive undersanding of how the Mandala works. How long this takes is a function of Psyche and Endurance (both must be of Amber level or higher), though as long the character is of the right blood, they will have an epiphany eventually. If there is a large difference between the character's Psyche and Endurance, there may be some difficulty, in terms of how long the would-be initiate must dance. (And regardless of statistics, those who are not of the right blood will find their dance does not end...) The powers gained after that epiphany are: Harmony with the Tao. By standing and watching someone performing a task for an hour and meditating upon the Tao (or the Mandala itself), a person with a Mandala imprint can become an expert at that skill, by getting a feel for the Tao of the task. Only skills that don't cost points (no Sorcery, for example) are learnable in this fashion. Correspondence Point. The Mandala initiate contemplates the Mandala for at least five minutes (total concentration, three times as long with distractions), and comes to the realization that all space is an illusion. In that moment, they can choose to appear anywhere. Only the Mandala initiate can travel in this fashion. This is like Pattern Travel, from p. 45 of the core rulebook, but weaker. Mandala Sight. By calling the Mandala to mind, one can use it as a sensory lens. In this way one can sense Great Powers, Trump, or Magic. It also allows one to sense the life-force of a living being, gaining a general idea of its health. This is approximately equivalent to Logrus Sight, from p. 48 of the core rulebook, except there are no 'tendrils' involved. Mandala Spell Storage. One can use the Mandala as a "rack" for storing spells. This always takes at least ten minutes, plus the normal spell casting time, to find the most harmonious place to hang the spell. The spell will eventually disappear into the folds of the Mandala, never to be seen again, within days or weeks. This is equivalent to Logrus Spell Storage from p. 48 of the core rulebook. Blood Blessing. The idea of calling a curse down upon a person, diminishing both the person cursed and the person cursing, is antithetical to the concepts the Mandala was created with. It is impossible for a Mandala initiate to Blood Curse someone in the name of the Mandala, tho they can, of course, do it in the name of another Great Power they are connected to. (This may, however, cause a disruption in their relation to Mandala, as they have lost the Way. In extreme cases, they may pay for the Blood Curse by losing part of their Mandala imprint!) They can, however, choose to bring bad karma upon themselves in return for bringing good karma elsewhere -- the opposite of a Blood Curse, a Blood Blessing, is possible with the Mandala. One must spend points for the Blessing, like one would for a Blood Curse. ADVANCED MANDALA IMPRINT -- 100 points The Tao of Sorcery. If you have basic Sorcery (or better) the cost for AMI is discounted by 15 points. If you have Conjuration the cost is discounted by 20 points. Basic Sorcery and Conjuration are bestowed if not already paid for. Correspondence Point. This is the same as above, only the initiate can bring up to 5 people along; as a side effect, they get to share in the epiphany. (Not that it does them any good unless they have a Mandala imprint.) The initiate can also transfer herself (only) after concentrating only half the normal amount of time. Mandala Lens. This is a combination of Correspondence Point and Mandala Sight, allowing one to view things from a distance. It is functionally equivalent to Looking Through the Pattern Lens, see p. 43-44 of the core rulebook. Perfect Harmony. The character is in such perfect Harmony with the Tao, their health and luck are improved, and their tranquility is apparent to all. The initiate heals wounds as quickly as a Shapeshifter (see p.52 of the core rulebook), or, if already a Shapeshifter, twice as fast. They also require half as much food and water as normal. Also, the initiate is in such harmony with their environment, that they only need to think of a thing, and it tends to come to pass. The line between them and their environment has become blurred. In terms of game effect, his is exactly the same as Using Pattern to Affect Probability (core rulebook, p.42), only it requires no concentration for minor shifts (larger shifts still require some concentration), and it is much more effective -- events as unlikely as having only having a 50% chance of happening can be made to happen. [This makes a certain scene out of "Rosencranz and Gildenstern are Dead" especially easy to re-create.] The character's air of tranquility is so powerful that even the beasts of the field recognize it -- animals will not attack the character unless they attack first. (Within Mandala-based Shadow, all non-sapients count as 'animals'. In other Shadows, it is up to the GM or the owner of the GP whether, say, griffins count as 'animals'.) Even when angry, the character has a noticeable air of ease and tranquility -- how this affects sentients, if at all, is up to the person running them. Some people may be impressed, but many -- most notably Amberites -- will not be. [Note that is an *air* of tranquility -- actual tranquility is something else entirely. As pointed out to me earlier, the two Creators are hardly tranquil -- but I'm assuming they were *thinking* of peace and tranquility while creating the Mandala, so it shows *somehow*.] The Five Arts. A Mandala initiate has an intuitive sense of patterns, and what patterns are strong and flexible, and what patterns are weak and rigid, no matter now intricate those patterns may be. This means that in any craft skill the initiate might have, the initiate is good at designing strong, well-made items -- an architect would be good at making strong buildings, a potter would produce vases that were less fragile than normal, and so on. This ability ranges into the area of personal health, as well. Not only can a Mandala initiate get an excellent idea of a person's health with the Mandala Lens, an Advanced Mandala initiate can also gain an intuitive sense as to precisely what needs to be done to return a person to perfect health. Actually restoring the person to health requires medical skill (accomplished in half the usual time using this power), Mandala Sorcery, or, if the initiate so chooses, she can focus their life energy into a person and heal them. (For minor ailments, such as the flu, this is simply exhausting. For major ailments, such as Chaos cancer or Abyss cancer, points may be required -- the worse the ailment, the more points required to heal it. If the initiate has Mandala Sorcery, it may cost less points to heal the person, but may still require points, and certainly requires time and energy to prepare the spell.) Some diseases may even turn out to be incurable, though the initiate may gain some clues as to potential treatments. It also means that the Mandala initiate can take a look at a military situation, and decide what the strongest, most unbreakable defense is. In game terms, a Mandala initiate gains a flat bonus of 25 points to their Command score in defensive military situations ONLY. The force does not have be immobile or "dug in", tho it helps -- there can be patrols, and so on -- but it must be defending something the Mandala initiate already controls militarily. (One can't decide that one is "defending" an unconquered enemy town -- one has to capture it, without the bonus, first.) The bonus is only for repulsing an attacker -- even counterattacking causes the bonus to disappear. Attackers do include, however, treachery from within, tho such attacks are often so effective that the bonus won't help. EXALTED MANDALA INITIATE -- 150 points The Tao of Sorcery. If you have power backing to Sorcery (i.e. Mandala Sorcery) the cost is discounted by 15 points. Power backing to Sorcery is included at this level. Correspondence Point. The initiate can now take up to 20 people along. Also, if only transporting one's self, the initiate can archive the epiphany nearly instantly, after a mere moment's concentration. Mandala Lens. Someone can be located anywhere in shadow (unless they're shielded). Perfect Harmony. The initiate heals twice as fast as before, and needs only water to survive, drawing sustenance from the chi in the air. Also, highly unlikely events -- those with about a 30% chance of happening -- can be made to happen. Animals will not attack even if attacked, but they will flee. Taking advantage of this to attack is generally bad karma, however, and the initiate may find the Mandala punishes them later. Five Arts. The defense bonus is now 50 points to Command, and the initiate can heal worse diseases for half the points as before, as well as gaining the ability to heal some diseases previously thought impossible. Abyss madness can even be soothed through Mandala sorcery. MASTER MANDALA INITIATE -- 200 points The Tao of Sorcery. Jewel powers are included at this level. If you have paid for a Jewel imprint, that cost is a discount. Correspondence Point. The initiate can now share his vision with 50 people, moving them as well. Smaller amounts of people can be moved while spending less time concentrating. Perfect Harmony. The initiate now heals nearly instantly, though doing so is still tiring. Food and water are no longer needed to survive, and most poisons and drugs can be slowed, except for Meresha, though conscious effort is required. The manipulation of probability had reached a point where is the the equivalent of modifying the Shadow, see Altering the Rules on p. 44 of the core rulebook. Shadow dwellers and shadows may be made more real. Animals will placidly ignore anything the initiate does to them, though abusing this may result in harsh retaliation by Mandala itself, possibly even losing this blessing permanently. The initiate also has an intuitive sense as to what plants are edible and which are poisonous, as well as which have healing properties. Five Arts. The defense bonus is now 75 points. Most diseases, even the newest and/or most extreme, can be healed at this level, given enough time, energy, and/or points. GRAND MASTER MANDALA INITIATE -- 250 Points Correspondence Point. The initiate can now share his vision with 200 people, moving them with her. Lesser numbers can often be moved instantly. Also, the character can view a distant item with the Mandala Lens, and swipe it, moving it to the Grand Master's current location. Perfect Harmony. Basic Shapeshifting is a discount for this level of Mandala -- if the Master is not already a Shapeshifter, they are one now. The character shapeshifts twice as fast as a normal shapeshifter. Inhibiting substances and toxins can be slowed down (including Meresha). A single dose can be ejected from the body faster than an antidote could work. This is not effective against a continued dosage of Meresha, though conscious effort is not required. Animals will actively seek to aid the character -- he may not command them, but if they see he is in trouble, they will aid him as much as possible. The Grand Master can also, with effort, heal someone by laying hands on them. (If the initiate has Advanced Shape Shift, they can Shape Shift Others with merely a Psyche advantage, without having to totally dominate them.) Five Arts. The defense bonus is now 100 points. In addition to being able to heal nearly any disease, the Grand Master can cause a dead soul to reincarnate on the spot, creating an infant that is genetically the child of Mordred and Cat but with the soul of the dead individual named. This assumes the soul is not imprisoned somehow (or already reborn) and may cost heavily in terms of time, energy, and/or points. (Also, at the GM's option, the soul may not want to reincarnate in Mandala. If so, it won't.)