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Table of Contents
Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic
Mana
| Skill | Affects | Effect in a Nutshell* | Mana? |
|---|---|---|---|
| Mana Regeneration | Mana | One Skill Check die per degree per round (rolled before initiative) | No |
| Meditation | Mana | Only performed on self; two dice for non-proficient; five dice per degree level; cannot be performed during combat | No |
| Mana Restoration | Mana | Five dice per degree level | No on self; Per degree on others |
| Mana-Stealing | Mana | Two dice per degree vs Defense of Self; Number of attacker successes added to opponent mana used and reduced from character's mana used | No |
Mana Regeneration
The character regenerates at a rate of Skill Check die roll of mana per degree per round. No mana cost is required for the use of this skill.
Meditation
This skill uses relaxation techniques, meditation, mantras, crystals, and/or herbs to heal one's mana. It is rolled as a potency roll of five per skill degree. And can only be used once per hour. No mana is required for the use of this skill.
Mana Restoration
This skill uses magic or technology to recover mana. Unlike meditation, this can be performed as many times as the mana a character has at their disposal and can be done in the middle of a battle by use of a non-combat action. Mana potions use this skill.
Mana-Stealing
The life-stealer rolls a normal combat roll (often tacked on to another attack), but these rolls use up an opponent’s mana and give them to the character. The character’s mana used can never be reduced below zero (to gain extra mana points, even temporarily) nor can the amount of mana stolen amount to more than is available from the opponent being stolen from. Defense against this is rolled against defense of self.
