No Mana

No Mana is discussed on M6, also called a no-mana zone.
Further text describing effect is also found M 127 under Drain Mana.
M82 mentions teleporting into no-mana zones under Return Journey.
M89 mentions how Recovery Energy doesn't work there, but it doesn't work in Low Mana either.
==Roleplayer==
http://www.sjgames.com/gurps/Roleplayer/RoleplayerQ-A/RoleplayerQA.html is CONTRADICTORY...
===1987===
:Roleplayer #4, February 1987
(2) What happens if a missile spell is sent from an area of regular mana into an area of low mana?
:a missile spell cannot enter a NO MANA area, but is otherwise unaffected by crossing mana boundaries.
===1990===
:Roleplayer #20, June 1990
what happens to an Explosive Fireball entering a no-mana area?
: A missile spell would continue across the boundary into a no-mana zone. No other spell or spell effect would cross into a no-mana zone.
==FAQ==
http://www.sjgames.com/gurps/faq/FAQ4-4.html#SS4.1.3
*Temporary and lasting spells are simply dispelled by a no mana zone (NMZ).
*Permanent spells and enchantments are merely suspended, and resume their normal function once they leave the NMZ.
==Thaumatology==
GURPS Thaumatology talks about it:
* Continuous Mana: anything below -10 to skill.
* Variable Mana: certain can become No Mana at certain times of the day or year.
* Aspected Mana: It is implied that an area of Aspected Mana that is -11 to certain spells would be No Mana for just those spells.
* Mana Damper: lowers Low Mana area to No Mana (skipping Very Low Mana entirely)
*Mana Enhancer: Raises a No Mana area to Low Mana (skipping Very Low Mana entirely) but strangely raises Very Low Mana to Low Mana not Normal.
==Magic items==
The Mana Vortex is like a portable one. GURPS Religion also had something similar as a portable Sanctity generator, with Sanctities completing against each other.
==Comment==
Since Power Investiture can be represented as a form of Magery:
*Magery (Functions as a Different Talent ±0%; Sanctity Replaces Mana: ±0%; No Zero-Level Requirement +10%; Inspired Learning +20%; No Spell Prerequisites +30%; Pact -10%; No Magic Item Sensitivity -20%; Limited spell list -30%)
it follows that Sanctity can viewed as a special form of aspected Mana. This view supported by the way Clerics were handled in Fantasy 1e and Classic: Magic - they used Mana rather than Sanctity but is refuted by GURPS Thaumatology which states clerical magic "channels divine power, not mundane thaumaturgical forces, and works even if there’s no mana." But this is contradicted by Isis in the Roma Arcana setting who grants here followers Magery rather then Power Investiture.
==See Also==
*Clerical Spell-Magic
Category:Rules