Mana System

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Mana Calculator PDF — This is a fillable PDF document and you must download a copy in order to fill the form.

The Mana System is a supplement for replacing the CASTING of spells per day with mana. It allows a character to be more flexible with their spellcasting and alleviate the loss of lower level spells that they may not use except in specific circumstances. All other rules still apply, such as choosing which spells to cast for the day, etc.

The mana pool is refreshed at the beginning of each day when the character prepares her spells for that day unless otherwise specified by the DM. Characters’ spell levels are still dependent on their level (for instance, a 12th level sorcerer can cast up to 6th level spells, nothing higher).

Characters gain mana per level as they would gain spells per day. The cost to cast these spells is as follows:

  • Cantrips/Orisons: 1 mana per spell.
  • 1st: 2 mana per spell.
  • 2nd: 4 mana per spell.
  • 3rd: 8 mana per spell.
  • 4th: 16 mana per spell.
  • 5th: 32 mana per spell.
  • 6th: 64 mana per spell.
  • 7th: 128 mana per spell.
  • 8th: 256 mana per spell.
  • 9th: 512 mana per spell.

Metamagic feats use the appropriate mana for whatever spell slot they are pulling from (IE: Maximized Fireball would cost 64 mana since it takes a spell slot 3 levels higher, instead of 8 mana since it’s a 3rd level spell). If this seems too powerful, you could: limit the number of metamagic spells a caster can use, exercise a “drained” penalty for calling upon so much arcane power, mana could replenish more slowly the following day, etc.

If a caster gains extra spells per day as based on a high ability score, these extra spells are converted to mana as appropriate. (For instance: Durgranahk is a 1st level cleric who has a Wisdom score of 18, thus giving him an extra 1st level spell per day. He takes is base total on the chart below (7 mana; 3 mana for three orisons, 2 mana for his 1st level spell and 2 mana for his domain spell) and adds 2 mana for the extra 1st level spell per day for a total of 9 mana.

Level-Dependent Mana Increase
Level Bard Cleric Druid Paladin Ranger Sorcerer Wizard
1st 2 7 5 0 0 11 5
2nd 3 10 8 0 0 14 8
3rd 5 18 12 0 0 16 12
4th 7 25 19 0 0 30 18
5th 13 41 27 0 0 34 26
6th 17 53 39 2 2 62 38
7th 17 88 58 2 2 74 56
8th 29 112 82 2 2 130 80
9th 37 180 118 2 2 154 116
10th 37 228 166 6 6 266 164
11th 61 366 240 6 6 314 236
12th 77 462 336 14 14 602 332
13th 77 738 484 14 14 698 476
14th 126 930 676 16 16 1146 668
15th 160 1482 972 32 32 1274 956
16th 164 1866 1356 36 36 2170 1340
17th 268 2970 1948 44 44 2554 1916
18th 348 3738 2716 46 46 4346 2172
19th 444 4410 3388 74 74 5114 3324
20th 764 5178 4156 90 90 6138 4092

As it stands, a high level magic user has seemingly infinite access to lower level spells. If this does not appeal to your sensibilities, you could limit how much mana can be spent on lower level spells.

To calculate the mana pool a class not listed would gain per level, simply take their spells per day for each level and multiply each spell level by the appropriate mana cost to cast. Then, add these totals together.

For instance: An assassin at 10th level gets three 1st, three 2nd, three 3rd, and three 4th level spells per day. A 1st level spell costs 2 mana to cast, so 3×2=6. A 2nd costs 4 mana; 3×4=12. 3rd level costs 8 mana; 3×8=24. 4th level costs 16 mana; 3×16=48. So, if we total each of these, we find the assassin has a base mana pool of 90 (which, coincidentally, lets him cast 3 spells of each level he would have access to anyway).

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Mana System

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