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Mana

Mana is a fundamental cosmological force that permeates Mundus, shaping and sustaining magical energies. It is not merely learned or memorized magic but an intrinsic energy source drawn from the fabric of reality itself. Spellcasters attune to Mana through their connection to different cosmic media, channeling it to manifest their powers.

Spellcasting with Mana

Bards, Clerics, Druids, and Sorcerers harness Mana as the fuel for their spellcasting. They draw upon their innate or divine connection to Mana to cast spells, expending it in the process.

Warlocks, however, do not use Mana. Their Pact Magic operates independently, relying instead on otherworldly pacts and invocations.

Spell Mana Costs (DMG Spell Point Variant)

Spell LevelMana Cost
Cantrip0
1st2
2nd3
3rd5
4th6
5th7
6th9
7th10
8th11
9th13

Casting a spell at a higher level (up-casting) costs Mana equal to the level at which the spell is cast.

Mana by Level (Full Mana Casters)

LevelMax Spell LevelMana
11st4
21st7
32nd12
42nd17
53rd24
63rd30
74th37
84th44
95th53
105th63
116th68
126th73
137th78
147th83
158th89
168th94
179th104
189th114
199th124
209th133

High-Level Spell Limits

Spellcasters may cast only one spell per Long Rest at each of the 6th, 7th, 8th, and 9th spell levels. A caster may voluntarily attempt to cast a second spell of this level between Long Rests, which automatically triggers Mana Burn. Even on a successful save, this magic places severe strain on the caster and the surrounding environment.

Rest and Recovery

A Long Rest fully restores a spellcaster’s Mana pool.

During a Short Rest, a spellcaster may recover Mana by stabilizing their connection to its source. The first Short Rest after a Long Rest restores Mana equal to twice the caster’s Proficiency Bonus; the second restores Mana equal to the caster’s Proficiency Bonus. A typical adventuring cycle assumes one Long Rest and up to two Short Rests.

Prepared and Known Spells

  • Bards and Sorcerers have a fixed number of spells known.
  • Clerics and Druids prepare spells daily as normal.
  • Always Prepared spells affect which spells are accessible but do not grant or consume additional Mana.

Class-Specific Mana Sources

Artificers and Mana Batteries

Artificers do not possess inherent Mana and instead rely on specially crafted Mana Batteries to store and channel magical energy. An Artificer may be attuned to only one Mana Battery at a time; re-attuning to a different Mana Battery requires a Short Rest.

LevelBattery Capacity
1–46
5–814
9–1227
13–1644
17–2064

Artificers may cast spells only up to 5th level using Mana drawn from their Mana Batteries.

Bard (Living Resonance)

Bards harness Mana through living resonance—the power of stories, music, and emotion that vibrate through Mundus.

Cleric (Divine Conduit)

Clerics access Mana through their divine connection, acting as conduits for the will and power of the Deity.

Druid (Ecological Field)

Druids attune to the ecological fields of the natural world, drawing Mana from the living landscape and its cycles.

Sorcerer (Innate / Elemental)

Sorcerers draw Mana from their innate elemental or cosmic heritage, channeling raw energies that flow through their being.

Warlocks

Warlocks’ Pact Magic remains unchanged and does not use Mana. Their power derives from pacts and invocations rather than Mana pools.

Ritual Casting

Ritual spells require that the caster have sufficient Mana available to begin the ritual, but the Mana is not expended. Instead, the caster attunes the spell to ambient Mana in the environment.


Mana is shaped and filtered through each caster’s unique medium, reflecting their place in the cosmos. This living energy flows through the multiverse, connecting beings and worlds in a web of power and possibility.