Mana [Archive] - Wizards Community

Post/Author/DateTimePost
Jack Daniel

09-12-05, 02:01 PM
I came up with this idea the other day when I was trying to think of a game mechanic that adds "low magic" flavor to my setting without actually nerfing any magical items or high-level spells. After all, taking wish and resurrection out of the game is a pretty crude way to make it feel like "low magic" (and actually, it's only meant to make it feel that way, without actually changing anything -- after all, what would fantasy be without wishes?).

The premise is this: every place in the gameworld has some specific quantity of mana, inert magical energy produced by the very environment. Magic can be cast by pulling energy either out of the land... or out of the caster, and so magic typically draws on the environment's mana (yes, this very M:TG, and yes, that's intentional).

Note: This rule meant to be used in conjunction with spell points and doesn't work very well with the standard fire-and-forget, spell slot system. Also, only apply the effects to mana to spellcasters, not psionicists.

Every area has a mana level, described as follows:

Mana
Level Description

– No mana (anti-magic field)
0 Tapped out
1 Very low mana
2 Low mana
3 High mana
4 Very high mana
∞ Superhigh mana (place of power)

No mana: Within an antimagic field, there is no mana, and supernatural things, whether magical or psionic, just don't happen.
Tapped out: A tapped region has been drained of mana, and so the energy needed to cast spells here must come from the caster. Thus, for every spell cast while in a tapped area, the caster takes 1 point of nonlethal damage for each spell point used.
Very Low Mana: A region of very low mana is nearly drained. Only 3 spell points can be spent here (by all present casters in total; not 3 points per caster) before spending SP starts to deal nonlethal damage.
Low Mana: This region can support 15 SP worth of casting before being drained.
High Mana: A high mana area has energy for 33 SP worth of spells.
Very High Mana: A place with very high mana allows for 51 SP to be spent before magic starts draining casters.
Superhigh Mana: Areas of superhigh mana are those rare places of power where magic seems to make up the very fabric of the place, and no amount of casting can tax its mana pool. Wizard's towers, elvish strongholds, or religious structures, both holy and unholy, are often placed upon sites of superhigh mana.

Generally speaking, antimagic fields, places that have already been tapped out, and superhigh mana areas have to be placed by the DM for one reason or another, because the setting or the encounter dictates it. Otherwise, as the PCs tramp from room to dungeon room or randomly encounter monsters in the wilderness, the DM can roll 1d4 to randomly set the level of mana in an area. A 2 or 3 is "normal" and can be just about anywhere a battle might take place: a field, a roadside, a room in a dungeon, a city street or alleyway. A 1 or 4 provides a great opportunity for DMs to "flavor up" random encounters. An area might have very high mana because there's a fairy glade nearby, or a shrine to a martyred saint. A very low mana area might be a lifeless wilderness, a foreboding graveyard, or a place where two powerful wizards once dueled and drained up so much magic that it hasn't recovered in years.

Elemental Affinity: As an optional rule, natural terrains can be said to have an "elemental affinity" that allows certain types of spells to be cast there without draining any mana. Generally speaking, cities and dungeons, being artifically built, are "element neutral" (or "colorless", if you want to put it in M:TG terms), but some dungeons (like, say, a hollowed-out volcano or an undersea lair) might just have an elemental affinity anyway.
Plains: Spells of air, wind, electricity, and positive energy don't drain mana when cast on plains or out in wide-open fields (this can also apply if the PCs are flying in the air for whatever reason).
Mountains: Mountains, especially volcanoes, have affinity for fire-type spells.
Islands: On islands or coastal regions (or simply sailing over the ocean) allows spells associated with water and ice to be cast without draining the area's mana.
Forests: Forested regions have affinity for spells associated with plants, earth, and acid.
Swamps: Bogs, wildernesses, and other dead places allow for casting spells that deal with death, disease, or negative energy. If you're using Oriental Adventures, spells that use void and taint also share this association.

That's just one example of an elemental scheme that you can come up with, but others are possible.

Ultimately, introducing this house-rule checks spellcasters that might otherwise be inclined to burn off lots of magic rapidly (if you've ever used the spell points system and seen the party cleric toss out upteen cure light wounds castings between battle, you'll know what I'm talking about). Instead, it reinforces the idea that a caster's spells are something to saved for when they're really needed, and even then, thought twice about before being over-used. And yet, on the same token, it really doesn't weaken anybody -- it doesn't take away anyone's power, and it doesn't hurt the players any more than the villains. And best of all, it really gives the party wizard a reason to learn a martial weapon and occasionally "go Gandalf" on some bad guys.
Sinaz

09-12-05, 07:05 PM
I actually kind of like this...

And I'm thinking that I wish I had kept some of my mana cards when I sold off my M:TG collection.

Sounds intriguing, and I encourage you to develop it further.
wizkid

09-12-05, 09:10 PM
I was thinking about a magic the gathering mechanic before I saw this therad. But I was thinking along the lines of every one having the ability to tap in to it's power, but varies on class. like a secondary base attack bounus. :b: :w: :u: :g: :r:
Schmendrick

09-13-05, 05:01 AM
I see two major issues with this.

First, spellcasting becomes competetive, because you're using the same resources. This will encourage better planning/coordination/cooperation amidst the party, but any combat with spellcasters on both sides is going to turn into a "who can milk the magic dry first?" contest.

Second, spellcasters become much less powerful very quickly. Clerics and druids, being somewhat ridiculous to begin with, will be fine, but sorcerors and wizards will need something else, like a medium BAB or a better HD (I wouldn't recommend both). And probably light armor. Bards are probably ok, unless you make their songs drain the terrain, too, in which case a better HD or the ability to wear and cast in medium armor might be a good idea.