Mana

Mana is the resource that fuels spellcasting. In general spellcasters will start the day with a stockpile of mana and a number of spells.

Each spell will have a Tempo and a Mana cost, and the duration for that cost. Eg.

Fireball
Tempo Magic: 7
EffectCommit 1 mana for the scene to…
There are generally three tiers of committed mana, in descending order they are:
  • Mana committed for a day.
  • Mana committed for a scene.
  • Mana committed indefinitely.

Reclaiming

Committed mana stays on the spell until the Reclaim action is taken, the tier it is committed at effects how to Reclaim that mana.

Committing Mana for a day:
Mana committed for a day can only be Reclaimed during a Rest.

Committing Mana for a scene:
Mana committed for a scene can only be Reclaimed at the end of a scene.

  • First - Reclaim the rest of your mana that was committed for the scene.
  • Second - If you reclaimed any mana, commit one mana for the day.

Committing Mana indefinitely:
Mana committed this way is committed indefinitely or until you take a Deep Rest.
You can take the Reclaim action whenever you wish, if you do:

  • First - Reclaim any mana committed indefinitely.
  • Second - If you reclaimed any mana, commit one mana for the scene.

Temporary Mana

Some abilities generate Temporary Mana, which by default can only be spent on spells that require mana to be committed indefinitely.
When Temporary Mana is Reclaimed, it is instead lost.

You do not know which of your committed mana is Temporary, instead when you take the Reclaim action, if you have more than your max mana, lose the excess.
If you have an ability that would Reclaim a single mana, assume the mana you are reclaiming is not Temporary. (Essentially transferring the Temporary ‘status’ to another Mana that you still have committed).

This way you never need to remember which of your mana is Temporary or not.

Tier Down

If an ability reduces the Mana Commitment of a spell,

  • If you would commit for a day, commit for a scene.
  • If you would commit for a scene, commit indefinitely.

Tier Up

If an ability increases the Mana commitment of a spell,

  • If you would commit indefinitely, commit for a scene.
  • If you would commit for a scene, commit for a day.
  • If you would commit for a day,

Spells

Spells come in Spell Schools, which is a list of increasingly powerful spells, often 3 spells per school.
To learn a spell, you must first learn the lower level spells in the same school.
Some classes will have restrictions on when they can learn a new spell school, others will not.

Some spells may require you to have mana committed to other lower level spells in their school in order to cast them.

Most spells have a Tempo of Magic, this means due to the Unique Action Restriction, you cannot cast two of these spells in one turn (E.g. with both of your actions or with one Extra: Magic action).

However some spells do not have the Magic Tempo and are thus considered unique actions by themselves.

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