Mana System
This campaign replaces the standard D&D 5E spell slot system with a mana-based magic system. However, each of the four magic systems accesses and uses mana in fundamentally different ways, reflecting their unique natures.
Overview
While all magic systems use the concept of "mana" as a resource, the mechanics differ dramatically:
- Arcane Magic: Simple mana pool that builds up in the caster's aura
- Divine Magic: Unlimited power source with harsh daily limits and consequences
- Fae Magic: Traditional spell slots granted by relationships with fey and elemental entities
- Infernal Magic: Unknown limits accessed through demon pacts, with severe consequences for overuse
Arcane Mana
Arcane magic is the simplest mana system. Casters build up arcane magic in their aura and expend it on spells and enchantments.
Core Mechanics
- Mana Pool: Arcane casters have a pool of mana points that represents magical energy stored in their aura
- Mana Cost: The mana cost of a spell is equal to the spell's level. Casting a 2nd level spell costs 2 mana
- Upcasting: Spells cast at higher levels require one additional mana point for each additional level above the base level
- Cantrips: Use a negligible amount of mana and do not deduct from mana points
- Recovery: 100% of mana recovers after a long rest
Determining Arcane Mana
Arcane mana is based on base mana plus Intelligence modifier multiplied by caster level.
Mana Calculation: Base Mana + (Intelligence Modifier × Caster Level)
| Arcane Caster Level | Base Mana | Mana Formula | Max Spell Level |
|---|---|---|---|
| 1 | 1 | 1 + (INT mod × 1) | 1st |
| 2 | 2 | 2 + (INT mod × 2) | 1st |
| 3 | 6 | 6 + (INT mod × 3) | 2nd |
| 4 | 8 | 8 + (INT mod × 4) | 2nd |
| 5 | 13 | 13 + (INT mod × 5) | 3rd |
| 6 | 16 | 16 + (INT mod × 6) | 3rd |
| 7 | 20 | 20 + (INT mod × 7) | 4th |
| 8 | 24 | 24 + (INT mod × 8) | 4th |
| 9 | 31 | 31 + (INT mod × 9) | 5th |
| 10 | 36 | 36 + (INT mod × 10) | 5th |
| 11 | 43 | 43 + (INT mod × 11) | 6th |
| 12 | 46 | 46 + (INT mod × 12) | 6th |
| 13 | 50 | 50 + (INT mod × 13) | 7th |
| 14 | 54 | 54 + (INT mod × 14) | 7th |
| 15 | 58 | 58 + (INT mod × 15) | 8th |
| 16 | 60 | 60 + (INT mod × 16) | 8th |
| 17 | 68 | 68 + (INT mod × 17) | 9th |
| 18 | 72 | 72 + (INT mod × 18) | 9th |
| 19 | 78 | 78 + (INT mod × 19) | 9th |
| 20 | 86 | 86 + (INT mod × 20) | 9th |
Example: A 10th level wizard with Intelligence 18 (+4 modifier) has 36 + (4 × 10) = 76 mana points.
Arcane Spell Access
All Arcane Casters: All arcane classes have access to all spells they know without preparation.
- Wizards: Know spells from their spellbook. You know a number of wizard spells equal to Intelligence modifier + wizard level (minimum 1). Spells must be of a level you can cast.
- Sorcerers: Know spells innately. You know a number of spells equal to Charisma modifier + Sorcerer level.
- Artificers: Know spells from the Artificer spell list. You know a number of spells equal to Intelligence modifier + half Artificer level (rounded down).
- No Preparation Required: All known spells are available to cast at any time (subject to mana limits and spell level restrictions).
Arcane Spell Limitations
- Can only cast spells you know from your class spell list
- Cannot cast spells above your maximum spell level
- Cannot exceed your mana pool
Arcane Recovery
Mages can use Arcane Recovery to recover mana. Recover mana equal to Mage level + Intelligence modifier.
Example: A 10th level mage with Intelligence 18 (+4 modifier) can recover 10 + 4 = 14 mana points.
Divine Mana
Divine magic comes directly from the gods and has no technical limit to the amount of mana available. However, mortal bodies cannot handle unlimited divine power, creating harsh limits on usage.
Core Mechanics
- Unlimited Source: Divine power is infinite—the gods grant as much as needed
- Daily Limit: Divine casters have a daily threshold they can safely use
- Exceeding Limits: Going over the limit causes exhaustion and the burned condition
- Instant Limit: There is also a limit on how much divine mana can be channeled in a single spell or action
Determining Divine Mana Limits
Daily Limit: Divine caster level × Wisdom modifier
Instant Limit (per spell/action): Proficiency Bonus + Wisdom modifier (or alternate spellcasting ability modifier for specific classes, such as Charisma for Bards)
The instant limit represents how much divine power a caster can safely channel in a single spell or action before the divine energy begins to burn them.
Consequences of Overuse
When a divine caster exceeds their daily limit:
- First Over:** Gain 1 level of Exhaustion
- Second Over: Gain 1 level of Exhaustion + Burned condition
- Third Over: Gain 1 level of Exhaustion + Burned condition worsens
- Additional Overages: Continue gaining Exhaustion levels
When a divine caster exceeds their instant limit on a single spell:
- Immediate: Take fire damage equal to excess mana used (d6 per point over limit)
- Condition: Gain the Burned condition
- Visual: Divine energy visibly burns the caster—radiant flames may erupt
- Healing Restrictions: Divine burns cannot be healed through divine magic. They can only be healed through:
- Fae Magic: Fae healing spells can heal divine burns normally
- Natural Recovery: Burns heal naturally over time (recovery rate as per Burned condition rules)
Divine Spell Lists
Basic Divine Spells: All divine casters receive these spells regardless of deity: - Core healing, protection, and smiting spells (GM determines full list) - These are granted by divine magic itself, not specific deities
Domain Spells: In addition to basic spells, divine casters receive domain spells based on their patron deity: - Each deity grants specific spells appropriate to their portfolio - These spells reflect the god's nature and interests - See Divine Index for deity-specific spell lists
Divine Spell Access
All Divine Casters: All divine classes have access to all spells they know without preparation.
- Clerics: Know all cleric spells of levels they can cast. Clerics know a number of cleric spells equal to Wisdom modifier + cleric level (minimum 1) from the cleric spell list.
- Paladins: Know all paladin spells of levels they can cast. Paladins know a number of paladin spells equal to Wisdom modifier + half paladin level (minimum 1) from the paladin spell list.
- Domain Spells: Domain spells are always known and available (in addition to base spells known).
- No Preparation Required: All known spells are available to cast at any time (subject to daily/instant limits and spell level restrictions).
Recovery
Divine casters recover their daily mana limit after a long rest. They also recover 50% after a short rest spent in prayer or meditation.
Fae Mana (Spell Slots)
Fae magic behaves differently from the other systems—it uses traditional D&D 5E spell slots. This is because Fae magic is not drawn from an internal pool, but granted through relationships with fey and elemental creatures.
Core Mechanics
- Relationship-Based: Fae magic comes from pacts and relationships with:
- Fey creatures (fairies, dryads, sprites, etc.)
- Elemental entities (elementals, nature spirits)
- Natural forces (trees, rivers, mountains, etc.)
- Daily Boons: Each relationship grants specific boons of power in the form of spell slots
- Standard Spell Slots: Use standard D&D 5E spell slot progression per class
- Safest System: Fae magic is the safest to use—no risk of exhaustion, burning, or corruption
How Fae Magic Works
Daily Grants: Each day, your fey and elemental relationships grant you spell slots: - The stronger the relationship, the more powerful slots granted - Relationships with multiple entities can grant additional slots - Relationships can be strengthened through roleplay, gifts, or quests
Spell Access: Fae casters know spells based on their relationships: - Each relationship grants access to specific spells - Druids have relationships with nature itself - know all druid spells of levels they can cast - Rangers may have relationships with specific animal or plant spirits - know all ranger spells of levels they can cast - Bards may form relationships with fey through music or stories - know all bard spells of levels they can cast - No Preparation Required: All known fae spells are available to cast at any time (subject to spell slot availability)
Fae Spell Slot Progression
Fae magic uses traditional D&D 5E spell slots. All fae casters use the half caster spell slot progression as the default. This base progression can be supplemented through roleplaying with fae creatures or through feats.
| Fae Caster Level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1st-2nd | 3 | - | - | - | - |
| 3rd-4th | 4 | 2 | - | - | - |
| 5th-6th | 4 | 3 | - | - | - |
| 7th-8th | 4 | 3 | 2 | - | - |
| 9th-10th | 4 | 3 | 3 | - | - |
| 11th-12th | 4 | 3 | 3 | - | - |
| 13th-14th | 4 | 3 | 3 | 1 | - |
| 15th-16th | 4 | 3 | 3 | 2 | - |
| 17th-18th | 4 | 3 | 3 | 3 | 1 |
| 19th-20th | 4 | 3 | 3 | 3 | 2 |
Note: This is the base progression. Additional spell slots can be gained through: - Roleplaying with Fae Creatures: Forming relationships with fey entities through quests, gifts, and interactions can grant additional spell slots - Feats: Certain feats may grant additional spell slots or improve slot progression - The GM determines what additional slots are granted based on relationships and character development
Fae Spell Slot Recovery
Spell slots granted by fey relationships recover: - Short Rest: Recover spell slots equal to half your Fae caster level (rounded up) - Long Rest: Recover all spell slots
Building Relationships
Fae casters can form new relationships through: - Extended interaction with fey creatures - Protecting natural areas - Completing quests for fey entities - Making offerings or establishing shrines - Roleplay and character development
Stronger relationships grant: - Higher level spell slots - Access to more powerful spells - Additional spell slots per day - Special abilities or boons
Fae Mana (Pool)
Some martial subclasses gain Fae magic but cannot cast spells. Instead of spell slots, their daily boons are converted into a Fae Mana pool — a single resource that powers class abilities (Spell-Like Abilities, Rage-Like Abilities, Bending Techniques, Mutations, etc.).
Conversion Formula
The Fae Mana pool is derived from the spell slot progression the subclass would otherwise receive:
Total Fae Mana = Σ (slot count × slot level)
For example, at a level where the character would have 4×1st + 3×2nd + 2×3rd slots: (4×1) + (3×2) + (2×3) = 4 + 6 + 6 = 16 Fae Mana.
This is consistent with the cross-system equivalence rule: 1 spell slot level = 1 mana point (e.g., a 3rd-level slot = 3 mana).
Half-Caster Fae Mana Progression
Used by: Monk (Way of the Wild Walker), Artificer (Biomancer / Mutagenist).
| Level | Fae Mana Pool | Short Rest Recovery |
|---|---|---|
| 1–2 | 3 | 1 |
| 3–4 | 8 | 2 |
| 5–6 | 10 | 3 |
| 7–8 | 16 | 4 |
| 9–10 | 19 | 5 |
| 11–12 | 19 | 6 |
| 13–14 | 23 | 7 |
| 15–16 | 27 | 8 |
| 17–18 | 34 | 9 |
| 19–20 | 39 | 10 |
Third-Caster Fae Mana Progression
Used by: Barbarian (Path of the Wild Wrath).
| Level | Fae Mana Pool | Short Rest Recovery |
|---|---|---|
| 1–2 | 2 | 1 |
| 3 | 3 | 2 |
| 4 | 5 | 2 |
| 5 | 5 | 3 |
| 6 | 7 | 3 |
| 7–8 | 7 | 4 |
| 9–12 | 10 | 5–6 |
| 13–20 | 14 | 7–10 |
Fae Mana Recovery
- Short Rest: Recover Fae Mana equal to half your class level (rounded up)
- Long Rest: Recover all Fae Mana
Restrictions
- No Spellcasting: Fae Mana cannot be used to cast spells. It exclusively powers class abilities (Spell-Like Abilities).
- Not Spell Slots: Fae Mana users do not benefit from features or items that interact with spell slots specifically.
- Aura: Using Fae Mana still contributes to a character's Fae Aura for detection/interaction purposes. Each point of Fae Mana spent adds 1 to the character's current Fae Aura.
Infernal Mana
Infernal magic has no technical daily limit—infernal power wants to be used and will flow as long as the caster can handle it. However, this comes with severe risks and consequences.
Core Mechanics
- Unlimited Source: Infernal magic has no maximum daily capacity
- Unknown Limits: The player does NOT know their tolerance threshold
- Pact-Based: Infernal power is accessed through pacts with demonic entities
- Per-Spell Limits: Each spell has a tolerance threshold—exceeding it causes severe consequences
- Chaotic and Dangerous: Infernal magic is inherently unstable
Determining Infernal Tolerance
Base Tolerance per Spell: Constitution modifier + Infernal caster level
Pact Negotiation: Charisma modifier is used when: - Forming new pacts with demonic entities - Renegotiating existing pacts - Persuading demons to grant additional power - Social interactions with infernal entities
Hidden Mechanic: The GM tracks the caster's actual tolerance, which may vary: - Base tolerance (CON-based) can be modified by: - Number of active pacts - Recent infernal magic usage - Corruption level - Specific demonic entities involved - Players must discover their limits through play - Charisma helps form pacts, but doesn't affect tolerance directly
Infernal Spell Access
All Infernal Casters: All infernal classes have access to all spells they know without preparation.
- Warlocks: Know spells granted by their demonic pacts. Each pact provides access to specific spells from the warlock spell list.
- Occultists: Know spells based on their Occultist level + Charisma modifier. They use the Tolerance system similar to Warlocks but with different class features.
- No Preparation Required: All known infernal spells are available to cast at any time (subject to tolerance limits and spell level restrictions).
Infernal Pacts
Each demon pact grants: - Specific Spells: The demon provides access to particular spells - Increased Power: Each pact increases the caster's Available Infernal Power (AIP) - Additional Spells: New pacts unlock new spell options - Risk: More pacts = more power but also more corruption risk
Discovering Your Limits
Players can attempt to learn their limits through:
Knowledge Infernallia Checks (DC varies): - Intelligence (Infernallia) checks help you understand your limits - DC 15: Gain general sense if you're approaching a limit - DC 20: Learn approximate tolerance for spells of a specific level (based on CON + caster level) - DC 25: Precise tolerance for current conditions - Advantage: If you have relevant feats or features
Feats and Features: - Certain feats may grant insight into infernal limits - Class features may provide warnings - Magic items might monitor infernal power usage
Experimentation: - Casting spells and observing effects - Noting when consequences occur - Tracking patterns over time
Consequences of Overuse
When a caster exceeds their tolerance on a single spell, they suffer severe effects. Roll on the Infernal Overuse table:
Infernal Overuse Consequences
| d20 | Primary Effect | Secondary Effects |
|---|---|---|
| 1-3 | Direct Damage: Take necrotic damage equal to 2d10 per point over tolerance | Roll on Secondary Effects table |
| 4-6 | Condition: Gain one condition from: Blinded, Deafened, Frightened, or Stunned (duration: 1 hour) | Nearby creatures within 10 feet take 1d6 fire damage |
| 7-9 | Exhaustion: Gain 1 level of Exhaustion | Spell creates uncontrolled infernal effects (GM determines) |
| 10-12 | Corruption: Gain a minor mutation (see Mutation table) | All creatures within 20 feet make Wisdom saving throws or gain Frightened condition |
| 13-15 | Severe Damage: Take 3d10 necrotic damage + 2 levels of Exhaustion | Spell backfires—targets random creature within 30 feet |
| 16-18 | Major Mutation: Gain a significant mutation (see Mutation table) | Create a zone of infernal corruption (10-foot radius, 1 hour duration) |
| 19-20 | Catastrophic Failure: Take 5d10 necrotic damage, gain 2 levels of Exhaustion, and major mutation | Spell fails completely, all creatures within 30 feet take 2d10 fire damage |
Secondary Effects (when triggered): - Roll d6: 1. Nearby allies gain Frightened condition 2. Infernal flames erupt in random location (10-foot radius) 3. Temporary portal to Lower Planes opens (closes after 1 round) 4. Caster's voice becomes demonic for 1 hour 5. All metal within 20 feet becomes hot to touch 6. Wild magic surge (roll on wild magic table)
Infernal Mutations
When a caster gains a mutation, roll on the appropriate table:
Minor Mutations (can be removed with greater restoration): 1. Eyes glow red in darkness 2. Small horns appear 3. Fingers become slightly clawed 4. Skin takes on slight reddish tint 5. Breath smells of sulfur 6. Voice has slight echo
Significant Mutations (requires wish or divine intervention): 1. Large horns grow from head 2. Tail sprouts (3 feet long) 3. Skin becomes scaly or leathery 4. Eyes become solid red or black 5. Fangs replace normal teeth 6. Hands become clawed permanently
Major Mutations (permanent without extreme measures): 1. Wings (bat-like, 10-foot wingspan) 2. Demon-like appearance (obvious infernal nature) 3. Constant infernal aura (damages nearby plants) 4. Cannot enter consecrated ground 5. Vulnerable to radiant damage 6. Must consume souls or suffer penalties
Infernal Spell Recovery
Infernal mana doesn't have a daily limit, but casters may suffer from accumulated corruption or exhaustion from overuse. Recovery:
- Short Rest: Recover from exhaustion normally, but corruption remains
- Long Rest: Recover from exhaustion, but mutations persist
- Corruption Recovery: Mutations require specific spells or quests to remove
Warlock Special Rules
Warlocks use infernal mana differently:
- Pact Magic: Each pact grants specific spell slots that refresh on short or long rest
- Eldritch Invocations: May grant additional infernal powers
- Multiple Pacts: Warlocks can have multiple demonic pacts, each adding to Available Infernal Power
Multiclassing and Mana
When multiclassing between different magic systems, casters may accumulate different types of mana in their aura. The Circle of Interaction applies to mana stored in the caster's aura, creating both opportunities and dangers.
Mana in the Aura
When a multiclass character casts spells from multiple systems, mana accumulates in their aura: - Each magic system generates its own type of mana - Mana pools are tracked separately, but all mana exists in the same aura - The Circle of Interaction affects how different mana types interact within the aura
Circle of Enhancement: Using Different Mana Types
Casters can use mana from an enhancing system to empower their spells:
Arcane → Infernal (Enhancement)
- Infernal casters can use Arcane mana to empower their infernal spells
- When casting an infernal spell, you can expend arcane mana instead of (or in addition to) infernal tolerance
- Effect: Reduce infernal tolerance cost by the arcane mana spent, or add arcane mana to increase spell effectiveness
- Risk: Still requires infernal tolerance check, but arcane mana can help buffer the cost
Example: A Warlock 5 / Wizard 3 casts Fireball (3rd level) using infernal magic. They can spend 3 arcane mana instead of using 3 infernal tolerance, or spend 1 arcane mana + 2 infernal tolerance to split the cost.
Infernal → Fae (Enhancement)
- Fae casters can use Infernal mana (from recent infernal magic use, or from infernal radiation) to empower fae spells
- When casting a fae spell, infernal mana in the aura can enhance it
- Effect: Expend a fae spell slot, then add infernal mana to enhance the spell (roll on enhancement unstable results table)
- Safe Conversion: Converting infernal mana to fae magic is one of the only safe ways to use infernal mana. Fae casters do not suffer infernal corruption, tolerance checks, or mutations when using infernal mana to enhance fae spells
Example: A Druid 5 / Warlock 3 casts Call Lightning (3rd level). They use a 3rd level fae spell slot, then can spend up to 3 infernal mana (from recent warlock spell) to enhance it. No tolerance check required—the fae magic safely channels the infernal energy.
Fae → Divine (Enhancement)
- Divine casters can use Fae mana (from unused spell slots or fey relationships) to empower divine spells
- Fae mana can be converted to enhance divine spells
- Effect: For each fae spell slot level converted, reduce the divine mana cost by 1 (minimum 0)
- Benefit: Helps stay within divine daily/instant limits
Example: A Cleric 5 / Druid 3 casts Cure Wounds (1st level). They can expend a 1st level fae spell slot to cast it, reducing divine mana cost by 1. This doesn't count against divine daily limit.
Divine → Arcane (Enhancement)
- Arcane casters can use Divine mana to empower arcane spells
- When casting an arcane spell, divine mana can enhance it
- Effect: Expend arcane mana normally, then add divine mana to enhance (roll on enhancement unstable results table)
- Important: Divine mana used for enhancement doesn't count against daily limit (but still watch instant limit)
Example: A Wizard 5 / Cleric 3 casts Fireball (3rd level). They spend 3 arcane mana, then can add up to 3 divine mana to enhance it. The divine mana doesn't count against daily limit.
Circle of Interference: Disadvantage from Opposing Mana
When opposing mana types are present in the same aura, they interfere with each other:
Arcane ↔ Fae (Opposition)
- If an Arcane caster has Fae mana in their aura:
- Disadvantage on arcane spell attack rolls
- Spell save DCs reduced by 2
- Concentration checks have Disadvantage
- If a Fae caster has Arcane mana in their aura:
- Disadvantage on fae spell attack rolls
- Spell save DCs reduced by 2
- Concentration checks have Disadvantage
- Solution: Use one system at a time, or wait for mana to dissipate (1 hour per spell level of mana)
Divine ↔ Infernal (Opposition) - Catastrophic Risk
- If a Divine caster has Infernal mana in their aura:
- Attempting to channel divine mana while infernal mana is present causes a catastrophic incident
- Roll on Catastrophic Incident table (see below)
- Divine and infernal mana violently clash within the caster's body
- If an Infernal caster has Divine mana in their aura:
- Attempting to use infernal magic while divine mana is present causes a catastrophic incident
- Roll on Catastrophic Incident table
- Both mana types attempt to destroy each other violently
Catastrophic Incident Table (when attempting to use opposite mana type): - Roll d20: - 1-5: Both mana types explode violently. Take force damage equal to 2d10 per combined spell level. All spells fail. Gain 2 levels of Exhaustion. - 6-10: Violent backlash. Take force damage equal to 1d10 per combined spell level. Spell fails. Gain 1 level of Exhaustion. - 11-15: Unstable surge. Spell fails and triggers wild magic surge. Take 1d6 force damage per spell level. - 16-20: Barely controlled. Spell fails, but take only 1d4 force damage. No exhaustion, but cannot use either magic type for 1 hour.
Prevention: - Purge opposing mana from aura before using opposite system (requires 1 hour of meditation per spell level of mana) - Use only one system at a time when multiclassing opposite types - Never attempt to channel both opposing types simultaneously
Circle of Interference (One-Way)
Fae → Infernal (Interference)
- If an Infernal caster has Fae mana in their aura:
- Disadvantage on infernal spell attack rolls
- Targets have Advantage on saving throws against infernal spells
- Infernal spells have 50% chance of failure (roll d20, 1-10 = failure, resource still expended)
Divine → Fae (Interference)
- If a Fae caster has Divine mana in their aura:
- Disadvantage on fae spell attack rolls
- Targets have Advantage on saving throws against fae spells
- Fae spells may have reduced duration (50% of normal)
Infernal → Arcane (Interference)
- If an Arcane caster has Infernal mana in their aura:
- Disadvantage on arcane spell attack rolls
- Arcane spells may trigger wild magic surges
- Concentration checks have Disadvantage
Arcane → Divine (Interference)
- If a Divine caster has Arcane mana in their aura:
- Disadvantage on divine spell attack rolls
- Divine spells may be unstable (roll on unstable results table)
- May require additional divine mana to stabilize spells
Managing Mana in the Aura
Mana Dissipation: - Mana naturally dissipates from the aura over time - Rate: 1 spell level per hour of rest or light activity - During combat or active spellcasting, mana accumulates faster than it dissipates
Purifying the Aura: - Short Rest: Can attempt to purge one type of mana (chosen type) - Long Rest: All mana types dissipate, aura resets - Ritual Purification: Special rituals can purge specific mana types faster (GM discretion)
Tracking Mana in Aura: - Players should track which mana types are currently in their aura - GMs track the amount (spell levels) of each type - Example: "You have 5 levels of arcane mana and 3 levels of infernal mana in your aura"
Arcane + Other Systems
- Arcane mana pool is separate from other systems
- Arcane mana can be used to enhance infernal spells (Circle of Enhancement)
- Arcane mana interferes with fae magic (Opposition)
- Arcane mana can interfere with divine magic (Circle of Interference)
Divine + Other Systems
- Divine daily limit is separate from other systems
- Divine mana can enhance arcane spells (Circle of Enhancement)
- Divine mana interferes with fae magic (Circle of Interference)
- WARNING: Divine mana + Infernal mana = Catastrophic incident if both in aura simultaneously
Fae + Other Systems
- Fae spell slots are separate from mana pools
- Fae mana/spell slots can enhance divine spells (Circle of Enhancement)
- Fae mana interferes with arcane magic (Opposition)
- Fae mana interferes with infernal magic (Circle of Interference)
Infernal + Other Systems
- Infernal tolerance is separate from other limits
- Infernal mana can enhance fae spells (Circle of Enhancement)
- Arcane mana can enhance infernal spells (Circle of Enhancement)
- WARNING: Infernal mana + Divine mana = Catastrophic incident if both in aura simultaneously
General Multiclassing Rules
- Each magic system tracks its resources separately
- Spell access is per-class - you know spells from each class's spell list based on that class's level
- No spell preparation required - all known spells are available to cast
- Total character level may affect some limits (GM discretion)
- Circle of Interaction applies to mana in the aura - this is critical for multiclass characters
- When using enhancement combinations, track both resource types expended
- When opposing mana types are in aura, use only one system at a time to avoid catastrophic incidents
Converting Standard Spells to Mana Costs
All spells use the same mana costs regardless of magic system (except Fae, which uses spell slots):
| Spell Level | Mana Cost | Upcast Cost |
|---|---|---|
| Cantrip | 0 (free) | N/A |
| 1st | 1 | +1 per level |
| 2nd | 2 | +1 per level |
| 3rd | 3 | +1 per level |
| 4th | 4 | +1 per level |
| 5th | 5 | +1 per level |
| 6th | 6 | +1 per level |
| 7th | 7 | +1 per level |
| 8th | 8 | +1 per level |
| 9th | 9 | +1 per level |
Example: Casting Fireball at 3rd level costs 3 mana. Casting it at 5th level costs 5 mana.
Magic System Interactions with Mana
When magic systems interact, mana costs and limits may be affected:
Opposite Actions (Arcane ↔ Fae, Divine ↔ Infernal)
- Mana Costs: Normal for your system
- Spell Slot Comparisons: For Arcane vs Fae, compare mana cost to spell slot level
- Energy Contests: Higher resource cost (mana or slot level) wins
Circle of Interference
- Mana Usage: Interference doesn't affect mana costs
- Concentration Checks: Still based on interfering spell level (or mana cost equivalent)
Circle of Enhancement
- Combined Mana: When enhancing, use combined mana costs for unstable results table
- Divine Enhancement: Divine power can enhance without counting against daily limit (but watch instant limit)
- Infernal Enhancement: Infernal enhancement adds to tolerance check—be very careful
Related: Magic System Interactions | Arcane Magic Overview | Infernal Magic Overview | Fae Magic Overview | Divine Magic Overview