Mana: All characters have a mana-pool depending on their level. This mana can be used to increase any d20 roll, before it is rolled, by 1d6. They function in many ways like actions points, however any effect referring to action points must be approved before taking. Mana recovers every day after 8 hours of sleep, like spellcasting. However, in some cases bonus (usually +1 or +2) or penalties (usually no larger than -2) may be applied depending on the mana latent in the area.
Mana follows the 5 energy type system of Magic. Every time you level, you get 1 more mana to your mana pool, of any color of your choice. The more you align with one color, the more various effects produced by mana effect you. Furthermore, mana may be transferred into other points when appropriate. Mixing mana is acceptable and even encouraged. You can change your mana choice only by spending XP equal to [your current level x 100] – [mana you already have of that color x 100] and spending 1 week in meditation.
For example, you could spend 1 red mana to get +1 essentia to invest in a soul meld that produces an effect that deals fire damage. You could spent 1 white mana to get 2 ki that can only be spent on a jutsu that heals you. You could spend 1 mana per level adjustment to apply a metamagic to a color-oriented spell without adjusting its level. Artificers can spend mana for free craft XP and even gold reduction, however this mana does not regenerate as quickly as most. Other classes can use mana to increase their relevant abilities. Talk to me about it.
Non-Spellcasters get a huge advantage in this game (since they are automatically gishes). So I’m giving spellcasters the following options with their mana, at the cost of one feat with no prerequisites.
Metamagic: You may apply a metamagic without increasing the level of the spell by spending an appropriate amount of type of mana (type is appropriate as per the type of the spell). This requires a spellcraft check DC 5. It is a full-round action, but you may cast along with performing this action. You may “hold” a spell charged with mana in this way for up to 5 minutes/caster level. The spell’s casting time is not modified when cast in a future time (even if it normally would be by applying this metamagic). However, you will experience mana-burn if the spell is not cast within the appropriate time.
Free Spell Slots:* You may get back a used spell slot by spending an appropriate amount of mana. The mana spent modifies the type of spell that may be cast from that slot. The slot expires itself if not used within 10 minutes/caster level. You must make a caster level check DC 2.5. You will experience mana-burn if the spell is not cast within the appropriate time.
Metamagic:* You may apply a metamagic without increasing the level of the spell by spending an appropriate amount of type of mana (type is appropriate as per the type of the spell). This requires a spellcraft check DC 5. This must be done when preparing a spell, but may be done while preparing a spell via the free spell slot option. If the normally prepared spell is not cast within 30 minutes/caster level, you will take mana burn. If you do it while using the Free Spell Slots option, you must cast the spell within 5 minutes/caster level or take mana burn.
Free Spell Slots:* You may get back a used spell slot by spending an appropriate amount of mana. The mana spent modifies the type of spell that may be cast from that slot. You must make a caster level check DC 2.5(level of the spell; round down) in order to instantly prepare from this slot as a full round action that provokes attacks of opportunity and requires access to your spell book (which itself requires another full round action if not already out, open and flipping through). Otherwise, you may spend 2 rounds/level to prepare a spell for this slot (plus the time required to get out the book). If you instantly prepared the spell for the slot, it only remains active for 1 minute/caster level. If you take the time to do it normally, it remains action for 10 minutes/caster level. You will experience mana-burn if the spell is not cast within the appropriate time.
Mana-Burn:* You take 1d4level (of the spell or increase via metamagic) if mana-burn occurs.
Extra Variants: (Optional)*
Sorcerer Bonus: Sorcerer’s receive up to 2 bonus mana if 90% of their spells reflect that color. They may instead receive 1 bonus mana of one color, and 1 of another, if 40% of their spells reflect one color or the other. This bonus is obtained again at level 5, 10, 15, etc…
Wizard Bonus: Necromancers get +1 black mana. Illusionists get +1 blue mana. Diviners get +1 blue or white mana. Evocators get +1 red mana. Enchanters get +1 white or green mana. Talk to me about the others. This bonus is obtained again at level 5, 10, 15, etc…
These bonus mana points are to offset the other goodies other casters get.
Variant: You may sacrifice your “obtain familiar” feat to get an extra 2 mana.
Reserve Feats: You may spend a point of mana to increase the damage of a reserve feat as though the spell slot used was 2 levels higher. This effect lasts 1 round/caster level and is a free action that can only be done along with using the feat.
Warlocks: An evil warlock may spend black mana to increase the effective strength of his or her eldritch blast by 2 dice for 1 round, or 1 die for 1 minute. This effect stacks with itself but may not be higher than half of the warlock’s original amount. Invocations may be recast much like spells. A chaotic warlock uses Blue or Red mana.
Artificers: Infusions function as spells for purposes of metamagic and free spell slots. Furthermore, they may imbue their creations with mana, resulting in magic items with special abilities, alignments, attributes or elemental alignments. This has various effects, most notiably powering up scrolls of various kinds (as well as changing their effects slightly) and recharging wands.
Scrolls and potions of appropriate colors may have their exp cost offset by the expenditure of mana. In all “item crafting with mana” case, you lower your mana pool until the item is used OR may choose to require the mana expended to be used again when activating the item. If you are the one to use the mana while activating the item, you may choose to keep that mana off your pool (i.e. permanently lowering your pool’s maximum) until you wish the item to stop working. Otherwise, the item functions for a limited amount of time depending on the item and mana spent.
Druids: Druids may spend mana appropriate to their type (for example, green for forest druids, black for swamp druids, blue for sea druids) to get wildshape uses for purposes of wild shape and wild feats. They may also spend mana as per the normal rules for spellcasters.
Druid Varient: You may sacrifice your wildshape for 1 mana + 1 mana every time you’d normally recieve a bonus wildshape per day.
Druid Varient: You may sacrifice your animal companion for 2 mana.