Mana (5e Variant Rule)
Mana[edit]
When a Cleric, Druid, or Wizard Reaches 11th level, they learn to manipulate magic at their will. They gain a number of mana points equal to the sum of their spell slots of each level multiplied by the spell level. For example, an 11th-level Wizard has 4 1st-level spell slots, 3 2nd, 3rd, and 4th-level spell slots, 2 5th-level spell slots, and 1 6th-level spell slot. So, the wizard would have 47 mana points (4x1 + 3x2 + 3x3 + 3x4 +2x5 +1x6). The points can be used instead of spell slots to do an effect. An effect can be anything the player wishes however it's up to the DM to decide if A) it's possible B) the player is powerful enough to do the effect, and C) the amount of mana points the effect will be. When the Mana Points are used to cast, you expend the number of points chosen and a number of spell slots equal to that. For example, if the player wants to cast an acid ball(fireball with acid damage instead of fire), the DM will determine the amounts of points*, in this case, 4. The player will lose 4 mana points and choose to lose either a 4th level spell slot, 2 2nd level spell slots, a 3rd and 1st, or 4 1st level spell slots. When casting like this the class still has to follow its boundaries which is us to the DM to choose. A Wizard for example would never be able to cast something like Cure wounds the same way a cleric would never be to cast a fireball in this way. When cast in this way, the DM can give the player conditions, such as exhaustion, as a result of the magic they cast being unstable.
- The amount of Points is always greater if it isn't an actual spell or if the player doesn't know the spell in his spellbook. It's up to the DM to determine how much greater the cost would be.
Note, that this system can replace the spell slot system that D&D uses and instead can be given at level 1. Instead when you learn spells, you just master some forms of magic and the mana cost of it won't change and will remain fixed to the spell level.
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