Mana

The vital energy of all living things and the power which fuels magic in all its myriad forms, Mana is a nearly ever-present substance that coexists with the conventional material world. All living things have Mana, though the exact nature and properties of this Mana, including its density, vary. Mana may be both created and destroyed and is not bound by the conventional laws of physics and thermodynamics but is instead capable of temporarily subverting them when properly applied. It is an emanation of the Soul, and a naturally replenishing piece of it.
Mana is a valuable, if common, resource found both on Earth and Gaea, and throughout the multiverse at-large. Due to the metaphysical properties of Earth's reality, it is virtually impossible to identify or employ there, though the methods to do so persist. In the case of Gaea, it is abundant and easy to use, and life in general has developed in ways that make use of it as part of their normal existence. 
== The Nature of Mana ==
As mentioned above, Mana is the vital energy of all living things, a sort of ambient life-force of the cosmos that is found throughout the multiverse. It ebbs and flows, condenses, and changes dramatically in movement and properties depending upon factors in its environment, be they physical or spiritual. Mana naturally exists even within things that are not conventionally thought of as being alive, such as water, the air, rocks and stones, the metal within a sword's blade, or a rotting corpse. However, all such things possess Mana naturally. These things, too, are alive, though not in the same manner as a biological organism. Instead, they possess a spirit, which is itself often an extension of a greater spirit, which in turn is a piece of a still greater one. In this way, even things which are understood to be discrete, singular objects are actually pieces of something greater and composed of countless "lessers." To put it into a metaphor, a pebble in a path up a mountain is a piece of the path, which is itself a piece of the mountain, which is itself a piece of the mountain range, which is part of the region and the tectonic plate, which are also parts of the crust of the world, and of the world itself, and yet that pebble is itself also composed of countless atoms of various minerals, which are themselves part of the whole of a given element.
Just as the physical world possesses countless layers of complexity, composition, and interaction, so too does the Mana that flows through it. Even the Planes, which form the raw substance from which the material world derives its form and structure, have their own Mana, which bleeds into the Material Plane. Their Mana interacts with one another, whether they're Elemental Planes or Conceptual Planes, giving rise to countless energetic variations of the Mana that infuses Gaea. And those variations, in turn, interact with each other and the physical matter of the material world to gain stability. All is aglow with it, though it is imperceptible to ordinary mortals. Only those possessing an innate talent for it, who have developed such, or belong to a particularly attuned species can perceive Mana directly. All others have only the faintest awareness of it, usually over their own Aura and over extreme changes in their environs, much as a sensitive individual might detect the presence of live electrical current or the change in pressure preceding a storm.
Mana is itself easier to alter than the material world under normal circumstances, responding as it does to thoughts, emotions, and abstract concepts almost as readily as it does to changes in the physical world. The latter serves as an anchor, but the former can force deviations from that anchoring principle much as one would stretch an elastic band, in some cases even permanently changing the material world through the spiritual with the exertion of sufficient Mana and mental focus. Or by exploiting established methods of enacting those changes, some of which were rooted in the very foundation of the multiverse itself, similar to running an application on a computer.
Mana is a source of energy that can be used to achieve changes both material and immaterial, so long as one has the capacity to use it. However, it also responds to changes in the environment, as mentioned previously, and so it can be highly unpredictable. It can actuate phenomena without any clear will directing it simply due to its own natural interactions with the environment and the properties it adopts... which can in turn change the environment itself, creating yet more changes in complex chain reactions. These are often subtle and pass unnoticed by the masses, but occasionally, they can be truly undeniable in scope and scale. 
== Mana Inclination ==
Mana behaves differently in different realities. For some worlds, it flows freely, easily, and is abundant, to the point that everything can be seen as magical as the norm and things that aren't are bizarre and unnatural. In other worlds Mana is stagnant, trapped within the confines of physical substance and only capable of transferring through the consumption or shifting of material and other forms of energy. Most worlds fall somewhere between these two extremes; Mana is known and usable by those with the talent and training, but much, even most of the population are unable to do so. In general there are five types of Mana Inclinations:
* High Mana: Worlds with this Inclination have very free-flowing Mana. Having access to Mana-fueled capabilities and items is actually normal in any kind of advanced society, and most creatures have some degree of innate capacity to manipulate Mana that they've cultivated or are otherwise influenced by Mana in some capacity. Having no ability to utilize Mana is seen as a handicap, a sign of physical or mental disability, or a nearly unheard-of mutation. Some may see it as a curse or an ominous portent. Worlds with High Mana often become highly advanced, with technology developed around the use of Mana becoming the norm. Almost everything either uses magic or is magic in some capacity, and the whole gamut of different methods for manipulating Mana tend to form within myriad cultures and traditions. Gaea is a High Mana world. So is Xanth. Many Final Fantasy settings are High Mana. Eberron may also be seen as such, though truthfully it's more of a Normal Mana World.
* Normal Mana: Worlds with the Normal Mana Inclination have accessible Mana. Many creatures have evolved to employ it, and those with the proper talent, training, and sufficient natural ability can learn to wield it to enhance themselves or generate extraordinary effects. However, those who lack such capabilities are also common... and frequently more so than those who do have such abilities. 
* Low Mana: Worlds with the Low Mana Inclination have largely stagnant Mana. Mana-powered abilities are extraordinarily rare, and individuals that possess them are seen as anomalies in the same way that those without such capabilities in a High Mana world are. Psionics and Psychic Aptitudes are the most common form Mana-based capabilities form in these worlds, alongside Occult Magic that taps into such talents through mystical structure and practice. Supernatural creatures are usually relegated to myths and legends from antiquity and frequently reflect Metasynchronicity rather than any historical truth. Many so called "Gothic" worlds fall into this category. Alternatively, there are such worlds where the supernatural is more common... but only among certain creatures. These worlds often have very powerful supernatural beings, but they are few in number and closer to Divine Spirits than natural species as we would understand them. Middle-Earth is one such world. So is the Hyborian Age. Ironically, so are some traditionally "Sci-Fi" settings, such as Gundam's Universal Century, due to the existence of Newtypes.
* No Mana: Worlds with the No Mana Inclination do not actually lack Mana. However, the natural laws that define the structure of that world prevent Mana from flowing freely without some form of material medium to carry it. As such, it's virtually impossible to achieve any form of paranormal ability in such worlds. While some forms of supernatural powers do operate, they're almost always internal and unreliable, making them more akin to a heightened state of focus or excitement than anything that bends the rules of reality. Extrasensory Perception is among the most common, but capabilities that exploit Mind-Over-Matter principles, use chemicals like adrenaline and endorphins as vehicles, or exploit the Placebo Effect are the most likely to work. And even then, they're prone to failure when one attempts to treat them as if they were usable at-will. Earth is a No Mana world, as are most "Hard Science" and Cyberpunk settings.
* Special Mana: Worlds with the Special Mana Inclination have unusual characteristics that prevent certain common uses of Mana from functioning while allowing others to operate normally, or even more efficiently, than is common in other worlds. This is often reflected in worlds with unusually thematic properties, such as the worlds of many comic books or martial arts stories. In truth, a great many worlds are actually Special Mana worlds, particularly those where using certain types of powers cost no Mana whatsoever. Even though Gaea is considered a High Mana world, for example, certain capabilities can be used freely without consuming Mana, meaning that it's technically a Special Mana world. However, it is considered High Mana due to these being relatively rare exceptions rather than the norm.
== The Properties of Mana ==
Mana is a sort of omnipresent force throughout the cosmos, similar to how one might think of space. Not simply outer space, mind, but space as in "the space that an object occupies." However, Mana is not uniformly distributed throughout the cosmos; it is densely concentrated in places, and less so in others. It can be contained or allowed to flow freely. It has a character most often interpreted, by mortals and immortals alike, as color, though in its theoretically pure state it would have no such thing. It moves, vibrates, often in regular patterns but at other times erratically, and it adheres to physical objects and especially creatures in fields surrounding them know as Auras.
=== Auras ===
Auras, also known as Mana Vessels, are fields of Mana that surround and permeate the physical forms of material objects, creatures, and even the metaphysical Planes of existence. These auras are emanated by the physical existence that produces them, be it creature or object, in a rough silhouette of the same. The Mana that composes an Aura is either directly created by the physical object it is attached to, or otherwise absorbed by it. Even creatures and objects that would not normally be able to produce Mana on a scale large enough to employ still generate enough to produce a weak Aura.
The size, shape, color, density, and behavior of a given Aura are determined by the source of said Aura and anything that might be interfering or interacting with it. For most objects, these properties are fairly consistent across similar materials, shapes, and functions. In the case of living things, however, they are impacted by the physical composition of the source and the mental and spiritual properties of the creature. Personality, emotions, feelings, beliefs, convictions, traumas both of the mind, body, and spirit, mental faculties and magical capabilities, and overall health all impact the Aura's properties. This means that an object often has a very uniform Aura in color and behavior, while a person's Aura can be a riot of colors, roiling and flickering and rippling. Most people, at least, have a fairly stable "normal" state for their Aura; a small set of colors that their Aura consistently has when not otherwise disturbed, with a regular movement pattern, density, intensity, and radius from the body. As a general rule, the Aura emanates from the body roughly the same distance as the body emits heat, though in individuals with especially strong magical energy, it may be quite larger and more amorphous in appearance. The individual properties of an Aura tend to reflect the following:
* Color: The color, or more commonly colors of an Aura reflect the emotions of the creature, as well as particular character traits. Each general color as associated with one or more specific emotions. The percentage of a given color in an Aura acts as a display of how much the associated emotion reflects the individual's normal state of mind. For example, an individual with a hair-trigger temper, prone to raging, will likely have significant amounts of red in their Aura, whereas someone who's prone to intellectualism or has an envious personality may have significant amounts of green.
* Hue: Beyond broader colors, specific hues within those shades reflect variations of emotions. For example, while the color red is strongly associated with passions of all kinds, bright scarlet is associated with love... and darker crimson with animalistic and sexual desires.
*Intensity: The intensity of a given color tends to reflect the strength of an emotion in the individual's mind at the time. You can think of it as an indicator of "activation" at the time. An individual being intensely introspective might have the green of their Aura shine brightly, perhaps even overtaking other colors within it for a time. The more subdued a color, the less its associated traits and emotions are currently dominating the mindset of the individual.
* Shape: An Aura's shape most properly refers to its silhouette, its general outline. This is usually reflective of both the immediate stress levels of the individual, and in general their approach to life and others. The more rigid the Aura, the more defensive. Sharp edges indicate an aggressive attitude, while smoother curves show a gentler approach to life. More diffuse edges indicate a weak sense of self, while more defined ones show a strong sense of personal identity.
* Vibration: The manner in which an Aura moves, or vibrates, reflects the thought patterns of the individual. Complex patterns indicate complex thoughts. Recurrent patterns reflect important, even obsessive, trains of thought and the emotions that they manifest frequently. These pattersn, broadly, can be used to determine a character's Ethical Alignment. More structured, focused patterns indicate a tendency towards Law, while more erratic or inconsistent ones suggest a more Chaotic nature.
* Density: Most Auras are not especially dense. They have no physical presence or tangibility. However, some creatures do have such capabilities. Especially those with strong magical or psychic capabilities. In this case, an Aura can sometimes be dense enough to impact the world around it.
*Size: Not a clear indicator, but in general, the more Mana an individual has, the larger their Aura is. Some creatures naturally possess abnormally large Auras with particular magical effects, and others develop similar through their own personal growth, but for the most part, an individual's Aura only occupies the space immediately around their body.
*Powers: Auras sometimes generate unusual powers or effects, particularly when attached to conventionally "living" things. While this technically applies to the Fear Aura of a Dragon or the Lust Aura of a Lilim, such potent abilities are not normally considered such. Instead, it's common for Auras to be able to generate the effects of Minor Enchantments... and may grow in power with time. These effects tend to stack with those of other Enchantments, or to be constantly active unless suppressed.
== Creating, Destroying, and Changing Mana ==
Mana is not strictly beholden to the laws of physics as we understand them; it may be created, and destroyed as well as changed, though it is normally extremely difficult to actually destroy Mana. Regardless, changes in Mana can have profound effects on the physical world. What happens in the spiritual realm is reflected in the physical, though not always directly or in obvious ways. However, as a general rule, altering the native Mana of a given object or creature dramatically will have a similarly dramatic effect on the body, mind, and well-being of the affected. As an example, one could theoretically kill a person by completely depleting their Mana. In practice, this is almost totally impossible due to the manner in which living things produce or absorb it, but it is, in theory, possible.
Mana may be created through a range of processes, be they natural, artificial, or biological. To most individuals, it is often enough to know that male (and hermaproditic) creatures produce Mana naturally so long as they are in proper health. They must be fed and rested, but so long as these basic needs are met, their bodies and spirits will naturally produce Mana that will either be stored within their Aura or, if that is full, released into the environment naturally. While female creatures do not produce Mana in this manner, they are adept at absorbing ambient Mana passively without the need for proper food or rest. Hermaphrodites, interestingly, also absorb Mana from their environment.
For those needing a greater understanding of how Mana is created, it's important to know that it's also produced by the metaphysical emanations of physical energies. Fire produces Mana. Electricity produces Mana. Light produces Mana, as does gravity. Wherever physical energy is generated, it's spiritual echo is Mana. However, unlike the various forces of the physical world, which are strictly bound by conservation principles, the spiritual realm that gives rise to Mana is not. This means that actions that would produce consistent quantities of, say, heat, may produce more or less Mana depending on metaphysical factors despite all other conditions being the same. For example, if two men possessed of the same physical and spiritual capabilities eat the same meal, but one likes the food and the other doesn't, the one who enjoyed the meal would generate more Mana than the one who didn't. Immaterial factors such as emotions, preferences, habits, expectations, fears, desires, memories, rumors, beliefs, and skepticism can impact the quality and quantity of Mana produced from physical actions. Mana itself flows throughout the cosmos, emanated from the stars and planets just as light, heat, and energy are, filling the world with its energy.
Destroying Mana is also possible, but more difficult. This process generally involves transferring the energy away from something while simultaneously willing it to be destroyed, or by performing the action with malice, hatred, anger, or spite. This spiritual drive to destroy can evaporate Mana if a proper physical or magical process accompanies it. However, this tends to "thin" the Mana out rather than simply make it vanish, depleting the energy until it's indistinguishable from the ambient Mana. This process is in some ways akin to "turning down the volume" of the Mana. It is still there, but less-so, and its character, its specific properties, have faded.
Changing Mana is actually the easiest process of the three to do, as it happens constantly and effortlessly. Mana shifts, flows, condenses, expands, and changes color, movement, and character frequently. Thoughts and emotions affect it just as readily as changes in the physical world, so that every time a person or creature so much thinks, Mana is changed. However, there are many techniques and traditions that have arisen that allow for Mana to be directly manipulated in a controlled fashion, from martial training and self-hypnosis to complex rituals and magic.
== Using Mana ==
Mana is an incredibly versatile resource, able to bend the normal laws of physics and nature that define the world. It can be seen as an instrument of chaos that can make seemingly impossible phenomena happen consistently. It can allow beings to far exceed their natural physical and mental capabilities, pushing through the limitations of muscle and bone without suffering the normal consequences that such an action would otherwise entail. It can be woven into physical forms to create wondrous tools, devices, and weaponry. It can create matter and energy from effectively nothing, bend space-time, reject principles such as leverage, defy gravity, shape and control the forces of nature and phases of matter, and operate on abstract, conceptual levels that have nothing to do with the principles of hard science and everything to do with the realization of belief and thought. It can even gain life and sentience of its own or assume and sustain the consciousness of beings that have perished. However, one must know how to use it. The most common ways Mana is used are for Magic, Enchantment, Psionics, Maneuvers, and Empowerment.
=== Empowerment ===
==== Bardic Music, Rage, and Other Common Abilities ====
=== Magic ===
==== Arcane ====
==== Divine ====
==== Occult ====
==== Primal ====
=== Enchantment ===
==== Artifice ====
=== Maneuvers ===
=== Psionics ===
=== Less Common Uses ===
==== Psychic Aptitudes ====
==== Invocations ====
==== Hexes and Jinxes ====
==== Incarnum and Veilweaving ====
==== Binding ====
==== Shadowcasting ====
==== Truenaming ====
==== High Runes ====
== Types of Mana ==
=== Divine Mana ===
The Mana of the Gods, Titans, and other Divinities, Divine Mana is incredibly dense and rich by mortal understanding and is capable of achieving wonders that common Mana simply can't. Due to the nature of the Divines, this substance is both their physical and spiritual body, as they are living entities comprised wholly of Mana. Divine Mana is incredibly difficult to alter from its natural state under normal conditions, and is far more likely to change the fundamental nature of anything that has direct contact with it than the other way around. It is strongly associated with Mythic Power for this reason.
=== Gaean Mana ===
Gaean Mana is technically a form of Divine Mana, but has several characteristics that make it distinctive from its counterparts, due in large part to the fact that every entity native to Gaea derives at least some of their own Mana from it. Gaean Mana is the Mana of the planet itself, as well as of the Titan Gaia, its personification. Gaean Mana is tremendously diverse; all natural and living things that are a part of the planet's ecology have a form of it, and yet each is also unique to the individual. As such, virtually everything that exists in the setting is designed to interact with Gaean Mana as the norm.
=== Refined Mana ===
Some individuals have developed techniques that can condense and refine common Mana into more potent forms. Some examples include the Ki used by certain martial artists, the Incarnum used by Meldshapers, the Mirk used by Shadowcasters, or the Arcana Pool used by Magi. This Mana is specialized and in many ways more potent than conventional energies, though it isn't always efficient in application. The processes used to refine it vary, from simple meditations to merging it with extraplanar or elemental essence to binding it with unincarnated souls. Refined Mana often can't be used as conventional Mana once processed in this manner. At least not until it's expended, anyway.
=== Abyssal Mana (Taint) ===
The Mana of Monsters and the Abyss, created only partially intentionally by Cronus as a way to lure and entrap the first Monsters during the early Golden Age. Abyssal Mana is inherently predatory, having been thoroughly infused with the nature of Monsters throughout the Abyss's early history of habitation and the endless cycles of violence that shaped it. Abyssal Mana is commonly referred to as Taint, and can also be called Demonic Energy, Black Mana, Fell, Monster Mana, Miasma, Yoki, and a host of other terms, all of which have negative connotations. Abyssal Mana has negative effects of creatures that are not adapted to it, though the exact nature of these effects has varied throughout history and is generally tied to whatever entity is generating it and what the current Overlord happens to be, feel, and intend. Abyssal Mana is both an extension of the Abyss itself and of the will of the Overlord, if only somewhat, even when it's being produced by another Monster, in a manner not unlike the relationship between normal living things and Gaea.
=== Undead Mana ===
The Mana of the Undead is somewhat different from that of either conventional Gaean Mana or Abyssal Mana; it is in a constant state of decay. This has its roots in the planar structure that underpins the physical world; Undead draw their vital essence not from Gaea and the material plane, but from a plane known as the Shadowfell, the spiritual shadow that material existence casts in the Void. This energy is an inversion of the natural energies of the material world in a manner similar to how one might view antimatter in comparison to matter, though not as inherently volatile. Undead Mana, also sometimes known as Fell, Yoki, Mirk, and Dark Mana, as if that weren't confusing enough considering that other energies also use the same terms, generally seeks to absorb, consume, or destroy sources of material Mana, or to otherwise draw that Mana into itself. This process itself often sustains the Undead, though some are actually devoid of any real need for the action. In fact, even those Undead that do seem to have some sort of biological need to prey on the living often actually don't. What drives them to do so is actually the inherent conflict between their Mana and that of the material plane influencing their instincts. 
=== Alien Mana ===
Alien worlds have their own Mana with its own properties, varying from world to world. One can only imagine the strangeness of such creatures and their capabilities...
=== Earth Mana ===
Despite the general lack of magical function on Earth, the planet does have Mana, and Humans native to it do as well. However, the reality that contains Earth has been subjected to an underlying natural law, something designed into the reality at its inception, which has caused the ability of Mana to flow freely to decline. Mana stagnates in Earth's reality, blocked and sealed. This has caused a steady decline in all things supernatural over the ages, including the slow wasting-away of Earth's Divinities, the collapse of function in all forms of magic, and the literally disappearance of magical creatures as they devolved into mundane life. Earth Mana is stagnant, dense, and rich. It can only flow through a direct physical medium, and while it is generated in exactly the same manner and to the same inconsistent degree as Mana on Gaea, it can't be used for anything that isn't purely internal or enacted through a physical medium. The capability to manipulate Mana effectively in most organisms has become completely dormant on Earth, though it still exists.
This is itself one of the factors in the dramatic changes that occur to Wayfarers upon entering Gaea, as their Mana flows freely for the first time upon entering that reality's framework. This process often results in dramatic physical and mental improvements and the spontaneous development of minor magical abilities as their body and spirit adapt to a more hospitable environment than their native world. 
=== Void Mana ===
It is not entirely clear if the Void has Mana of its own, leaving this concept a mystery even to the most learned of scholars. As the Void is not subject to the normal physical and natural laws that govern the multiverse, it is as probable that there is no such thing as Void Mana as it is to exist.
== Mana in the World ==
== Living Mana ==
Some organisms are comprised entirely of Mana as their "physical" form. These entities are generally thought of as Spirits of one form or another, including the Fae, Elementals, and Divinities among their ranks, as well as incorporeal Undead such as Ghosts, Wraiths, Specters, Phantoms, and Allips. The Eidolons of Summoners are also examples, as are the various creatures summoned by Conjuration magic. These entities cannot exist without Mana, though most that do automatically produce their own while also absorbing it from the environment, with the exception of Eidolons, Conjured creatures, and the Undead, who are dependent on outside sources under normal conditions. 
Creatures composed of Living Mana are often very mutable in form, with their thoughts and feelings giving them shape rather than any sort of physical body. Their self-image determines their appearance, with many reframing themselves to look like creatures they've interacted with as they form their own identities around their experiences.
== Mana and Magic Points (Pathfinder 1st Edition) ==
When creating a character in the Wayfarer's Guide, it's important to understand just how much Mana they have, personally. Mana is, after all, used to power Spells and Powers, feats of skill and prowess, is often targeted by Monsters, and is lost during sex. For characters that don't rely on spellcasting or similar abilities gained from their Classes, determining the amount of Mana they have, or their Mana Points (MP), is fairly simple. For characters who do have spellcasting Classes, it becomes more involved. In either case, characters within Wayfarer's Guide generally have more magic than those of other Pathfinder and 3.5 D&D characters. Often quite a bit more.
Every character has a number of Mana Dice equal to their Hit Dice. The Mana Die is the opposite of their Hit Die, as shown below:
* D6 Hit Die = D10 Mana Die
* D8 Hit Die = D8 Mana Die
* D10 Hit Die = D6 Mana Die
* D12 Hit Die = D6 Mana Die
Mana Dice are never lower than D6, and only specialized spellcasters with already deep pockets of Mana, such as Sorcerers, have D12 Mana Dice. Sorry, Wizards are stuck with D10s.
As with Hit Dice, characters add an Ability Score Modifier to each Die. Unlike Hit Dice, this is not a set Ability Modifier, but is instead whichever Mental Ability Score is the highest for the character. This does not replace bonus Mana Points gained from a Class for having high mental ability scores. Players may roll their Mana Dice or take the average result, as they would when determining Hit Points. I suggest using the same rule for both, but you do you.
In addition to the MP generated from a character's Mana Dice, spellcasting, manifesting, and other, similar class features grant MP. For manifesters, their Power Points are Mana Points. For spellcasters, you'll instead need to do at least a little math. Unless of course you're using your galaxy brain and just copy the point values from the equivalent manifesting class... but no, we'll go with the math for now, since there's still some room for error that way. Every Spell Slot or Spell per Day has a Level from 1~9. It awards a number of Mana Points equal to two times that Spell Level, minus one. So, for example, a Ninth-Level Spell Slot is worth 17 MP (2\times9-1). Another way you can think of it is that the MP yield for each Level is just the next odd number from the last:
# = 1MP
# = 3MP
# = 5MP
# = 7MP
# = 9MP
# = 11MP
# = 13MP
# = 15MP
# = 17MP
So if you've got Four 1st-Level Slots, two 2nd-Level Slots, and one 3rd-Level Slot, you'd have 15 MP from your spellcasting Class Features, in addition to whatever you had from your Mana Dice and any Bonus Spells you might have. Bonus Spells are, of course, handled the same way, except that you actually get that lump of MP upon gaining your first Level in the Class, since it's meant to represent your natural talent. No, this doesn't make it possible for you to suddenly cast Levels of Spells you don't know yet. Sit back down. 
=== Recharging Mana for Girls ===
Male and female characters recover Mana differently. And hermaphrodites, well, they cheat and do both (and because of this should be scrutinized by GMs looking to squash power-gamers. You have my permission to just say no). Anyway, female characters recover MP over time by drawing it from their environment at a rate of 1/8th of their maximum MP per hour, regardless of what they're doing. Yes, this means they don't actually need eight hours rest to recover their spells, though they do need eight hours rest for their normal health. Don't we all? Anyway, this is an awkward, ugly math number that no one wants to figure out, since it means multiplying every significant female character's maximum MP by 1/8th (.125) and having them recover that much MP every hour. It might be simpler to say that they roll a Mana Die every hour and add their relevant Ability Modifer, plus the Level of the cost of a Spell of the highest Level they can cast. They should do this only while adventuring or otherwise out and about. If they're going for that Long Rest, just let them recover all of it.
=== Regenerating Mana for Boys ===
Male characters recover Mana by eating and resting rather than naturally absorbing it. In fact, recovery isn't quite accurate as they literally create Mana from nothing by eating and resting, producing a higher yield of the spiritual energy than the simple chemical processes do in physical energy. Whenever a male character eats a full meal or rests for at least fifteen minutes, have him roll a Mana Die the same way the female character would on the hour, with all of the same modifiers and bonuses. And, just like with female characters, let him recover it all with a Long Rest.
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