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Table of Contents
Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic
Mana
| Skill | Affects | Effect in a Nutshell* | Mana? |
|---|---|---|---|
| Mana Regeneration | Mana | One Skill Check die per degree per round (rolled before initiative) | No |
| Meditation | Mana | Only performed on self; two dice for non-proficient; five dice per degree level; cannot be performed during combat | No |
| Mana Restoration | Mana | Five dice per degree level | No on self; Per degree on others |
| Mana-Stealing | Mana | Two dice per degree vs Defense of Self; Number of attacker successes added to opponent mana used and reduced from character's mana used | By Degree |
Mana Regeneration
Mana regeneration is simply the ability to automatically recover lost mana not just while resting or meditating but at any time, even during combat. Mana regeneration adds a lot more complexity to handling mana than just standard mana points and mana used because it adds the concept of a finite mana regeneration pool where recovery is pulled from.
The character regenerates at a rate of one potency die roll per degree per round up until the mana regeneration pool is depleted.
No mana cost is required for the use of this skill.
Mana Regeneration Pool
Mana regeneration pulls from a limited pool of available mana called the Mana Regeneration Pool. (If a character also has hit point regeneration, this pool is similar but distinct from the regeneration pool mentioned under the Regeneration skill. After the pool is depleted, no mana can be recovered through mana regeneration until the pool is replenished.
The pool begins at zero and is increased by 10x the degree of mana regeneration. At first degree, the pool would be ten mana. At second degree, the pool would be ten mana plus twenty mana or thirty total mana. Characters cannot pull from the pool while unconscious.
The pool replenishes after the character sleeps at least six hours or recovers it via meditation.
Meditation
This skill uses relaxation techniques, meditation, mantras, crystals, and/or herbs to heal one's mana. It is rolled as a potency roll of five per skill degree and can replenish not just mana but also the mana in the Mana Regeneration Pool (if the character has Mana Regeneration). It can only be used once per hour. No mana is required for the use of this skill.
Mana Restoration
This skill uses magic or technology to recover mana. Unlike meditation, this can be performed as many times as the mana a character has at their disposal and can be done in the middle of a battle by use of a non-combat action. (Mana potions use this skill.)
Unlike meditation, however, mana restored using this skill does not affect mana in the Mana Regeneration Pool.
Mana-Stealing
Unlike life-stealing, mana-stealing is always an additional roll (like burning or freezing would be), whether used as part of a weapon attack or on its own. Mana used as part of a weapon attack would only be rolled if at least one point of damage is taken by an opponent. Mana-stealing is rolled as as an attack against Defense of Self with the attacker rolling two dice per skill degree if it's part of a weapon attack or “two for trying” plus two dice per skill degree if its on its own. Like other similar skills, mana-stealing can be used as a point-to-point attack or an area of effect attack of sufficient degree has been achieved.
The character’s mana can never increase above their maximum mana (to gain extra mana points, even temporarily) nor can the amount of mana stolen amount to more than is available from the opponent.
Unlike meditation, however, mana restored using this skill does not affect mana in the Mana Regeneration Pool.
Because mana is required to use this skill it is possible for their to be a net loss from using this skill, even when mana is stolen.
