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Mana

Mana did not exist before The Scouring. When the energies of the Divine Weapons and Tiamat's influence rendered the arcane leylines weakened, and severed the Gods' connection to Elibe, magic became incredibly rare. Only the most powerful mages were able to perform the most basic magic such as simple firebolts, identification and location divining, and even that was stretching a mage's abilities. But when the Ending Winter finally came to an end, and magic returned to the world, it did so in greater flows than before. Though the influence of the Gods remained diminished, the magical energy of the world manifested in incredible ways. Previously unattainable magic was now possible, the ability to reverse gravity, travel across the planes, utter single, devastating words of power, and basic magical flows were more widely spread, leading to a magical renaissance. It was also discovered in that time, that this magical energy had begun to take on a physical form, discoverable in the world. This physical essence of magic came to be known as Mana.
— Manareader Jarrakas, Head of Mana Studies, Lussonia Academy, Araphen, Lycia

Properties

Physical & Chemical Properties

In its purest form, mana looks like liquid gemstones. White mana looks like liquid pearls, Green like liquid emerald, Blue like liquid sapphire, Black like liquid obsidian, and Red like liquid ruby. Naturally, mana is found in trace amounts in water. This trace amount of mana dyes the pool a vibrant color. Mana is slightly warm to the touch, regardless of the temperature of its surroundings. A creature that comes in to close proximity to a mana color they are attuned to may exhibit symptoms similar to those of an allergic reaction. Almost all creatures have an innate affinity for a certain type of mana.
Creature Type Color
Aberration Blue
Beasts Green
Celestial White
Constructs None
Dragons Varies*
Elementals Red
Fey Green
Fiends Black
Giants Red
Humanoids Varies*
Monstrosities None
Oozes None
Plants Green
Undead Black
Dragons - The mana attunement of a dragon is determined by its heritage. Chromatic Dragons are attuned to the same color of mana as its scales (easy to remember). Metallic Dragons are frequently attuned to multiple colors of mana, determined on an individual basis, like humanoids.   Humanoids - The mana attunement of humanoids is a unique thing. Each individual is attuned to mana independent of environmental factors. For example, a family history of green mana attunement doesn't indicate a likelihood for a child to be attuned to green mana. Similarly, being born or raised near a red mana pool doesn't influence their attunement, and can, in fact, harm the child if they are not attuned to red mana. For Humanoids and Metallic Dragons, Mana Attunement is determined randomly. For Metallic Dragons, roll twice on the Mana Attunement table; for Humanoids, roll once.
d6 Color
1 White
2 Green
3 Blue
4 Black
5 Red
6 Roll twice on this table, taking the results of both rolls.*
* - A creature cannot be attuned to the same mana multiple times. If a 6 is rolled one or more times, ignore any duplicate mana attunements.

Geology & Geography

Mana is found in large pools of water, turned a unique color depending on the mana infused in the pool. Large pools of mana containing scores of magnums may be found far underground, potentially in abandoned dragon lairs. Small mana ponds containing a few magnums are able to be found on the surface of the world. Each color of mana is more commonly found in certain biomes. Blue mana is typically found in underwater pools, it looks like a pool of darker water at the bottom of a body of water. Red mana is typically found in dry arid environments. Manaseekers typically travel to the Nabata Desert when seeking red mana. Green mana is the most common mana, being mostly found in forested areas. Black mana is typically found in underground caves. White mana is one of the rarest, as it's commonly found in high mountain areas, places unkind to travelers, and typically guarded by creatures who have been altered by their proximity to the mana pools.

History & Usage

History

It took many years for the properties of mana to be fully explored, and research is still ongoing to the present day. In the early days of mana experimentation, it was used as an explosive device, but this was incredibly wasteful, as no mana could be recovered from such usages.

Discovery

The first recorded discovery of mana was by the Kutolah nomads of Sacae. Records from as early as 312 A.S. show discoveries of unnaturally colored oases within the sweeping plains of Sacae. The first experimentation done on this new material was carried out within the Kingdom of Bern, under the supervision of the Minister of Discovery, in 341 A.S.

Everyday use

Known Properties of Mana

Each color of mana is connected with one or more modern schools of magic. While all magical power can utilize mana, it is most potent when used to augment the corresponding school. Mana can also be infused into materials, giving them elemental properties based on the color of mana.
Color Schools Damage Type
White Abjuration, Divination Radiant
Green Conjuration, Illusion Posion
Blue Enchantment Cold
Black Necromancy Necrotic
Red Evocation Fire

Uses of Mana

Mana has many usages in the present day, and there is still research being done in many academies and laboratories into further uses for this magical liquid.

Spell Enhancement

A spellcaster may use mana as an additional component for casting a spell, augmenting their spells. The magnum required corresponds with the level of the spell being cast. Each level of a spell requires one magnum of mana corresponding to the school of magic. i.e. A first-level Evocation spell requires one magnum of red mana, where a 7th level Abjuration spell requires seven magnums of white mana. Cantrips cannot be augmented. All mana used to augment spells is consumed.
Color Effect
White When casting an augmented Abjuration or Divination spell, the caster gains temporary hit points equal to 1d4 * the number of magnum expended.
Green While concentrating on an augmented Conjuration or Illusion spell, the caster gains a bonus to Concentration checks equal to half the number of magnum expended (rounding up)
Blue When casting an augmented Enchantment spell that targets one creature, you may also target a second creature. If that creature is allowed a saving throw, they have advantage on it.
Black When casting an augmented Necromancy spell that deals damage, if you roll a 1 or 2 on a damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Red When you cast an augmented Evocation or Transmutation spell that deals damage, you deal additional damage equal to the number of magnum expended.

Melee Weapon Infusion

Anyone may use stored mana similar to holy oil or poison and apply it to their weapon if enough time is available. The process takes one hour, and upon completion, the weapon deals additional damage equal to the number of magnums used to infuse the weapon. Up to 10 magnums of mana may be used in a single infusion (meaning a maximum of 10 damage). The type of damage is determined based on the color of mana used in the infusion. This infusion lasts until the end of your next long rest.

Ammunition Infusion

Anyone may use stored mana similar to holy oil or poison and apply it to their ammunition if enough time is available. The process takes one hour, and upon completion, the infused ammunition deals an additional 1d4 damage. The type of damage is determined based on the color of mana used in the infusion. One magnum of mana may be applied to 3 pieces of ammunition. 10 magnum of mana may be used per hour of infusion (meaning 30 pieces of ammunition can be infused per hour spent). This infusion lasts until the end of your next long rest.

Armor Infusion

Anyone may infuse armor with mana if enough time is available. The process takes one hour, requiring 5 magnums of mana. Upon completion, the armor gains resistance to damage determined based on the color of mana used in the infusion until your next long rest.

Industrial Use

Many craftspeople have made attempts to infuse their creations with mana, imbuing them with magical properties. Some were successful, others ended up with large holes blown out of their workshops. The volatility of pure mana makes it incredibly risky to attempt infusing it permanently into a crafted item. Typically, stronger metals hold their form against the mana better, but skilled craftspeople have been able to infuse many different items with mana.

Refinement

Mana can be extracted from infused water in two ways. Non-spellcasters can utilize a complex alchemical process to extract mana. The process takes one hour and requires proficiency with Alchemist's Supplies and a stable workspace. The DC required to extract mana is equal to 10 + Number of Magnums attempted to extract. For example, if you are trying to extract 5 magnums of mana, you must succeed on a DC 15 Alchemist's Supplies (INT) check. Failing this check wastes the mana-infused water, and the process fails.   Recent advancements in mana manipulation have produced several spells that can be used to ease the process of finding and acquiring mana.
Extract Mana
Locate Mana
Manasense

Distribution

Trade & Market

Mana is an expensive, luxury good, typically reserved for usage by mages and governments. The typical cost for a magnum of mana is around 75-100gp. It can be found in most shops that deal in magical materials and items.

Storage

Mana is stored in capsules known as Magnum Capsules, which have a capacity of 1 magnum of mana. Magnum Capsules are similar to vials but constructed with a more reinforced type of glass, making it more structurally sound. These capsules typically cost around 5gp. When stored in a Magnum Capsule, mana is relatively stable. If a Magnum Capsule is broken, creatures within 5ft of the impact must make a DC15 Dexterity Saving throw or suffer 1d8 damage (type determined based on the color of mana contained within). While this may seem like an effective ranged weapon option, the cost of mana typically prohibits this usage, favoring weapon infusion instead.   Large caches of mana are typically avoided, due to the dangers of a catastrophic chain reaction. Most shops that extract, store, and sell mana keep less than a dozen magnum exposed at one time, keeping the rest in heavy stone and metal chests, to prevent any incidents.
Type
Metaphysical
Odor
Pure mana smells faintly of iron mixed with petrichor.
Taste
Pure mana has no real taste, though consuming it is likely to harm most creatures.
Color
Mana exists in 5 colors: White, Green, Blue, Black, and Red.
Common State
Mana has never been recorded in a non-liquid state. It is found diluted in naturally occurring water pools, and when extracted, also takes a liquid form.

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