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{{trope}}
Commonly referred to as "Magic Points" or MP in [[Role
A subset of [[Life Energy]], mana is the [[Power Source|spiritual fuel]] that makes magic work. The character stores the mana somewhere on or inside his person and uses it up as he casts spells or performs other superhuman acts. The amount of mana is directly proportional to the number and strength of spells that can be cast consecutively.
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Once used, it depends on the story how mana is regained. It could simply require rest or eating; or it could require more exotic means; such as [[Intimate Healing]] or feeding on the [[Life Energy]] of others. Sometimes all that's required is a good old [[Kiai|primal scream]] and focusing on what's important, really, really hard with a lot of emotion.
If someone has a ''lot'' of mana stored up, expect various people in [[Anime]] to comment on how their [[Aura Vision|aura]] is strong.
The term is actually a Melanesian/Polynesian word for the power of the elemental forces of nature, as embodied in an object or person. The current usage no doubt descends directly from [[Larry Niven]]'s novel ''[[The Magic Goes Away (
''Not'' to be confused with the holy sustenance (often assumed to be breadlike, though the original source describes it as being quite different) rained from heaven by God for the Israelites in [[The Bible]]. That's ''manna'', with two N's.
See: [[Psychic Powers]] for the [[Sci-Fi]] genre's version of human special powers.
{{examples|Examples:}}▼
If you were looking for a work called "Mana", you might want ''[[Mana (series)]]'', ''[[Mana Khemia: Alchemists of Al-Revis]]'', or ''[[Trials of Mana]]''.
== Anime and Manga ==▼
▲== Anime and Manga ==
* In ''[[Mermaid Melody Pichi Pichi Pitch]]'', Michel stole [[Life Energy]] apparently to fuel his powers and make him stronger. While this is part of it, it soon turns out that the other part is just to keep himself alive through the process of {{spoiler|altering his DNA to merge with Michal.}}
* ''[[
* ''[[Shaman King]]'' had "Furyoku", which is translated as "Mana" in the English manga.
* ''[[Mahou Sensei Negima]]'' outright uses RPG terminology to differentiate Chi as [[Hit Points|HP]] and Mana as MP. [[Ki Attacks]] are the ability to draw on one's own internal [[Life Energy]], and Magic is the ability to manipulate and draw in elemental forces from without. Using one interferes with the other ''unless'' one somehow knows the "Kanka Technique" which fuses them. Negi's ability to share mana with his students via "Pactio" contracts is impressive.
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* "Reiki," "Yoki," {{spoiler|and "Seikoki"}} in [[Yu Yu Hakusho]].
* ''[[Magical Girl Lyrical Nanoha]]'' has "Linker Cores", which are ethereal organs in the bodies of mages and magical creatures that store magic power.
* In ''[[Zatch Bell]]'', this is simply called "[[Exactly What It Says
* In ''[[
* Mages (that is, pretty much everyone) in ''[[Maburaho]]'' have limited numbers of spells, and their numerical mana is extremely difficult to replenish without making a [[Deal
==
* In ''[[Gold Digger]],'' all living creatures produce "ether," which hovers invisibly around them. For most people, the stuff is both undetectable and useless, but spellcasters use it to power their spells. Rakshasas like Gen [[Phlebotinum Muncher|eat]] the stuff.
== Literature ==
* In [[Larry Niven]]'s ''[[The Magic Goes Away (
▲* In [[Larry Niven]]'s ''[[The Magic Goes Away (Literature)|The Magic Goes Away]]'' series, Mana is a non-renewable resource, and generations of basing entire civilizations on heavy magic use eventually drains the entire world.
* Subverted in ''[[Night Watch]]''. ''Others'' do appear to use some internal generation of mana-like power, but {{spoiler|it's actually the opposite. Magicians are the ones that ''cannot'' generate this "mana", but can only use what normal people generate. The higher their [[Power Levels|level]], the 'less'' of this "mana" they generate.}}
* It's usually called Essence in the [[Whateley Universe]], and what makes a mutant a 'wizard' type is the natural ability to call it up.
* In ''[[Warbreaker]]'', [[Functional Magic|BioChroma]] is fuelled by an energy called "Breath", which is an aspect of the human soul. People are born with one Breath, but can give it away fairly easily to someone else (which doesn't kill them, though it does dampen their ability to percieve the world), and many wealthy and powerful individuals stockpile ''thousands'' of Breaths. The more Breaths one has, the more spectacular magical effects one can produce.
* ''[[The Banned and
* ''New Mana: Transformations of a Classic Concept in Pacific Languages and Cultures'' [http://press.anu.edu.au/publications/series/monographs-anthropology/new-mana book] edited by Matt Tomlinson and Ty P. Kāwika Tengan explores the history of the term. The last part being ''How Mana Left the Pacific and Became a Video Game Mechanic'' by Alex Golub and Jon Peterson.
== Tabletop Games ==
* Aversion: One of the eccentricities of ''[[Dungeons
▲* Aversion: One of the eccentricities of ''[[Dungeons and Dragons (Tabletop Game)|Dungeons and Dragons]]'' is that it does not have the concept of Mana, but instead uses [[Vancian Magic]] revolving around the limited capacity to prepare spells beforehand.
** [[Psychic Powers|Psionics]], interestingly, uses this instead with a pool of Power Points. You can also spend more power points on early-learned powers to put them on par with their higher-level counterparts.
** ''Net Wizard's Handbook'' fan supplement has several non-Vancian magic options, involving spell-points and/or skill checks. Some of the spell-point systems have recovery rate dependent on into account "magic rich"/"magic dead" areas and magic items acting as "reservoirs", i.e. treated as a measure of accumulated mana rather than magical fatigue.
** There is a variant rule presented, in an official D&D book called Unearthed Arcana, where Spell Points take over from the "spells per day" rule, in which spells of each level have a set base requirement cost, and spells which grow in power based on the level of the caster need more mana dumped into the spell (Fireball, being the best example, costs a base amount of 5 spell points for a Lv3 spell, dealing 5d6 damage, plus 1 spell point for each 1d6 added onto that, to a max of a possible 10d6 being thrown, and thus 10 spell points being spent). The result, however, is that Mages end up working almost identically to Psions. Go figure.▼
** ''Netheril: Empire of Magic'' [[Forgotten Realms]] Arcane Age expansion used spell points (called "arcs" and "winds" respectively) both for arcane and divine magic.
** In the most recent fourth edition, spells are simply another instance of class-specific special powers that can typically be used once per encounter or per day each. (There are a very few at-will powers for each class, and some specific ones that can be used more than once in a given span of time.) Of the core classes, only wizards still prepare spells in advance, and even then that only affects their daily ones (because they have a wider selection of those than other classes, but can only ''use'' the same number as everybody else in a given day). Still no explicit mana, though.▼
** ''Player’s Option: Spells & Magic'' introduced an optional Spell Point System for major and minor spellcasting classes, which allows to ''combine'' fixed (Vancian) and free magic (the latter eats twice as many spell points, and it's up to the player how much efficiency to trade off for flexibility) and even cast spells somewhat above one's normal level (it's more wasteful still), with various mitigating factors.
▲**
▲** In the
*** Now that 4e has Psionics, they work like a variant of this. Instead of Encounter powers they have extra at-will powers, but their at-will powers can optionally be enhanced by consuming power points, of which they have only a limited supply.
* In ''[[Magic:
** ''[[Duel Masters]]'' is practically the same, except that any card can be set aside and used for mana.
** "Energy" in the [[Pokémon (
* Every ''[[
** Both ''[[Tabletop Game/Vampire The Masquerage|Vampire: the Masquerade]]'' and ''[[Vampire: The
** ''[[Werewolf: The
** ''[[Mage: The
** ''[[Promethean: The
** ''[[Wraith: The
** ''[[Changeling: The
** ''[[Geist: The Sin Eaters
** ''[[Hunter: The
** ''[[Demon: The
** ''All'' races have Willpower (raw inner strength), which is used similarly and often in concert with the above. Mortals with special powers (such as hunters from ''[[
* ''Aberrant'' used [[Sci Fi Name Buzzwords|Quantum]] as fuel, which apparently was generated automatically over time.
* ''[[
* In "standard" ''[[
* ''[[The Dark Eye]]'' uses "astral energy" in point form, recoverable by sleeping, meditation and extremely expensive mana potions.
* ''[[Cartoon Action Hour]]'' avoids this the following way by using Clusters. which were call Spell Clusters as wizard-type characters will be using them most.
* Averted in ''[[
* ''[[
* ''[[
== Video Games ==
* In the ''[[Lunar]]'' games, all special attacks, including [[Ki Attacks]] use up the same MP. However, they do not all count as "magic" as defined by the series. This gets weird in ''Lunar 2'', when Ronfar's healing spells are determined to be "not magic."
* The MMORPG ''[[City of Heroes]]'' uses Endurance to fuel all superpowers, whether they are magical, technological, the result of mutation or scientific experimentation, or plain ol' martial arts.
** Temporary powers are a bit different. Offensive and support effects -- like summoning a Signature Character, a baseball bat, stun grenades, or med kits -- generally operate on charges; the stronger the power the fewer charges it's likely to have. Temporary travel powers are usually on a timer, like a jet pack which starts with 30 minutes' use. And then there are things like the ring you get from a story arc in Striga Island that lasts a flat time, whether you're logged on or not -- in this case 48 hours.
* The ''Zelda'' series generally allows Link access to a [[Mana Meter|Magic Meter]] in order to use magic powers, although it is not present in all games (''[[The Legend of Zelda: Twilight Princess
* The ''[[Ultima]]'' series uses a hybrid system in which casting spells does cost mana, but it also requires special ingredients called reagants to be cooked up into a usable spell. Certain spells in ''Dungeons and Dragons'' use something similar, called "material components".
* Mana is a large staple of ''[[
* ''[[Makai Kingdom]]'': Many of the characters are often mentioning how they can often feel might mana powers, and how much mana power any characters have.
* All player characters in ''[[
* Somewhat subverted in ''[[Star Ocean]]'', where MP equates more to mental strength. In ''[[Star Ocean: Till the End of Time]]'', when you run out of MP, you get incapacitated (adding more to the mental strength fact) and that only Runology (magic) consumes MP. Killer moves consumes HP instead.
* ''[[Geneforge]]'' has essence, which functions in the same way, but is semi-living goo that can (and often is) stored outside of people's bodies.
** Also energy, which is used up faster by spellcasting but rapidly regenerates, and is not needed to make [[Mons]].
* ''Paladin's Quest'', a RPG for the SNES, has no MP. All magic use is [[Cast
* In the GBA ''[[
* The ''Mana'' (''Seiken Densetsu'') series, naturally, uses it as the source of magic (and all life in general), with assorted spirits overseeing each of the elements, coming from [[The World Tree]]. How much is available depends on [[Nice Job Breaking It, Hero|how active the heroes have been at breaking said tree]].
* The plasmids from ''[[
* Prana in the [[Nasuverse]] are separated between Odic force and
* The ''[[Atelier Iris]]'' sub-series does the same thing. Most alchemists are required to befriend mana spirits to improve the success rate of the items they create. The older ''Atelier'' games avoid this completely however; the alchemists simply make things like bombs without any outside "mystical" assistance, keeping with the [[Low Fantasy]] feel of the setting.
* Licensed ''[[Star Wars]]'' games which feature Force use generally model it in a very [[RPG]]-ish fashion, with "Force powers" (spells) powered by "Force points" (mana).
* ''[[
** The sequel [[Tales of Symphonia
*** As does ''[[
* Many ''[[Final Fantasy]]'' games have mana, but there also are many exceptions. I, III, and VIII use a mana pool. The games mentioned use a ''[[Dungeons
* ''[[World of Warcraft]]'': All classes except rogues, warriors, death knights, and hunters use mana.
** The aforementioned classes use resources similar to mana (rage, energy, runic power, focus), but with two main differences: First, the maximum amount you can have and the rate of regeneration don't scale with level and gear. Second, whereas mana regenerates more slowly if at all during combat, energy and focus regenerate at the same rate in and out of combat, and rage and runic power actually drain when you're not in combat.
** Energy and Focus regenerate during combat, with Focus having an attack to replenish it faster (Steady Shot and Cobra Shot). Rage and Runic Power are gained by either hitting mobs or letting mobs beat on you.
* ''[[
* ''[[
* Power Points (PP) in ''[[Pokémon]]'' function like mana.
* ''[[Kingdom Hearts]]'' I and II have MP, with every spell taking up a certain amount or fraction of the MP in the meter. This was recharged in the first game by physical attacks, and by collecting MP Orbs. The second game had an MP meter that could be refilled by MP orbs as long as it still had some MP in it, but once it was all used up, you had to wait a short time for it to refill completely before you could use any spells. This could be sped up by collecting MP Orbs. Both games also had items that refilled MP, and abilities that gave other conditions for getting MP
** The other games employed variations on Vancian Magic, forcing you to stock the spells you thought would be most useful ahead of time.
* Pretty much all [[Roguelike]] games use some mana-type system which spell casting and psionics use, with mana regenerating over time. In the few games where the player could gain different [[Religion Is Magic|divine powers]] by worshiping different gods there's a separate pool of "faith" or "piety" points which are expended to use those powers, with each religion having a different method of regaining points.
* Nono from ''[[Solatorobo]]'' is something of a combination of mana and [[Star Wars|The Force]]. While it can be used to produce magical effects such as [[Barrier Warrior|barriers]] and levitation, being attuned to it also results in being able to sense other people or objects who are tapping in, such as the Paladins and the [[MacGuffin|amulet]].
* Crest Magic users from the [[Wild
* ''[[Master of Magic]]'' has Mana economy for magic. Spells have mana cost (sometimes allowing to pour more power for extra effect), and casting skill limits amount of mana a [[Non-Entity General|Wizard]] can use on spells in a single turn. Teleporting magic items costs mana. The largest feature on Magic screen are sliders that distribute power income between Mana reserve, Magic casting training and spell research. Mana comes from Wizard's fortress, [[Place of Power|magic Nodes]], [[Religion Is Magic|temples]], population for magic races and some mineral resources. Alchemy allows to convert mana to gold or vice versa. Traits of a Wizard affects all of the above. Spellcasting [[Hero Unit||heroes]] have their own casting skill, which is used as personal mana pool for combat spells or adds to the controlling Wizard's casting skill for overland spells if they are at the fortress.
▲== Webcomics ==
* Lux in ''[[Tales of the Questor]]'' is a bit light on ritual, but otherwise fits the spell-casting thing pretty well. [[Word of God]] says lux is more akin to a really funky neutrino field than typical magic. Most of the populace treats it like magic, though, and it can summon lightning bolts.
* In ''[[
* ''[[
* Izzy from ''[[Adorable Desolation]]'' has the ability to map mana trails.
* In ''[[The Dragon Doctors]]'' it's possible to go into "Mana Shock" when you accumulate too much; this happens to a girl who was turned to stone and left soaking in the bottom of a leyline for 2000 years. She nearly exploded when she went into Mana Shock later.
== Western Animation ==▼
* In ''[[Ben 10 (Animation)|Ben 10]]'' we are led to believe that Gwen's powers are purely magic-based, but ''[[Ben 10 Alien Force (Animation)|Ben 10 Alien Force]]'' quickly starts [[Doing in The Wizard]] by explaining that Gwen's powers originate from an alien grandmother, who states that 'magic' is caused by mana. If that wasn't enough, the granny then sheds her skin to reveal an energy being made of mana, and says that Gwen can do the same. Naturally, she refuses.▼
* ''[[Jackie Chan Adventures (Animation)|Jackie Chan Adventures]]'': Uncle's and Dao Long Wong's "Chi Spells" seem to be [[Hermetic Magic]] with an eastern flavour. How Chi is distributed is a major part of the plot throughout the seasons.▼
== Web Original ==
* Mana in ''[[Arcana Magi]]'' main series, is treated as a form of energy, with two types; kinetic and potnetial, that is used by magical people to cast spells and activate magical items. Mana is common now in ''[[Arcana Magi Universe]]''.
* Aura in ''[[Chaos Fighters]]'' and using it effectively requires charging, i.e. accumulating it into something. However, aura are ''atom sized particles'' and in-universe it is partially explained using ''quantum mechanics'' and partly using ''classical wave theory''.
* ''[[RWBY]]'': When asked at a convention during or just after volume one what Dust was, [[Word of God|Miles Luna]] simply replied, "Mana."
▲== Western Animation ==
▲* In ''[[
▲* ''[[
{{reflist}}
[[Category:Magic and Powers]]
[[Category:
▲[[Category:Trope]]
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