Mana Batteries

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Some rare relics or specially crafted items can store Mana Points (MP) for later release, acting as reservoirs of magical energy separate from a caster’s personal pool. Examples might include charged crystal wands, intricately inscribed rune‑rings, magically attuned gemstones, or even stranger objects like preserved hearts pulsing with latent power.

Each mana battery holds a fixed reserve of MP, with the capacity determined by the Game Master based on the item’s origin, power, and rarity. To use a mana battery, the caster must typically be holding or wearing it appropriately. When casting an Effect, the caster declares they are drawing power from the item before spending their own MP. The Effect’s cost is deducted first from the mana battery’s reserve. If the item’s reserve is insufficient to cover the entire cost, the remainder is then drawn from the caster’s personal MP pool as usual.

Recharging a depleted mana battery is usually not a simple task. It typically demands significant resources (rare reagents, expensive components, substantial coin), specific rituals, lengthy vigils at places of magical power, or other challenging narrative requirements determined by the GM. They are not endlessly rechargeable resources easily topped up between encounters.

Magic in Alacrity is thus entwined with story, limited by will (through Mana Points), and paid for in the same hard‑won experience every adventurer spends to improve their skills. There are no rigid spell slot lists, just narrative discoveries that unlock potential and the pulse of mana flowing through the caster – or sometimes, through the items they carry.

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File Created: 05/07/2025
Last Modified: 05/07/2025

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