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Tap Untap Burn - Core Mechanics
Tap Untap Burn - Core Mechanics
CORE MECHANICS
BY FIL KEARNEY
This book is a collection of modular variant rules that change magic and spellcasting in DUNGEONS & DRAGONS
to a 5 color magic paradigm that is inspired by Magic: The Gathering.
These variant rules can be used in any campaign and are ideal for use in Ravnica and other
upcoming settings inspired by Magic: The Gathering. Each group of variant rules is presented as a separate
chapter that can be added or omitted from your campaign.
Those that purchase this work through the DMsGuild HERE also receive:
- An editable list of all spells from the Player’s Handbook pre-sorted by color for each casting class
that you can use to customize each spell list for your own unique campaign
- A printer-friendly mana playmat to tap, untap, and burn mana during game
- Color mana tokens for optional use with the mana playmat
--Fil Kearney
Credits
Special Thanks to: Lysa Penrose at OBS, Ken Carcas, Justyn Johnston and Luke Monroe for their work:
Advanced Arcana, Hiten Dave for excellent guidance, and the DMsGuild Creators’ Circle for raising the bar.
Magic: The Gathering Concepts used with permission from Wizards of the Coast
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Fil Kearney and published under the Community Content
Agreement for Dungeon Masters Guild
1 Spell Point Variant Rules Page 4
A new spell point variant different from the Dungeon Master’s Guide that simplifies using
spell points instead of spell slots per day as the foundation of 5 color mana.
MANA PROGRESSION 16 60 28 16
4
5
5
5 COLOR SPELL CHART
CANTRIPS
1ST LEVEL
WHITE BLUE BLACK RED GREEN
DUR DUR DUR DUR DUR
Armor of Animal
Alarm P Color Spray I C Burning Hands I P
Agathy Friendship
Comprehend Create or
Bless C C Arms of Hadar I Chromatic Orb I I
Languages Destroy Water
Detect Evil and Expeditious
Divine Favor C C Bane C C Cure Wounds I
Good Retreat
Detect Poison
Guiding Bolt I Detect Magic C Charm Person C Grease C C
and Disease
Ensnaring
Heroism C Disguise Self C Command I Hellish Rebuke I C
Strike
Compelled
Mage Armor P Faerie Fire C C Jump C Entangle C
Duel
Protection from Dissonant
C Hunter's Mark C I Longstrider C Feather Fall I
Evil and Good Whispers
Sanctuary C Identify I False Life C Magic Missile I Find Familiar I
Shield I Illusory Script P Hex C Searing Smite C Fog Cloud C
Tenser's
Shield of Faith C Silent Image C Inflict Wounds I C Goodberry I
Floating Disk
Ray of Thunderous
I C Hail of Thorns C
Sickness Smite
Sleep I Thunderwave I Healing Word I
Tasha's
Purify Food
Hideous C Unseen Servant C I
and Drink
Laughter
Wrathful Speak with
C Witch Bolt C C
Smite Animals
6
2ND LEVEL
3RD LEVEL
7
4TH LEVEL
Ice Storm I
Locate
C
Creature
Stone Shape I
5TH LEVEL
8
6TH LEVEL
WHITE BLUE BLACK RED GREEN
DUR DUR DUR DUR DUR
Chain
Blade Barrier C Arcane Gate C Circle of Death I I Conjure Fey C
Lightning
Drawmij's Instant
Contingency P P Create Undead I Disintegrate I Heal I
Summons
Flesh to
Forbiddance P Find the Path C Eyebite C C Heroes’ Feast P
Stone
Globe of
C Planar Ally I Harm I Move Earth C
Invulnerability
Guards and Programmed Transport via
P P Magic Jar C I
Wards Illusion Plants
Mass Wall of
Sunbeam C True Seeing C P C
Suggestion Thorns
Otiluke's
Word of Recall I I Wind Walk C
Freezing Sphere
Otto's
Irresistible C
Dance
Wall of Ice C
7TH LEVEL
8TH LEVEL
9TH LEVEL
WHITE BLUE BLACK RED GREEN
DUR DUR DUR DUR DUR
Imprisonment P Foresight C Astral Projection P Meteor Swarm I Mass Heal I
Gate C Power Word Kill I Prismatic Wall C Power Word Heal I
Time True Storm of
C I Shapechange C C
Stop Resurrection Vengeance
True
Weird C C
Polymorph
9
5 COLOR MAGIC CAMPAIGNS
The 5 color magic paradigm has literal, visual cues
to identify magic devoted to a specific color that
can be used in narrative description to provide
technical game information through a structured,
vivid aesthetic.
The color cues identify for the players that the spell
trapping the demon is White and Blue magic…
possibly a dimensional anchor that prevents the
creature from teleporting away, while also
physically confining it within the borders of the
circle. Players could discern this information with
an easy Intelligence (Arcana) check. The creature
emanates Red and Black magic-- likely fire,
necrotic energy, mind control-- which is all being
suppressed by the tethers.
10
5
11
BURNING MANA 5 COLOR MANA CAMPAIGNS
Chapter 1 describes a spell point system with As a spellcaster gains levels and more mana is
universal, colorless mana that can cast any spell. added to the mana pool, you can choose to focus
When adding color to the mana pool, burning on casting one specific color of magic as a
mana has additional considerations based on the specialized caster, or to diversify across many
level of spell being cast. colors as a generalist. This creates a new dynamic
in balancing the flexibility of spell points by
choosing how much of each color the mana pool is
COMMON MAGIC 1ST – 5TH-LEVEL
devoted to. This adds a level of character
optimization where the game mechanic choices
When casting a spell of 1st- to 5th-level, any color directly impact the style of spellcaster being
mana can be burned to pay the cost of casting. portrayed.
For example, a wizard devoted to White magic
For example, a 5th-level wizard with a pool of 16 casting spells like globe of invulnerability,
mana devoted to 3W3U3B4R3G casts fireball, a sequester, and imprisonment has a very different
3rd-level Red spell. While 3 Red mana remains in set of resources to solve challenges than a wizard
the pool, fireball can be cast repeatedly. The wizard devoted to Black magic casting spells like mass
can burn mana in any combination of color suggestion, Otto’s irresistible dance, and dominate
available in the pool to pay for each casting of the monster.
spell, such as 3G, 2U1R, 1W1U1B, but if
this wizard chooses to burn more than one Red The wizard of course can cast any of these spells if
mana, the wizard will have less than three Red there’s enough White and Black mana available,
mana in the pool and wouldn’t be able to cast but having a deep pool devoted to a single color
any additional 3rd-level Red spells. If instead allows for new character themes and combat
1W1U1B had been burned, three Red mana would tactics.
remain in the pool, and the wizard could continue For example, a 17th-level wizard with 45 Black
casting fireball, but there would be only mana in the pool can cast dominate monster up to
2W2U2B4R3G remaining in the pool and the four times before finishing a long rest. This
wizard wouldn’t be able to cast 3rd-level White, spellcaster can repeatedly turn enemies against
Blue or Black spells until the mana was recovered. each other in battle and bend the will of enemies
to act as allies, but with only 20 mana not devoted
to Black, other colors are likely limited to common
HIGH MAGIC 6TH - 10TH-LEVEL
magic—burning Black mana to do so or losing
When casting a spell of 6th-level or higher, the access to other colors.
mana burned must all be devoted to the color of Another 17th-level wizard with 13 mana devoted to
that spell. each color can cast up to 9th-level spell from all
five colors, allowing for a book full of spells for
every color at every level to tailor preparation to
For example, if a 15th-level sorcerer has a mana
meet the challenges of upcoming adventures.
pool including 20R, casting fireball and incendiary
cloud as 8th-level spells burns 8R each,
leaving only 4 mana devoted to Red in the These two wizards adventuring together as a
pool. Even though at 15th-level a sorcerer can cast team contribute their own style of heroics to the
three spells up to 8th-level before finishing a long success of the adventure.
rest, the sorcerer is limited to 4th-level or lower
Red spells until the mana is recovered.
12
5
DOMAIN DEVOTION
Death Black
BARD
Knowledge Blue
COMPLIMENTARY COLORS Life Green
Light White
When adding color to mana, the bard discovers
hidden connections between the different colors of Nature Green
magic. Starting at 7th level, you can select one Tempest Green
spell color and a different color of mana. The spells Trickery Blue
you know from your selected color are now also
devoted to the color of mana you have chosen. For War White
example, you could choose to devote Black spells
to White mana. As a result, you could cast charm
person with either White or Black mana in the SACRED SPELLS
pool. You can select another spell and mana color
pairing at 13th level, and again at 19th level. When adding color to mana, your domain spells
are now also devoted to your sacred color of mana.
For example, a 7th-level War domain cleric adds
stoneskin permanently to your list of prepared
spells. Even though the spell is devoted to Red, you
could cast stoneskin with 4 White mana in the pool
instead of Red.
DRUID
DRUID CIRCLES
CIRCLE OF THE LAND
Natural Recovery. The amount of mana you
recover is equal to or less than half your druid
level (rounded up).
14
MONK
WAY OF THE FOUR ELEMENTS
MONASTIC TRADITION
DISCIPLINE OF THE ELEMENTS
ADDING COLOR KI
When adding color to mana, ki may remain Casting Elemental Spells. Monks of the Four
colorless until you gain 3rd level. When you Elements are devoted to Green magic.
choose a monastic tradition, your ki becomes
devoted to the color studied by that tradition. ELEMENTAL DISCIPLINES
Monastic traditions that are able to cast spells
have a very limited number available. The cost for Each discipline that burns ki is listed below in
casting spells with ki is the same as casting with alphabetical order, with the corresponding spell
mana: ki burned equals the level of the spell. and level, or ki cost:
Breath of Winter. Cone of Cold (5th)
Your Max spell level is equal to half your monk
level (rounded up), up to a maximum of 5th level. Clench of the North Wind. Hold Person (2nd)
You can cast spells at higher levels by burning
Eternal Mountain Defense. Stoneskin (4th)
additional ki, up to your max spell level.
Fist of Four Thunders. Thunderwave (1st)
Fist of Unbroken Air. (1 point of Ki)
WAY OF THE OPEN HAND
Flames of the Phoenix. Fireball (3rd)
Ki may be devoted to any color. Different
Gong of the Summit. Shatter (2nd)
traditions of the Open Hand may be devoted to
different colors, creating rivalries between them. Mist Stance. Gaseous Form (2nd)
Ride the Wind. Fly (3rd)
15
(Color mana doesn’t change ranger class features.
See chapter 8 for variant Beast Master features.)
COLOR DAMAGE
White Radiant
Blue Psychic
Black Cold
Black Necrotic
Red Fire
Red Lightning
16
SORCERER WARLOCK
FONT OF MAGIC PACT MAGIC
FLEXIBLE CASTING Warlocks don’t have a mana pool. The patron
provides the mana when the spell is cast. Warlocks
As a bonus action, you can burn mana in your continue to use spell slots as described in the
pool and gain an equal number of sorcery points. Player’s Handbook.
The number of mana that can be converted in this
manner per round can’t exceed half your sorcerer MYSTIC ARCANUM
level (rounded up).
Using this variant, Mystic Arcanum become high
When adding color to mana, sorcery points can’t be magic spell slots. You can cast any spell you know
converted to mana. Instead, sorcery points may be as Mystic Arcanum up to your max spell level.
burned when casting a spell instead of mana. If For example, a 13th-level warlock has two 7th-level
you choose to do so, the sorcery points are Mystic Arcanum spell slots and knows one spell of
colorless and can’t be burned to cast high magic of 6th- and 7th-level.
6th level and higher.
DEVOTED PACT
For example, a 17th-level sorcerer with 3 Red
When adding color to magic, your Patron is
mana in the pool and 9 sorcery points casts
devoted to a specific color. The below list indicates
fireball. Instead of burning the 3 Red mana in the
which colors each Patron can be devoted to. Your
pool, the sorcerer may burn 3 sorcery points,
invocations and spells are devoted to this color.
leaving the 3 Red mana in the pool for further use.
If the sorcerer had wanted to cast fireball as a 9th- PATRON DEVOTION
level spell, the sorcerer would have to burn 9 Red Archfey Blue or Green
mana. The sorcery points couldn’t be used. Fiend Black or Red
Great Old One Blue or Black
DEVOTED SORCERY
When adding color to mana, sorcery points change
when you gain high magic. Starting at 11th-level,
select one color. You can choose to devote sorcery
points to that color.
SPELL MASTERY
When adding color to mana, enough mana devoted
to these mastered spells’ color must remain in the
mana pool to cast the chosen spells, but otherwise
may be cast repeatedly without burning mana. If
you choose to cast either spell at a higher level, all
rules for burning mana apply as normal.
SIGNATURE SPELLS
When adding color to mana, enough mana devoted
to these spells’ color must remain in the mana pool
to cast the chosen spells, but otherwise may be
cast once each without burning mana.
ARCANE TRADITIONS
The study of wizardry is ancient, stretching back to
the earliest mortal discoveries of magic. The most
common arcane traditions in the multiverse revolve
around the five colors of magic: White, Blue, Black,
Red, and Green.
18
TRADITION OF WHITE MAGIC PROJECTED WARD
The tradition of White Magic emphasizes binding, Starting at 6th level, when a creature that you can
disruption, protection, radiance, and suppression. see within 30 feet of you takes damage, you can
use your reaction to cause your Arcane Ward to
Members of this tradition are sought when absorb that damage. If this damage reduces the
important locations must be guarded against ward to 0 hit points, the warded creature takes any
magical spying, and when the prestigious demand remaining damage.
personal safety. More mundane vocations include
providing shelter, lighting dark streets at night,
UNWAVERING FOCUS
and securing valuables from theft.
Beginning at 10th level, maintaining concentration
on White spells can’t be disrupted as a result of
WHITE MAGIC SAVANT taking damage.
Those practiced in the Devotion of Blue magic are Starting at 10th level, you can use your action to
masters of illusion, secrets, and hidden knowledge; increase your powers of perception. When you do
even discovering how to bend both time and space. so, choose one of the following benefits, which lasts
You focus your studies on discovering the hidden until you finish a short or long rest. You can then
truths of the multiverse and how to sculpt its choose to use this feature again.
appearance to those around you.
Darkvision. You gain darkvision out to a range of
Blue wizards are famous performers, renowned 60 feet.
sages, or shrouded in ambiguity, manipulating Ethereal Sight. You can see 60 feet into the
perceptions and information from the shadows. Ethereal Plane.
Nobles and commoners alike turn to Blue wizards Greater Comprehension. You can read any
when they want to know the truth of things, or language.
need their secrets hidden. See Invisibility. You can see invisible creatures
and objects within 10 feet of you that are within
line of sight.
BLUE MAGIC SAVANT
PORTENT
Beginning when you select this tradition at 2nd
level, the gold and time you must spend to copy a Starting at 14th level, glimpses of the future begin
Blue spell into your spellbook is halved. to press in on your awareness. After you complete
a long rest, roll two d20s and record the numbers
rolled. You can replace any attack roll, saving
KEEN OBSERVER throw, or ability check made by you or a creature
that you can see with one of these foretelling rolls.
Starting at 2nd level, you gain proficiency in the You must choose to do so before the roll, and you
following skills: Insight, Investigation, and can replace a roll in this way only once per turn.
Perception. Each foretelling roll can be used only once. When
you finish a long rest, you lose any unused
Furthermore, you have advantage when making foretelling rolls.
Intelligence (Investigation) checks to identify an
illusion.
BENIGN TRANSPOSITION
HYPNOTIC GAZE
21
TRADITION OF RED MAGIC
Red magic is known for creation, innovation, raw
energy, and freedom of form. Through your studies
of this tradition you learn to manipulate raw
energy and shape it to suit your needs.
SPONTANEOUS FABRICATION
SCULPT SPELL
At 10th level, you add the spell fabricate to your
At 2nd level, you can create pockets of relative spellbook. Preparing this spell doesn’t count
safety within the effects of your hazardous spells. against the total number of spells you can prepare.
When you cast a Red spell that affects other Furthermore, the casting time for this spell is
creatures that you can see, you can choose a reduced to 1 action.
number of targets equal to 1 + the spell’s level. The
chosen creatures automatically succeed on their
saving throws against the spell, they automatically PERSISTENT SPELL
succeed at maintaining concentration, and they
Beginning at 14th level, when you cast a
take no damage if they would normally take half
Red concentration spell and choose yourself as the
damage on a successful save.
target, you can remove concentration from the
description of the spell. Furthermore, the
.
duration of the spell will persist until you finish a
long rest. You may end the spell at any time during
your turn as an act of will. You can’t use this
feature again until you finish a long rest.
22
TRADITION OF GREEN MAGIC COMMAND NATURE’S ALLIES
Those who study the tradition of Green magic seek When you reach 10th level, you can bring beasts,
to connect with the natural world. Some do so to elementals, and fey under your control, even those
find harmony within themselves, others with to conjured by other spellcasters.
bind the beasts, elementals, and spirits of the
world to serve them.
As an action, you can choose one beast or
elemental that you can see within 60 feet of you.
GREEN MAGIC SAVANT That creature must make a Charisma saving throw
against your wizard spell save DC. If it succeeds,
Beginning when you select this tradition at 2nd you can’t use this feature on it again until you
level, the gold and time you must spend to copy have completed a long rest. If it fails, it becomes
a Green spell into your spellbook is halved. friendly to you and obeys your commands until
you use this feature again.
WILD SHAPE
Intelligent elementals and fey are harder to control
Starting at 2nd level, you gain the Wild Shape in this way. If the target has an Intelligence of 8 or
class feature as per the druid class feature with higher, it has advantage on the saving throw. If it
the same name. Levels of druid and wizard are fails the saving throw and has an Intelligence of 12
combined when determining the duration of Wild or higher, it can repeat the saving throw at the end
Shape, size, movement, and challenge rating of of every hour, ending the effect on itself on a
beast available. success.
NATURE’S ALLY
The optional rule to multiclass remains unchanged as detailed in the Player’s Handbook. When using
universal spell points or adding color to mana, there are special considerations for when spellcasting
characters multiclass, as detailed below.
For example, an 8th-level eldritch knight devoted to Black magic with a pool of 8B chooses to gain the magic
Initiate feat devoted to Green magic. The cantrips, spare the dying and thorn whip are selected, as well as the
1st-level spell, cure wounds. The knight now has a mana pool of 8B1G and may burn any mana to cast cure
wounds while 1G remains in the pool. The Green mana can also be burned to cast other spells.
24
MULTICLASS EXAMPLES A 13th level warlock/2nd level sorcerer/5th level
monk contributes 13 levels from warlock, two from
sorcerer, and two from monk as a 17th-level
A 7th level eldritch knight/7th level paladin/6th spellcaster with a max spell level of 9.
level wizard would contribute two levels from As a warlock you gain six invocations, four
eldritch knight, three levels from paladin, cantrips, and know 12 spells up to 5th level.
and six levels from wizard as an 11th level You also gain four spell slots that are cast as 5th
multiclass spellcaster. Your mana pool has 40 level which can be recovered at the end of a short
mana and a max spell level of 6. You may prepare rest. Furthermore, you gain two Mystic arcanum
3rd level wizard spells, and you know eldritch slots that can cast any spell you know as 9th-
knight and paladin spells up to 2nd level. level spells. You know one 6th- and one 7th-
Furthermore, you can burn up to 2 spell points level warlock spell.
from the mana pool per attack using smite and can As a sorcerer you gain a mana pool with 5 mana
recover any three mana at the end of a short rest that can be recovered after a long
once per day through arcane recovery. rest. You know four cantrips and three spells of 1st
. level which can be cast up to 5th level (if all mana
is devoted to the same color). You also gain 2
sorcery points which can be recovered on a short
Rest.
As a monk you gain 5 ki which can be burned to
cast any common magic spell you
know, and they are recovered on a short Rest.
25
10
Components: V
Duration: Instantaneous
10TH-LEVEL WISH VARIANT
Mana Cost: see below.
The Player’s Handbook describes wish as the
mightiest spell a mortal can cast. Using this The base use of this spell is to duplicate any other
variant rule, wish can be learned or researched by spell of 9th level or lower. You don’t need to meet
the bard, sorcerer, and wizard at 19th level. The any prerequisites, including material components.
spell is not devoted to any specific color. The DM The spell simply takes effect. The mana cost of the
determines which color mana is burned to cast the spell burns 10 mana devoted to the color of the
wish based on the desired effect of the spell spell being duplicated.
26
Alternatively, you can create one of the following
effects of your choice when burning mana, as listed
below:
27
Using this variant, spells have one of three PERSISTENT SPELLS
duration: Instantaneous, Persistent, or
Concentration. Consult the 5 Color Spell Chart for Persistent spells can be disrupted by targeting the
which duration each spell has, as described below: spell effect with dispel magic or other similar
Instantaneous. These spells have no sustained means. A Persistent spell can be detected by true
magic effects after casting the spell is completed. seeing, detect magic, and similar spells, as a faint
Cure wounds, fireball, and teleport are examples of magic aura of the color’s devotion around the
instantaneous spells. targets or area affected by the spell.
Persistent. These spells have sustained magic If a persistent spell, such as geas or clone, targets
effects that are active until finishing a long rest. a creature or object that is killed or destroyed, the
Any spell in the Player’s Handbook with magic spell effect ends immediately. Other persistent
effects lasting longer than 24 hours, retains the spells like cordon of arrows that instead target
longer duration. areas, aren’t affected as such.
Concentration. These spells have sustained magic BURN FOR DAYS
effects that continue while the caster maintains
concentration, unless dismissed or disrupted. If the caster chooses, Persistent spells that would
When using simplified durations, choosing to begin end after completing a long rest can remain in
a long rest dismisses any concentration spells, effect without having to cast the spells again. When
even if no sleep is required. you complete a long rest, you may burn mana
equal to the total levels of persistent spells
sustained. Spells that last longer than 24 hours
don’t require Burn for Days.
INSTANTANEOUS SPELLS
Some persistent spells have additional
Instantaneous spells listed in the Player’s
considerations when using Burn for Days, as noted
Handbook remain unchanged from their original
below:
description. Many spells in the Player’s Handbook
are now Instantaneous using simplified durations Contingency. When cast, all mana for both casting
as noted in the 5 Color Spell Chart. contingency and the contingent spell, burn
immediately and leave the contingency active
Some spells, such as teleportation circle, have a
indefinitely while the caster leaves the mana
duration of 1 round. With DM approval, the caster
burned. Multiple spells may be active by burning
may maintain concentration to extend the effects
both contingency and the contingent spell’s mana
as noted below:
with each spell.
Sending. The caster may choose to maintain Creation. All material remains until completing a
concentration to extend the time available for the long rest. When using Burn for Days, casting this
target to respond. spell at a higher level no longer increases the
spell’s duration.
Sleep. The caster may choose to maintain
concentration to extend the time the targets are
Alternatively, the spell’s level determines what type
affected by the spell.
of material created can remain burned for days:
Teleportation Circle. The caster may choose to
MATERIAL SPELL LEVEL
maintain concentration to extend the time
available for travelers to cross through the circle. vegetable matter 5
stone or crystal 6
Transport Via Plants. The caster may choose to precious metal 7
maintain concentration to extend the time gems 8
available for travelers to cross between trees.
adamantine or mithril 9
28
CONCENTRATION
All spells listed in the Player’s Handbook with a Light. While the caster maintains concentration,
duration of ‘concentration’ remove the time limit light can be activated or dismissed at will during
component of the spell’s duration. For example, your turn or as a reaction.
haste no longer lasts 1 minute. It remains active
until the caster dismisses the spell, loses Mage Hand. While the caster maintains
concentration or it is dispelled. Beginning a long concentration, mage hand can be activated or
rest dismisses concentration. dismissed at will during your turn or as a reaction.
Many spells in the Player’s Handbook are Message. While the caster maintains
reclassified as concentration using simplified concentration, there is ongoing communication
durations, as noted in the 5 Color Spell Chart. between the caster and target.
Some spells have additional considerations, as
noted below: Minor Illusion. While the caster maintains
concentration, illusions may be created or
Commune. The caster must maintain concentration dismissed at will during your turn or as a reaction.
until all three questions are answered. Only one illusion can be created or changed in this
manner per round.
Contact Other Plane. The caster must maintain
concentration until all five questions are answered. Phantom Steed. The DM may allow this spell to be
cast as a persistent spell.
Demiplane. Maintaining the open door requires
concentration; the demiplane itself is permanent. Prestidigitation. While the caster maintains
concentration, effects may be created or dismissed
Feather Fall. As a reaction, feather fall has a at will during your turn or as a reaction. Only one
duration of Instantaneous. The DM may allow effect can be created or changed in this manner
feather fall as a concentration spell. The target per round.
remains as light as a feather while concentration is
maintained. Produce Flame. While the caster maintains
concentration, the fire can be produced or
dismissed at will during your turn or as a reaction.
If used to attack, the spell ends as normal.
29
The following collection of variant rules offer
options for maintaining concentration for multiple
spells. These variants can be used with both spell
slots and mana.
TAPPING MANA
Maintaining concentration for spells is referred to
as tapping. When using variant tap rules, COMBINED SPELL TAPPING
concentration spells don’t burn mana until the
spell has ended. For each level of spell maintained, This variant allows spellcasters to maintain
an equal amount of mana is tapped. The Mana multiple spells which have a combined spell level
Progression table lists the max spell level that can not exceeding their max spell level listed on the
be cast, which is also the maximum number of Mana Progression table. For example, a 5th-level
spell levels that can be maintained. When the spell bard can maintain concentration for spells that
ends, the tapped mana, spell slot, or sorcery total three levels: one 3rd-level spell, three 1st-level
points are burned as normal. spells, or one 2nd-level spell with one 1st-level
spell. Cantrips count as one level each, and
For example, a wizard casts charm person by Eldritch Invocations count as the level of the spell
expending 1 mana. That mana is considered effect duplicated. For instance, Mire the Mind
tapped while the spell is maintained. If the caster duplicates slow, and would count as a 3rd-level
loses concentration, the spell immediately ends, spell, effectively tapping 3 mana.
and the tapped mana is burned.
When maintaining multiple spells that can be
Cantrips and invocations don’t require mana, but controlled, such as moving a flaming sphere or
for those that require concentration, they would changing the appearance of an illusion, only one
also be considered tapped. spell can be affected with each action used.
30
MULTI-SPELL TAPPING SIMPLE SPELLS
This additional variant allows a caster to maintain The following spells are simple. Some effects are
a total number of spells equal to the number listed modified when using simple magic mechanics as
as the max spell level on the Mana Progression noted below:
table. Each spell is counted as 1 regardless of spell
Comprehend Languages
level, including Cantrips, Rituals, and Eldritch
Invocations. For example, a 5th-level druid has a Detect Good and Evil
max spell level of 3. The druid can maintain
concentration for up to three, 3rd-level spells for a Detect Magic
total of 9 tapped mana. Detect Poison and Disease
Thank you
- -Fil 😊
31
CLASS SPELL LISTS AS SIMPLE MAGIC SIMPLE MAGIC AT HIGHER LEVELS
Using this further variant rule, when a caster gains Using this further variant rule, when a caster gains
additional spells from 1st- to 5th-level as a class or 6th-level spells, all 1st-level concentration spells
subclass feature, those that are concentration become simple and may use the rules of simple
spells become simple magic as well. magic mechanics, tapping mana devoted to the
color of the spell.
Class features in the Player’s Handbook that add
spells in this manner include: A 19th-level caster with 10th-level spells is able to
cast all concentration spells 1st- through 5th-level
Cleric Domain Spells may tap their sacred color as simple magic. High magic can’t be simple spells.
For example, Blue mana is sacred to 5th-level They already tap devoted mana to maintain
Knowledge Domain clerics. When casting concentration.
nondetection or speak with dead, they may be cast
as simple magic, tapping 3U to do so.
CONCENTRATION CHECKS
Using this variant, the DC for maintaining concentration is 10 + total level of spells, rituals and invocations
tapped. For example, a 5th-level druid using multi-spell tapping that maintains concentration for three, 3rd-
level spells taps 9 mana. The concentration DC is 19.
If you must make a Constitution saving throw to maintain concentration as a result of taking damage, the
save DC isn’t modified by the amount of damage dealt. (instead of 10 or half the damage taken, as outlined in
the Player’s Handbook).
You also risk losing concentration whenever you make a saving throw. For example, if a 19th-level druid was
required to make a DC 18 Wisdom saving throw against a Death Knight’s command spell while the druid is
maintaining concentration on two 5th-level spells, if the result of the saving throw was below 20, the druid
would lose concentration on both spells even if you stave off the effects of the command spell.
By that same token, if that same druid had to make a DC 18 Dexterity saving throw against the Death
Knight’s Hellfire Orb to take only half damage, if the result of the Dexterity saving throw is 20 or higher, you
wouldn’t make a separate Constitution saving throw to maintain concentration from the damage dealt.
The DM may also decide that certain environmental phenomena, such as a wave crashing over you while
you’re on a storm-tossed ship, requires you to succeed on a Constitution (or other appropriate) saving throw
to maintain concentration.
The DM has the final say for when a saving throw is necessary, and what type of save is required
32
.ATTRITION CHECKS
When a spellcaster is maintaining concentration in difficult or hostile conditions, DMs are encouraged to
frequently challenge the caster’s concentration to put tapped mana at risk of being burned. This is referred to
as attrition.
The time between attrition checks depends on severity of conditions. The greater the severity, the more often
spellcasters experience attrition, as noted below:
PAYING ATTRITION
33
For example, a druid using multi-spell tapping The high waves throw the druid against the jagged
maintains water walk (3G) speak with plants (3G) coral, requiring a Strength saving throw every 10
and locate creature (4U) while chasing a sahuagan minutes spent tracking among them.
scout along jagged coral during a storm.
For each attrition saving throw failed, 10 mana is
burned and the druid risks drowning. Instead, you
Walking among the jagged coral is moderately may choose to burn 10 mana every 10 minutes to
difficult, requires a Dexterity saving throw every 2 automatically succeed to continue tracking the
hours spent tracking. sahuagan scout. Alternatively, you can dismiss
some of the spells to reduce the overall cost, such
The storm is strong, requiring a Constitution as dismissing speak with plants and water walk to
saving throw every hour spent tracking. reduce attrition to only 4 mana on failed checks,
but limiting the druid to walking atop the coral or
having to swim in the storm.
34
This variant rule offers alternate mechanics to
command NPC allies and companions during
combat.
ALLIES
Allies are any conjured creatures, followers, pets,
thralls, mounts, or created undead that are
controlled by characters.
VARIANT BEAST MASTER
COMMANDING ALLIED UNITS
When using Allied Unit variant rules, this variant
An allied unit is a minimum of one ally. Groups of changes the ranger (Beast Master) class features
creatures under a character’s control, such as for 3rd and 7th levels as detailed below:
hirelings, conjured creatures, or any portion of the
group is one allied unit. RANGER’S COMPANION
Characters that control allies’ actions are referred At 3rd level you gain a beast companion as
to as commanders. Commanders must spend a described in the Player’s Handbook. The beast
bonus action to command one allied unit, which obeys your commands, otherwise it acts
takes its turn immediately during your bonus independently. In combat, it shares your initiative,
action. Otherwise, allied units attack or defend acting during your turn and obeys any verbal
themselves to the best of their ability or follow the commands you give it to the best of its ability, with
last command they received. The DM has final no action required by you.
word on how many allies can be commanded with
one bonus action. Furthermore, you may now freely communicate
with beasts as though you are permanently
For example, a 4th-level druid has burned 6 mana affected by the speak with animals spell.
casting animal friendship to charm a pack of
wolves two at a time. The druid may use a bonus EXCEPTIONAL TRAINING
action to command up to two of the wolves. The
remaining four will attack or defend themselves to Beginning at 7th level, your beast companion can
the best of their ability. use a bonus action on its turn to take the Dash,
Disengage, Dodge, or Help action.
COMPANIONS
Furthermore, you can now use a single bonus
Companions are the cohorts, familiars, paladin action on your turn to command multiple allied
steeds, ranger (Beast Master) companions, and units as detailed in the Commanding Allied Units
sidekicks to the characters. Because companions rule variant. The number of allied units that can be
have a deeper bond to characters than allies, commanded at once is equal to half your ranger
they share your initiative and follow your level (rounded up).
command to the best of their ability during your
turn with no bonus action required.
35
Sources of magic are how and why magic
functions. Both arcane and divine magic as
described in the Player’s Handbook are two of
Harmful channeling, referred to as Defiling, steals
many possible sources.
life force from the environment, turning vegetation
Arcane. Quantifying and manipulating the hidden around you to ash, destroying a radius of 5 feet for
secrets of the multiverse is the core of arcane every level of spell cast.
magic. This can be secrets shared by otherworldly
Harmonics. Magic effects are created through
patrons, truths discovered through deep
resonance. Most common among bards during
meditation as monks, felt through instinct as
performance, the vibrations of sound trigger the
sorcerers or experimental formulae learned by
effects of the magic. Other harmonics can be
bards, wizards, and others.
achieved through subvocal chanting, resonating
Divine. Clerics, paladins, and similar classes crystals, ripples on the surfaces of liquid, even
access magic by dedicating themselves to a higher light passing through prisms when arranged
power, ideal, or cause. Faith in that higher precisely can trigger harmonics.
authority creates the link to mana for these
Ki. Monks and similar classes master their minds
spellcasters. This can be portrayed as a reward for
and bodies through meditation, esoteric body
that faith, or it can be portrayed as knowledge
posturing, and intricate mudra to harness the
similar to arcana, but instead of exacting formulae,
mana flowing within themselves to power the
the mastery is intuitive, and inspiration guides the
magics of their class features and spell-like effects.
actual spellcasting such as druids.
They rely on nothing outside of themselves.
36
GAME MECHANICS OF SOURCE SPELLCASTING ABILITY
The Player’s Handbook establishes how arcane and Spellcasting ability is a mechanic that determines
divine magic impacts game mechanics: a character’s spell attack bonus and spell save DC.
The Player’s Handbook creates relationships
Ability (Skill) Rolls. Arcana and Religion are skills between ability scores and sources of magic.
that provide information about magic rituals,
formulae, component effects, religious practices,
Memorizing Formula. Wizards, eldritch knights,
prayers, and general reference involving
and arcane tricksters (all arcane) use Intelligence
arcane or divine spellcasting.
as the spellcasting ability.
Attunement. Magic items may require the wielder
Intuition and Instinct. Clerics, druids, and
to be an arcane or divine caster to attune.
rangers (all divine) use Wisdom as the spellcasting
Spellcasting Ability Scores. All spellcasting ability.
checks are modified by the relevant ability score
Force of Will. Paladins (divine), bards, sorcerers,
modifier, Intelligence, Wisdom, or Charisma.
and warlocks (all arcane), use Charisma as the
spellcasting ability.
KNOWLEDGE SKILLS
Any source introduced into the campaign world Spellcasting doesn’t have to be limited to these
may have its own skill for any ability check abilities. Descriptions for other abilities can be
involving the source of magic similar to Arcana and introduced.
Religion, such as Harmonics, Spirit, or Shadow.
Rage and Fury. Use Strength as the spellcasting
Alternatively, all magic-related skills like Arcana ability.
and Religion can be combined into one skill:
Weaving and Mudra. Use Dexterity as the
Magic. This single skill blends both arcane and
spellcasting ability.
divine magic skill checks, as well as any rolls
involving new or unidentified sources or effects of Focused Emotions. Use Constitution as the
magic introduced during the campaign. spellcasting ability.
ATTUNEMENT
VARIANT SPELLCASTING ABILITIES
Requiring source as a prerequisite for attunement
either rewards characters using the source of When introducing new sources of magic, decide
magic or denies those who don’t. DMs introducing which abilities are associated with the source:
new sources of magic in a campaign can use this
item feature to highlight enemy abilities while SOURCE SPELLCASTING ABILITY
preventing the characters from immediately Arcane Intelligence or Charisma
accessing them through treasure. Binding Constitution or Charisma
Channeling Strength or Constitution
If a campaign has multiple sources of magic, Divine Wisdom or Charisma
creating items that allow attunement through Harmonics Dexterity or Intelligence
multiple sources, or don’t require source for Ki Dexterity or Wisdom
attunement at all, will allow magic items to be Primal Strength or Constitution
more universally available if the DM chooses to Shadow Dexterity or Intelligence
award new, exotic magic items to the game for the Spirit Strength or Wisdom
players to use.
37
Variant sources of magic present new options for EXAMPLES CHARACTERS
ability scores and skills that affect spellcasting. WITH VARIANT SOURCES:
More sources provide flexibility to how ability
scores are distributed for characters with either Eldritch knights devoted to Red mana, using
low ability score rolls, also for half- and third- Primal Magic as the source, and Strength for your
casting classes wishing to focus on improving one spellcasting ability. The ferocity of combat ignites
ability score, similar to full-casting classes with magic between attacks for these savage warriors.
one ability score affecting class features.
Arcane tricksters devoted to Black mana, using
The various source options provided here are only Shadow Magic as the source, and Dexterity
the more popular options that arise in fantasy for your spellcasting ability weave snares within
roleplaying games. the shadows of your victims, trapping their minds
There are as many variant sources of magic as the and controlling them like puppets on strings.
DM will allow, and the ability scores associated
with the presented sources are suggestions the DM Bards using Harmonic Magic as the
may choose to allow. source, using Intelligence for your spellcasting
ability. These performers compose songs in tones
All class features that are affected by an ability of power to affect those that hear.
that affect the spellcasting ability of the standard
class features are also converted to the new Warlocks using Binding Magic as the source, with
spellcasting ability. Charisma as the spellcasting ability. You become a
living avatar of your patrons over time, the magics
of another world palpable around you.
38
STAFFS
Rarity varies (Requires attunement)
Wondrous items, each is very rare (requires This staff can be wielded as a magic quarterstaff
attunement by a sorcerer or wizard) that is permanently under the effects of the
shillelagh spell.
These rods come in four different varieties. A
creature attuned to a rod of sorcery can tap and The staff has 10 charges that may be expended
burn mana when casting a spell to apply one of the instead of mana to cast the spells held in the staff
following metamagic effects to the spell, depending as noted below. The staff regains 1d6+4 expended
on the type of rod. Mana tapped using a rod charges daily at dawn.
counts towards concentration check DC when
Staff Spells. The staff holds a selection of spells
maintaining concentration.
that the wielder can cast:
SAMPLE RODS
Entangle cast as a 1st-level spell. (1 charge)
Rod of Careful Spells. Requires 1 extra mana
Spike Growth cast as a 2nd-level spell. (2 charges)
while casting the spell.
Wall of Thorns cast as a 6th-level spell. (6 charges)
Rod of Distant Spells. Requires 2 extra mana
while casting the spell. Ever Root. As an action, you may drive the tip of
the staff into the ground and select any spell you
Rod of Twinned Spells. Requires double the
are maintaining. The staff takes root immediately,
mana to cast the affected spell.
rapidly growing into a tree. While the tree remains
alive, the effects of the spell are permanent, and
can’t be dispelled. The spellcaster may untap
without burning the mana maintaining the spell.
39
GUARDIAN STAFF
40
MIND SPIKE WONDROUS ITEMS & ARTIFACTS
Staff, very rare (requires attunement by a Miscellaneous magic items and eldritch machines
spellcaster with Black devotion) that defy the rules of magic.
This staff can be wielded as a magic spear that
grants a +2 bonus to attack and damage rolls
made with it. MANA RESONATOR
Necrotic Strike. As a bonus action, you may tap Wondrous item, very rare (requires attunement)
Black mana up to your max spell level. When you
do, every successful attack with mind spike deals This durable belt is adorned with a large crystal
+1 necrotic damage for every Black mana tapped that, when attuned, allows the belt wearer to
using necrotic strike. Double the damage on a maintain concentration for spells that target you.
critical hit. This is a simple magic effect that For example, if you are the target of a haste spell,
counts towards your concentration DC. You may your concentration DC becomes 13 to maintain the
untap the mana to dismiss the effect as an act of spell while wearing the mana resonator. Only one
will during your turn if your concentration is not spell can be maintained in this manner, and the
disrupted, which burns the mana. caster burns the mana when the spell takes effect.
This does not disrupt concentration of the target.
Trap the Soul. When using Necrotic Strike, as a
bonus action you may burn your tapped mana
during the attack. When you do, if the target is a
MOX CRYSTAL
creature with a soul, that creature must make a
Constitution saving throw (DC = 8 + number of Wondrous item, rarity varies (requires attunement
tapped Black mana burned), or their soul is by a spellcaster)
trapped in the staff as though affected by the magic
jar spell. A mox crystal is a precious stone that is crafted to
generate and store mana. Any kind of stone can be
The wielder can communicate with the soul used, and once the mox crystal is attuned to, it
telepathically and may allow the trapped soul to emits a faint light of the devoted mana color.
sense the world as though inside the staff’s crystal,
or through the wielder’s body. Mox crystals can be crafted to store and provide up
to 10 mana, as determined when created, and may
The wielder may use the Mind Spike to put the be tapped during the casting of a spell with the
trapped soul in a different body as the DM rules same devotion as when casting high magic.
appropriate. If the target body already has a soul, Enough mana must remain available in the mox
the wielder must succeed on an attack using crystal to pay the full cost of the spell.
Necrotic Strike to force the target creature’s soul to
swap places with the currently trapped soul. Multiple spells can tap the mana of a mox crystal.
For example, a mox crystal with 3 Red mana can
The targets of Trap the Soul may choose to fail be used to pay for the devotion of three 1st-level, a
their saving throw to forego taking damage. 1st- and 2nd-level, or a 3rd-level spell.
When Mind Spike is found, there is a 90% chance If the mox crystal leaves your possession, all spells
a soul is already held within the staff, trapped for tapping the mox crystal’s mana are disrupted.
unknown time.
Mox crystals that are attuned recover burned
mana after finishing a long rest.
41
LIFE TAP MANA GENERATOR
Wondrous item, varies (requires attunement) Wondrous item, varies
Living creatures bound to a Life Tap for at least Mana Generators are artifacts that provide a
one hour become attuned, and the tap begins to perpetual source of mana. From small, pocket-
siphon life force from the creature to produce sized devices powering cantrips, to massive
mana for fueling eldritch machines, complex constructs powering entire civilizations, the DM
rituals, or is stored for later use. The DM may may allow a mana generator to be any size and
allow Life Taps to impose degrees of exhaustion, produce any amount of mana as appropriate to the
drain hit points, ability points, or age from the user campaign. The Mana Generator can be bound to a
at a rapid rate. To function, the user can’t be specific magic item or be an open conduit that can
immune to the effects of Life Tap. For example, if a be connected to artifacts, magic items, or
Life Tap causes constitution damage, a construct spellcasters. These artifacts generally have no
can’t use that Life Tap. Fey, demons, angels, penalties, no curse, and no drawbacks. They
elementals, that are immortal, can’t use a Life Tap simply produce an unlimited pool of mana that can
that drains years of life. A fire elemental is immune be tapped for spellcasting, rituals, and magic item
to fire damage; a Life Tap that causes fire damage construction.
couldn’t be used by the elemental.
43
VARIANT COLOR CLASSES 10TH-LEVEL SPELLS
While this book offers means for DMs to easily Even though 10th-level spells fit the progression of
restructure how spells are devoted to each color, full casting classes, there is no spell other
the aspects provided here place spells in the colors than wish that would justify a 10th-level spell slot
that are intuitive to the classes they belong to. For being present without significantly restructuring
example, Paladin spells are largely devoted to spell descriptions in the Player’s Handbook or
White and Red magic. Druids are devoted to Green. providing rules for 10th-level spells that notably
Bards to Blue and Black while rangers don’t have a
surpass 9th-level. The wish spell specifically states
single spell devoted to Black. The 5 color magic
it is the greatest of all spells, so it is fitting that it
paradigm adds another layer of mechanics that
reinforce the archetype roles of would be the only spell crafted as 10th-level.
the character classes. Adding 10th level also incentivizes players to gain
19 levels in your full-casting class.
Players and DMs can create new class variants by
changing what color of magic a class is primarily
devoted to. Here’s some examples:
EPIC WISHES
A paladin with a spell list devoted to White Epic wish creates a conversation between players
and Blue magic can be the foundation for a Planar and DM as a means of permanently sacrificing
Champion that takes an oath to protect the world mana to directly change the campaign world. This
from otherworldly creatures, focusing class can be a satisfying end to any campaign before
features around warding and banishing these retiring the character.
enemies from the material Plane
It is recommended that the players and the DM
A ranger with a spell list primarily devoted to Black agree whether the DM will be assisting or opposing
and Green magic can be the foundation for the the players during the epic wish. Generally,
Blight Ranger. The Blight Ranger poisons the assisting will cost more mana to have the
natural world to warp spirits into abominations advantage of the process being thorough and for
as thralls, using nature against itself. the DM to agree with the intent of the wish.
Opposing doesn’t need to be less expensive. In fact,
Sorcerers and warlocks devoted to Green magic it can be excessively expensive as a warning to
with similar class features and abilities can offer players that the DM plans on distorting your words
alternatives to the druid class, similar to the to the worst extreme.
Wizard Green Magic tradition.
Clerics already gain this ability for free at 20th
level. When adding epic wish to the
campaign, remove Divine Intervention and its
improvement from the cleric class features and
replace it with epic wish at 20th level. For clerics,
the DM is assumed to be assisting the intent of
the epic wish unless the god is a trickster or evil.
44
SIMPLIFIED DURATIONS VARIANT CONCENTRATION
These variant duration mechanics evolved from This is a stepping progression of variant rules. A
tapping and untapping mana for simple magic. campaign can implement Combined Spell Tapping
Players can physically turn spells on and off by only. Other campaigns might also include Multi-
tapping, untapping and burning mana tokens. This Spell Tapping, and some might allow the use of
is a more tactile style of game play, and the origin Duplicative Casting and Simple Magic as well.
of the title, Tap Untap Burn.
Single-Spell Concentration. This is the default
VARIANT PERSISTENT DURATIONS concentration rule in the Player’s Handbook,
limiting concentration to a single spell. It’s fast and
While persistent spells are dismissed at the end of easy to implement, and all other Core Mechanics in
a long rest, there are other options. Tap Untap Burn work with single-spell
concentration.
24 Hour Duration. This generally provides more
time for persistent spells, but that time must be Combined Spell Tapping. This is an intuitive
monitored. Any spell with a duration listed as design change that suggests low-level spells
longer than 24 hours remain unchanged. shouldn’t be as difficult as higher-level spells to
maintain. By allowing multiple low-level spells to
At the End of Next Sundown. This is add up to a spellcaster’s max spell level, this
thematically interesting but in underground natural progression coincides with gaining higher
settings or other planes of existence, there may not spell powers. This variant can implement either
be any notable sundown. The DM could rule that standard concentration as detailed in the Player’s
these spells simply don’t end, or that the duration handbook or the variant presented in this book.
remains valid without any means of determining
when the sun sets using burn for days. Multi-Spell Tapping. This is a notable increase in
spellcasting power that is balanced by the variant
DMs may choose to mix these alternate base concentration checks described in this
durations among persistent spells or use different book to place more risk in choosing to maintain
base durations for different classes or subclasses. multiple spells beyond you max spell level. DMs
For instance, persistent spells may have a base may decide only common magic can use this
duration of 24 hours, except for druids, which concentration variant.
have persistent spells end at sundown.
Duplicative Casting. This can be used with
CHARACTER FEATURES WITH DURATIONS combined or multi-spell tapping. This allows for
new options such as casting multiple hold
Some races benefit from spellcasting such as a monster spells, multiple Bigby’s hand spells, etc. It
dark elf’s drow magic at 3rd-level casting faerie is very powerful and has the potential to create
fire once per day. These spells don’t require mana new character concepts. For example, a wizard
to cast, and similar to warlock invocations, benefit known for dual wielding two Bigby’s hand spells
from the same variant rules for duration and may be the current world wrestling champion— if
concentration as spells cast with mana. you can break the wizard’s concentration, you have
a chance at the belt.
Class features that grant abilities with timed
durations, such as a paladin’s 20th-level sacred Tap Untap mechanics. These variant rules can be
oath aura feature, may either retain the timed used with standard spell slots as detailed in
durations which can’t be disrupted, or you may the Player’s Handbook for spellcasting, A 19th-level
maintain concentration with no timed duration. If caster can tap a 5th-level spell slot to
choosing the latter, the concentration check DC is maintain dominate person. Even though it is the
10 + half the level of when the feature is gained. only concentration spell that can be maintained
For example, the paladin’s 20th-level sacred oath using Single-Spell Concentration, if the spell is not
aura may be maintained until beginning a long disrupted, the spell slot is untapped and can be
rest. Maintaining concentration is a DC of 20. used again to cast another spell.
45
VARIANT CONCENTRATION CHECK RAVNICA CAMPAIGNS
Both standard and variant concentration checks When adding color to mana, each guild in Ravnica
can be used together. Maintaining concentration is devoted to two colors:
on a single spell can use either version of
concentration checks. The spell tapping options GUILD DEVOTION
herein are balanced with more difficult and
frequent variant concentration checks. If the DM GUILD DEVOTIONS
allows the variant tapping and durations options
with standard concentration checks, spellcasters
Azorius Senate White and Blue
become significantly stronger, and the DM will Boros Legion White and Red
need to deal more area damage, employ traps more House Dimir Blue and Black
frequently and create hostile environments that Golgari Swarm Black and Green
deal at least 1hp of damage at the frequency of
severity described in chapter 7 during travel to Gruul Clans Red and Green
fatigue the mana pools of spellcasters. Izzet League Blue and Red
Orzhov Syndicate White and Black
SIMPLE MAGIC Cult of Rakdos Red and Black
The 1st-level simple spells are similar in utility to Selesnya Conclave White and Green
cantrips but are just useful and powerful enough Simic Combine Blue and Green
to be considered 1st level, which is why so many of
them can be cast as rituals. Simple magic tap
mechanics bridges the gap from cantrip to spell GUILD SPELLS
levels by only holding the mana while the spell is
active and risking that it may be burned. The Guildmasters’ Guide to Ravnica provides a list
of spells for each guild. When adding color to
Allowing class spell lists to be cast as simple magic mana, your guild spells are now also devoted to
is a strong advantage that is tempered by requiring your guild colors, and guild concentration spells
more mana be devoted to the color of the spells may be cast as simple magic. For example, the
cast. Furthermore, DMs are encouraged to Gruul clan is devoted to Red and Green mana.
implement attrition and to create encounters with One of the 1st-level spells Gruul clan spellcasters
added opportunities for disruptions such as minor learn is compelled duel, a Black spell. Gruul
areas of effect that require saving throws when spellcasters may cast this spell as simple magic by
encountered, or adversaries trained in cantrips tapping 1R, or 1G. The spell may instead be cast
that force saving throws or do minor damage that as common magic while 1B, 1R, or 1G remains in
will force concentration checks as well. the mana pool.
46
NARRATING VARIANT RULES TRACKING MANA
The only information about 5 color mana that the Optimizing color mana is a fun game within
DM must provide to players is what color are spellcasting about adapting your strategies to
different magic effects or spells, and occasional compliment your mana pool. Tracking mana is no
attrition checks. NPCs and creatures don’t need to more difficult than spell slots, but it’s more
follow the same rules of max spell limit or mana interactive. See Appendix C for a mana flowchart.
gained per level as characters do, but these rules
should be part of the narrative for players to have a MANA TRACKING SHEET
sense of how powerful a spellcaster is compared to
The amount of mana devoted to each color remains
the characters. For example, if a druid is effectively
the same when recovered after finishing a long
tapping 9 mana to maintain three 3rd-level spells
rest. Write the amount of mana you have chosen to
during an encounter, a player will devote to each color in the mana pool under
sense that this is at least a 5th-level caster. DMs “TOTAL MANA”.
don’t need to track the specifics, but the players
relate to the game world by comparing it to their As spells are cast, the pool is reduced. Mark how
own abilities. Use mana costs and different color much mana remains in the pool to cast for each
spells to describe when encountering spellcasters color under “MANA POOL.” These numbers will
or locations with a strong devotion to a certain continue to decrease as more spells are cast.
color, like a cemetery to Black magic.
If the spell being cast is instantaneous or
persistent, the mana is burned for the day and is
removed from the game until recovered.
Additional resources for use with Tap Untap Burn 5 Color Mana Spell Point Variant Rules.
APPENDIX A – Sample color mana characters for inspiration or to include in your game
APPENDIX B – Class Spell Lists by color for each class in the Player’s Handbook
APPENDIX C – Mana Playmat and visual directions to aid players using mana in game
47
Medium humanoid (Drow) any alignment
Armor Class 17 (spider hide armor and sheild)
Hit Points 35 (4d8+12)
Speed 30 ft. or as wildshape.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 08 (-1) 14 (+2) 07 (-2)
Saving Throws Intelligence (+1), Wisdom (+4)
Skills Nature (+4), Perception (+4), Survival (+4)
Senses darkvision 120 feet, passive Perception 14
Languages Drow, plus one additional language
Challenge 3 (700 XP)
ACTIONS
Spider Fang Short Sword. Melee Weapon Attack: +3 to hit,
reach 5 ft, one target. Hit: 4 (1d6+1) piercing damage
Spider Venom Poison. When Spider Fang Short Sword hits,
the target must make a Constitution saving throw DC 13
taking 9 (2d8) poison damage on a failed save, or half as
much if successful. If the poison damage reduces the
target to 0 hit points, the target is stable, but poisoned for 1
hour, and is paralyzed while poisoned in this way.
Spellcasting. The Drow Hermit is a 4th-level Primal magic
full-caster. Its spellcasting ability is Constitution (spell
save DC 13, +5 to hit with spell attacks).
Mana Pool. 12 / 2W2U1B2R5G Max Spell Level: 2
The Drow Hermit has the following druid spells prepared:
Cantrips: dancing lights, guidance, mending, produce flame
1st-level: faerie fire (drow), animal friendship (1G), cure
wounds (1G), speak with animals (1G simple), +1 more
2nd-level: hold person (2W), spider climb (2G simple), web
(2G simple), +1 more
TACTICS
When encountered, the Drow Hermit is accompanied by a
giant spider under the influence of the animal friendship
spell that will fight with the Drow Hermit.
The Drow Hermit will attempt to cast hold person or web
and allow the giant spider to attack any affected targets
before risking melee combat; preferring to flee than face
risk, abandoning the spider if necessary.
Medium humanoid (any race) any alignment
Armor Class 20 (plate mail armor and shield)
Hit Points 34 (5d10)
Speed 30 ft
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 10 (+0) 08 (-1) 13 (+1) 14 (+2)
Saving Throws Wisdom (+6), Charisma (+7)
Skills Intimidate (+5), Insight (+4)
Senses Divine Sense, passive Perception 11
Languages Common
Challenge 4 (1,100 XP)
ACTIONS
Multiattack. The Punisher makes two longsword attacks.
Spear. Melee Weapon Attack: +6 to hit, reach 5 ft, one
target. Hit: 8 (1d6+5) slashing damage
Divine Smite. When dealing damage, the Punisher may
burn mana to deal an additional 1d8 radiant damage for
each mana burned, to a limit of 2 mana for +2d8 damage.
Spellcasting. The Punisher is a 5th-level Divine magic half-
caster. Its spellcasting ability is Charisma (spell save DC
13, +5 to hit with spell attacks).
Mana Pool. 8 / 3W2U2B1G Max Spell Level. 2
The Punisher has the following paladin spells prepared:
1st-level: bane (1B simple), command (1B), cure wounds
(1G), hunter’s mark (1U simple), +1 more
2nd-level: hold person (2W simple), magic weapon (2W),
misty step (2U )
TACTICS
If any player character is identified as a foe of the Punisher,
it will attempt to cast hold person while closing distance. It
will then multiattack while maintaining magic weapon, and
using smite, burning Blue then Black then Green before
White until the player character is defeated.
If any player character gets in the way of the Punisher while
pursuing its foes, it will cast command to order the target
to flee if simply pushing the character aside is ineffective.
If the Punisher is further obstructed, it will consider the
character to be a foe as above.
49
Medium humanoid (any race) any alignment
Armor Class 20 (plate mail armor and sheild)
Hit Points 38 (7d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 08 (-1) 10 (+0) 12 (+1) 16 (+3) 13 (+1)
Saving Throws Wisdom (+6), Charisma (+4)
Skills Medicine (+6), Religion (+4)
Senses passive Perception 13
Languages Common, Semaphore
Challenge 6 (2,300 XP)
ACTIONS
Spiritual weapon. Bonus action. Melee spell Attack: +7 to
hit, reach 5 ft, one target. Hit: 7 (1d8+3) force damage
Warhammer. Melee Weapon Attack +5 to hit. Reach 5ft,
one target, Hit: 5 (1d10+2) bludgeoning damage.
Spellcasting. The Battle Priest is a 7th-level Divine magic
full-caster. Its spellcasting ability is Wisdom (spell save DC
15, +7 to hit with spell attacks).
Mana Pool. 24 / 11W4U4B5G Max Spell Level. 4
Sacred Devotion to White. All domain spells are devoted to
White mana.
The Battle Priest has the following Cleric spells prepared:
Cantrips: dancing lights, guidance, mending, produce flame
1st level: divine favor (1W simple), shield of faith (1W
simple), cure wounds (1G), detect magic (1U simple)
2nd level. Magic weapon (2W simple), spiritual weapon (2W
simple), hold person (2W), lesser restoration (2G), +1 more
3rd level. crusader’s mantle (3W simple), guardian spirits
(3W simple), dispel magic (3W), revivify (3B), +1 more
4th level. freedom of movement (4W simple), stoneskin (4W
simple), banishment (4U), +1 more
TACTICS
In combat the Battle Priest will maintain concentration for
spirit guardians, and spiritual hammer to leave actions free
for casting cure wounds, dispel magic, hold person, or
attack as needed.
If encountered with allies such as Punishers, the Battle
Priest will fall back to cast cure wounds, revivify, or other
spells from behind allies while maintaining concentration.
50
Medium humanoid (any race) any Evil
Armor Class 12 (studded leather armor)
Hit Points 53 (10d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 14 (+1) 14 (+2) 18 (+4)
Saving Throws Dexterity (+4), Charisma (+8)
Skills Arcana (+5), Intimidate (+12), Investigation (+9),
Perception (+10), Persuasion (+12), Survival (+6)
Senses Passive Perception 20
Languages Common, plus one additional language
Challenge 8 (3,900 XP)
ACTIONS
Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft, one
target. Hit: 4 (1d6+1) piercing damage
Spellcasting. The Mindbender is a 10th-level Binding magic
full-caster. Its spellcasting ability is Charisma (spell save DC
16, +8 to hit with spell attacks).
Mana Pool. 36 / 4U25B4R3G Max Spell Level. 5
Complimentary Colors. White spells you cast are devoted to
Black mana.
The Mindbender knows the following spells:
Cantrips: friends, mending, message, vicious mockery
1st level: charm person (1B), cure wounds (1G), detect magic
(1U simple)
2nd level: detect thoughts (2U), find steed (2G), suggestion
(2B), hold person (2B)
3rd level: clairvoyance (3U), counterspell (3B), dispel magic
(3B), fear (3B)
4th level: dimension door (4U), greater invisibility (4U),
polymorph (4R)
5th level: dominate person (5B), hold monster (5B)
TACTICS
When encountered in a social setting, the Mindbender will be
surrounded by an entourage of wealthy and powerful
characters charmed and dominated to provide resources and
access to information available to the local community. The
Mindbender will try to lure individuals into private
conversations where similar charm magic can be used against
the player characters to acquire more information to exploit.
When encountered during combat, the Mindbender will use
greater invisibility while her entourage interpose to block
pursuit . The Mindbender will use counterspell, hold, and fear
spells to disrupt threats while the entourage coordinate
attacks as commanded.
The Mindbender will use dimension door to escape if needed
51
ACTIONS
Medium humanoid (any race) any alignment Multiattack. The Huntsman may make 2 attacks with its Magic
Armor Class 17 (magic breastplate armor +1) Longbow +1.
Hit Points 108 (13d10+26) Magic Longbow +1. Ranged Weapon Attack: +11 to hit, range
Speed 30 ft. 150/600 ft, one target. Hit: 9 (1d8+4) piercing damage
STR DEX CON INT WIS CHA Spellcasting. The Huntsman is a 13th-level Spirit magic half-
12 (+1) 17 (+3) 14 (+2) 10 (+0) 17(+3) 08 (-1) caster. Its spellcasting ability is Wisdom (spell save DC 16, +8
Saving Throws Strength (+6), Dexterity (+8) to hit with spell attacks).
Skills Nature (+7), Perception (+8), Survival (+7) Mana Pool. 22 / 11U11G Max Spell Level. 4
Senses Passive Perception 18
Languages Common, Elven The Huntsman knows the following spells:
Challenge 9 (5,000 XP) 1st level: animal friendship (1G), hunter’s mark (1U), cure
wounds (1G)
2nd level: darkvision (2U), locate animals or plants (2G)
Beast Master Traits. 3rd level: conjure animals (3G)
Favored Enemies. Humans, Beasts. Advantage to track, 4th level: locate creature (4U), conjure woodland beings (4G)
and Intelligence (knowledge) skill checks.
Natural Explorer. Woods and Caverns. TACTICS
Speak with Animals. No concentration required. When encountered the Huntsman is accompanied by 1 wolf
Ranger’s Companion. 2 attacks using attack action. Animal Companion and 4 more wolves from animal friendship.
Dash, Disengage, Dodge, or Help using bonus action. The huntsman rides one of 2 saber-toothed tigers under
Exceptional Training. Bonus Action. Command up to 7 command through conjure animals and is also accompanied
allied units. by 8 blink dogs through conjure woodland beings.
The Huntsman will be tracking a target creature of
considerable power and value if captured alive. The Huntsman
can be persuaded to recruit the player characters to aid in the
hunt.
If the target creature is one of the player characters, the
Huntsman will pounce with its entire entourage, supporting its
companions with archery and healing spells as needed.
TACTICS
When attacked, the Magister will use ray of enfeeblement, hold
person, and hold monster to disable any opponent. If necessary,
Medium humanoid (any race) any alignment the Magister will contain a target within Otiluke’s Resilient
Sphere and roll the target through the door of a slow demiplane
Armor Class 16 (mage armor) to remain imprisoned indefinitely.
Hit Points 93 (15d8+15)
Speed 30 ft. The Magister will use plane shift to escape if needed.
ACTIONS
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft, one
target. Hit: 5 (1d6+1) or 7 (1d8+1) bludgeoning damage.
Spellcasting. The Magister is a 15th-level Arcane magic
full-caster. Its spellcasting ability is Intelligence
(spell save DC 17, +9 to hit with spell attacks).
Mana Pool. 56 / 30W26U Max Spell Level. 8
Simple Magic. Concentration spells up to 3rd level are simple
magic.
Arcane Recovery. Finishing a short rest recovers 8 mana.
The Magister knows the following spells:
Cantrips: blade ward, light, mending, message, true strike
1st level: mage armor (1W), detect magic (1U simple), shield
(1W)
2nd level: hold person (2W simple), misty step (2U),
ray of enfeeblement (2W simple)
3rd level: counterspell (3W), dispel magic (3W),
nondetection (3U simple)
4th level: Otiluke’s Resilient Sphere (4W)
5th level: hold monster (5W), scrying (5U)
6th level: globe of invulnerability (6W), true seeing (6U)
7th level: Mordenkainen’s magnificent mansion (7U),
plane shift (7U), teleport (7U)
8th level: antimagic field (8W), demiplane (8U),
mindblank (8W)
Medium humanoid (Gnome) any alignment
Armor Class 19 (magic studded leather armor +2)
Hit Points 116 (19d6+19)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 20(+5) 12 (+1) 18 (+4) 17 (+3) 14 (+2)
Saving Throws Dexterity (+11), Intelligence (+10), Wisdom
(+9)
Skills Investigation (+16), Perception (+9), Sleight of Hand
(+11), Stealth (+11), Thieves Tools (+17)
Senses Blindsense 10 ft, Passive Perception 19
Languages Common, Thieves’ Cant
Challenge 14 (11,500 XP)
ACTIONS
Magic Short Sword +2. Melee Weapon Attack: +13 to hit,
reach 5 ft, one target. Hit: 11 (1d6+7) piercing damage
Sneak Attack. +10d6 piercing damage when attacking at
advantage or ally is within 5 ft of the target.
Spell Thief. Reaction. 1/long rest DC 19 to steal any 4th
level or lower spell targeting the Gnome Spell Thief.
Spellcasting. The Gnome Spell Thief is a 19th-level
Shadow magic third-caster. Its spellcasting ability is
Dexterity (spell save DC 19, +11 to hit with spell attacks).
Mana Pool. 19 / 19U Max Spell Level. 4
The Gnome Spell Thief knows the following spells:
Cantrips: dancing lights, guidance, mage hand, message
1st level: detect magic (1U simple), identify (1U), find
familiar (1U )
2nd level: detect thoughts (2U), invisibility (2U), locate
object (2U), pass without trace (2U)
3rd level: clairvoyance (3U), tongues (3U), fly (3U)
4th level: arcane eye (4U), greater invisibility (4U)
TACTICS
When encountered, the Gnome Spell Thief will be seeking
an object the player characters possess. It will maintain
detect thoughts and locate object to spy on the player
characters and anyone else nearby while invisible. The
Gnome Spell Thief will attempt to use Mage Hand
Legerdemain to steal the target object when the
opportunity arises.
The Gnome Spell Thief will resort to attacking the player
characters only if trapped, preferring to use greater
invisibility and fly to escape if discovered and try again
another time.
S
BARD
CANTRIPS
1ST LEVEL
2ND LEVEL
55
3RD LEVEL
4TH LEVEL
5TH LEVEL
6TH LEVEL
56
7TH LEVEL
8TH LEVEL
Dominate
Mind Blank C Glibness C C
Monster
Power Word Stun I Feeblemind I
9TH LEVEL
1ST LEVEL
2ND LEVEL
58
3RD LEVEL
4TH LEVEL
5TH LEVEL
6TH LEVEL
59
7TH LEVEL
8TH LEVEL
9TH LEVEL
1ST LEVEL
2ND LEVEL
4TH LEVEL
62
6TH LEVEL
7TH LEVEL
8TH LEVEL
9TH LEVEL
5TH LEVEL
64
RANGER
1ST LEVEL
65
SORCERER
CANTRIPS
1ST LEVEL
2ND LEVEL
66
3RD LEVEL
4TH LEVEL
5TH LEVEL
6TH LEVEL
67
7TH LEVEL
8 LEVEL
9TH LEVEL
1ST LEVEL
2ND LEVEL
3RD LEVEL
69
5TH LEVEL
6TH LEVEL
7TH LEVEL
8TH LEVEL
9TH LEVEL
70
WIZARD
CANTRIPS
1ST LEVEL
2ND LEVEL
WHITE BLUE BLACK RED GREEN
DUR DUR DUR DUR DUR
Crown of Gust of
Arcane Lock P Blur C C Alter Self C C
Madness Wind
Cloud of Spider
Blindness/Deafness C Darkvision C Darkness C C C
Daggers Climb
Detect
Continual Flame P C Gentle Repose P Enlarge/Reduce C Web C
Thoughts
Melf's Acid
Hold Person C Invisibility C I Flaming Sphere C
Arrow
Ray of
Magic Weapon C Locate Object C C Knock I
Enfeeblement
Magic Mouth P Suggestion C Levitate C
Mirror Image C Scorching Ray I
Misty Step I Shatter I
Nystul's
P
Magic Aura
Phantasmal
C
Force
Rope Trick C
See
C
Invisibility
71
3RD LEVEL
4TH LEVEL
5TH LEVEL
72
6TH LEVEL
7TH LEVEL
8TH LEVEL
9TH LEVEL
WHITE BLUE BLACK RED GREEN
DUR DUR DUR DUR DUR
Imprisonment P Foresight C Astral Projection P Meteor Swarm I
Gate C Power Word Kill I Prismatic Wall C
Time Stop C Weird C Shapechange C
True Polymorph C
73
(max spell – 5)
TOTAL MANA
RECOVERED
SORCERY
AT END OF
POINTS
SHORT REST
SIMPLE MAGIC
UNTAPS MANA
IF DISMISSED
IS REMOVED FROM THE
GAME UNTIL RECOVERED
SIMPLE MAGIC
BURNS MANA
IF DISRUPTED
OR DISPELLED
ALL OTHER
MAGIC BURNS MANA BURNED TO SUSTAIN
MANA WHEN PERSISTENT SPELLS MAY
DISMISSED REMAIN BURNED AFTER A
DISRUPTED LONG REST TO FURTHER
DISPELLED SUSTAIN THE EFFECTS UNTIL
DISMISSED OR DISPELLED
74