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TEMP: Mana-like Resource Audit

Scratch working doc for the 8.18 issue "Resources used to overpower spellcasting and make magic feel special". Scope: every file under docs/character/powers/ and docs/character/actions/powers/ that references a spendable/accumulable resource. Delete when the resource question is settled.

Generated 2026-09-15 against version/8.18.0.

Summary

Nine distinct resource currencies are in play across powers and power actions. Only four are defined anywhere in the rules.

Currency Owner Defined at Powers Actions
Soul Shards Warlock (+ Rogue/Hexblade) classes/warlock.md:24 9 27
Vitae Witch (+ Rogue/Assassin) classes/witch.md:48 4 31
Mana nobody undefined 3 12
Focus Psion (+ Rogue/Soulknife) classes/psion.md:10 6 6
Death Energy Elementalist undefined 1 5
Panache Rogue/Swashbuckler powers/rogue/panache.md 1 2
Blooded Vampiric Ancestry feats/ancestry/vampiric-nature.md:18 0 4
Corruption Warlock classes/warlock.md:37 (stub, "TBD") 1 3
Charges (ablative) Fighter / Artificer / Elementalist undefined 3 0

Chroma (classes/witch.md:57) and Ethos (classes/priest.md:45) are tracked state, not spendable pools, and no power or power action reads them — only class-level casting-style text does. Listed here only so they aren't mistaken for gaps.


Soul Shards

Warlock's economy. The only currency with both an earn side and a spend side written into the powers themselves.

Powers that generate shards

Power Mechanism
powers/warlock/soul.md "feeds the warlock's soul shard economy most directly"; whole souls as currency
powers/warlock/contract.md Debt rated in shards; breach seizes shards; sin-Prices pay double
powers/warlock/torment.md GM awards shards for a scene of inflicted torment
powers/warlock/ruin.md harvest a tainted site for 1 shard per rank, once per site
powers/warlock/hellfire.md feat: 2 consecutive hellfire hits on one target → 1 shard
powers/warlock/wish.md shards and whole souls are the price of wishes
powers/rogue/hex.md hexed creature drops to 0 HP → 1 shard; cap 1/rank
actions/powers/warlock/drain-soul.md 1 shard on damage, +1 more if target drops to 0
actions/powers/warlock/euphoria.md exploiting addiction is a sin → "reliable source of soul shards"
actions/powers/rogue/hex.md hexed creature drops to 0 HP → 1 shard

Actions with a fixed shard cost

All fifteen declare the cost in special:, not energy: — see Inconsistencies.

Actions where shards are an optional upgrade

Action Upgrade
cloak-of-shadows 1 shard, immediate: nullify one harmful effect
curse-of-agony 1 shard: burst 2 pain wave, or 1 shard: ongoing internal damage
demon-claw 1 shard: Immolate on each melee hit for 3 rounds
fey-step 1 shard: visual range; 1 shard: sustained two-way door; 2 shards (rank 2): Feywild door
offer-terms +1 to the Charisma check per shard spent
shadow-walk 1 shard: use as a reaction, ignoring cooldown
veil 1 shard: extend to allies in burst 2

Shards as a penalty or a cut


Vitae

Witch's currency. Explicitly binary in the class doc ("you either have it or you don't", classes/witch.md:54) — but the actions treat it as a numeric pool, with costs of 1, 2, 3, and 4. This is the single largest contradiction in the resource rules.

Actions that grant Vitae

absorb-magic (incl. temporary Vitae at rank 4), chill-touch (1/rank in aura mode), curse, drain-soul (expend the soul gem), eyebite, necrosis, overlooked, soulgaze, transfusion, withering-gaze, rogue/steal-vitality (1, +1 crit/sneak, +2 both)

Actions that spend Vitae

Power-level Vitae references

powers/witch/chill-touch.md, powers/witch/evil-eye.md, powers/witch/veil.md (Glimmer feat: re-veil without expending Vitae), powers/rogue/soul-blade.md (the Assassin's entry point into Vitae)


Mana — undefined, but used

No class grants Mana. No rules section defines it. It is nevertheless spent by twelve action files and referenced by three powers. This is the clearest orphan.

Where Reference
actions/powers/witch/animate-object.md energy: 1 Mana; 2 Mana for Large, more by size
actions/powers/witch/transform-object.md energy: 1 Mana; +1 Mana per extra effect
actions/powers/witch/death-pact.md energy: 1 Mana
actions/powers/witch/reanimate.md energy: 1 Mana but body says "consumes Vitae"
actions/powers/witch/hasten-death.md energy: 2 Mana but body says "consumes Vitae"
actions/powers/witch/transfusion.md energy: 1 mana but body says "you gain Vitae"
actions/powers/psion/phase-shift.md energy: 2 mana
actions/powers/psion/precognition.md energy: 1 Mana; 2 Mana at rank 2 for a standard action
actions/powers/psion/schism.md energy: 2 Mana
actions/powers/psion/telekinesis.md energy: 0 mana
actions/powers/warlock/mana-burn.md burns a target's mana as hellfire fuel
actions/powers/elementalist/defile-nature.md —
powers/psion/fission.md "mana, item charges, and Focus are shared" between copies
powers/warlock/hellfire.md Mana Burn listed as a rank-2 action
powers/ancestry/dark-elven-ancestry.md flavor: dark elves metabolize ambient mana for nutrition

Mana also survives outside the powers tree in basics/actions/dispel.md (dispel costs and the -10/point penalty are defined entirely in terms of Mana cost) and in system/conditions/meek.md ("maximum Mana is reduced to 50%"). Both are unusable as written.


Focus

Psion's currency, and the best-specified of the lot — Focus is concentration slots, so spending it has a real opportunity cost (classes/psion.md:10). Note the distinct verbs: expend (consumed), reserve/slot (held, not consumed).

Where Reference
actions/powers/psion/overload.md special: expends 1 Focus; 2 for Hippocampus/Thalamus, 3 for Medulla
actions/powers/psion/catapsi.md expends 1 Focus
actions/powers/psion/levitation.md expend 1–4 Focus for fly speed; or slot 2–4 to get the lesser tier for free
actions/powers/psion/mind-seed.md expends Focus (unquantified)
actions/powers/psion/mind-thrust.md expend Focus for cone 5/rank, or to sustain
actions/powers/psion/metaphysical-weapon.md expend Focus to augment a strike
powers/psion/adaptation.md 2 Focus reserved → Resist 100% of a type (7 variants); 3 for radiation
powers/psion/electrokinesis.md 1 Focus → area, 2 → chaining, 1 reserved → Lightning Shield
powers/psion/temporal-acceleration.md 1 Focus → an action out of time; 2 → two actions, or grant one
powers/psion/levitation.md 1 Focus → immunity to your resisted energy type for 1 round
powers/psion/fission.md copies share one Focus pool
powers/rogue/psiblade.md grants 1 Focus; the Soulknife's entry point into Psion powers

Death Energy — undefined, but used

Elementalist's Decay/spores currency. Never defined in classes/elementalist.md or anywhere else; it appears only at point of use. (The phrase also turns up as flavor prose in equipment/inscription.md:412, unconnected to the currency.)

The corpse-or-energy substitution in Fungal Bastion is the only place in the system where a currency has a physical-component alternative. Worth keeping.


Panache

Self-contained and fully specified in its own power file — the cleanest resource in the game, and a good template. Earn on crit/Sneak Attack/daring check, cap 1/rank, wiped at end of encounter.


Blooded

A binary state rather than a pool, with a rising-DC decay clock (Con save DC 10 + 5/round) — the mechanic Vitae's class doc claims to be. Defined at feats/ancestry/vampiric-nature.md:18.

Called out in the 8.18 notes as the model for Ancestry specialness.


Corruption and ablative charges

Corruption (classes/warlock.md:37) is the shard sink — it makes a shard-costing effect permanent at the price of bodily drift. The class section is a stub marked TBD, but three actions and one power already point at it: mutate, soul-splice, demon-claw, powers/warlock/metamorphosis.md.

Encounter/rest-scoped ablative charges are a fourth pattern, unnamed and undefined as a shared rule: powers/fighter/bone-shield.md (1 charge/rank per encounter), powers/artificer/power-armor.md (1/rank, short rest), powers/elementalist/frost-armor.md (short rest), powers/disposition/child-of-the-sun.md (charges on sunlight exposure).


Cross-currency bridges

Three Rogue archetype powers are explicit gateways into another class's currency, and one of them converts between currencies:

powers/rogue/mandate.md is the same pattern for Priest Ethos, though Ethos is not a spendable resource.


Inconsistencies to resolve

  1. Vitae is binary in the class doc, numeric in every action. classes/witch.md:54 says you have it or you don't; actions charge 1, 2, 3, and 4. Pick one.
  2. Mana is spent by 12 actions and granted by nothing. Either define it, or retag those actions. The Psion four are almost certainly meant to be Focus; the Witch six are almost certainly meant to be Vitae.
  3. Three Witch actions contradict themselves within one file — energy: says Mana, the body says Vitae: reanimate, hasten-death, transfusion.
  4. Costs live in two different frontmatter fields. Witch/Psion/Rogue use energy:; all fifteen shard-costing Warlock actions use special: prose instead. Nothing can query costs uniformly until these agree.
  5. Thirteen Vitae-costing actions have no energy: field at all — the cost exists only in body prose: steal-vitality, antimagic-zone, blood-bending, chill-touch, contagion, curse, duplicates, exsanguinate, eyebite, mirror-divination, overlooked, summon-spirit, withering-gaze.
  6. Death Energy is used by six files and defined by none.
  7. Two energy: fields are empty — precipitate, precipitate-concentration.
  8. energy: 0 mana on telekinesis — is zero meaningful, or should the field be absent?
  9. Naming collision: the Witch action soul-shard.md is a resurrection gem costing silver pieces, unrelated to the Warlock's Soul Shards. Two different things, one name.
  10. Dispel and the Meek condition are written entirely in Mana (basics/actions/dispel.md, system/conditions/meek.md) and are therefore unplayable. These sit outside the powers tree but block any Mana removal.

Bearing on the 8.18 question

The 8.18 notes say "nobody has missed Mana / Spell Slots since 8.5 basically nullified Soul Shards". The files disagree: Soul Shards are load-bearing in 36 files and Warlock's Contract power is built entirely on the shard economy. What has gone quiet is Mana — spent everywhere, granted nowhere. If the goal is fewer currencies, Mana is the one already dead on the page; Soul Shards, Vitae, Focus, and Panache are all live.