This is when {{Mana}}, or a similar special power, recharges itself over time, whether it's magic points (or tech points, or psychic points, etc.) being restored, or spell and special attack uses being restored (in the case of VancianMagic). As long as the magic restoration doesn't require using an item, ability, sleeping it off, etc.

The exact form can vary wildly. Sometimes the recharge can happen anywhere, sometimes it requires walking around, sometimes it requires standing still, sometimes it requires an item equipped, and sometimes the recharge only happens in certain spots.

This does not preclude magic also being restored by a healing area or item, but those tend to heal a greater amount than this trope, to make up for them not being as readily accessible.

Many modern [=RPGs=] use a hybrid form: you have both the (slowly) regenerating mana that limits how many spells can be cast in succession and the spell {{Cool Down}}s, which limits how often a spell can be cast.

A SisterTrope to ManaPotion, RegeneratingHealth, GradualRegeneration.

Compare CoolDown, TraumaInn, HealingSpring, HealingCheckpoint.
* Special attacks in ''{{Videogame/Xenoblade}}'' automatically recharge after using, although the more powerful ones take longer to recharge.
* In ''Literature/BraveStory New Traveller'' for the [[UsefulNotes/PlayStationPortable PSP]], attacking enemies normally restores BP for spells and special attacks.
* In ''VideoGame/FinalFantasyXII'', walking around restores magic points. So it encourages running in circles in fights, even when it doesn't give any dodging bonuses.
** In ''VideoGame/FinalFantasyXIIRevenantWings'', spell uses restore over time.
* ''VideoGame/FinalFantasyTacticsAdvance'' has MP restored by a few points per turn. This carried over to [[VideoGame/FinalFantasyTacticsA2 the sequel]], and since everyone there starts battle with 0 MP, it's where most of your MP will come from.
* ''VideoGame/FinalFantasyXIV'' has MP regenerate over time, but it also recovers at a slower rate if the player is in active combat.
* In the first ''{{VideoGame/Persona}}'', and ''{{VideoGame/Persona2}}'', walking around restores magic points.
* In ''VideoGame/KingdomHeartsBirthBySleep'', ''VideoGame/KingdomHeartsCoded'', and ''KingdomHeartsDreamDropDistance'', each spell would recharge itself after being cast.
** The ManaMeter in ''VideoGame/KingdomHeartsII'' recharges after a set amount of time once depleted, and KingdomHearts had a variant in which mana could be slowly restored by landing standard attacks.
* In some ''Franchise/{{Castlevania}}'' games, magic would restore over time. Some games would have an equippable item that sped up the restoration. This includes:
** ''VideoGame/CastlevaniaCircleOfTheMoon''
** ''VideoGame/CastlevaniaHarmonyOfDissonance''
** ''VideoGame/CastlevaniaChroniclesOfSorrow''
** ''VideoGame/CastlevaniaPortraitOfRuin''
** ''VideoGame/CastlevaniaOrderOfEcclesia'': The meter fills up much, much faster than in any other game, due to the combat system being designed so that ''every'' attack requires at least some magic.
** ''VideoGame/CastlevaniaHarmonyOfDespair''
* In ''VideoGame/{{Crystalis}}'', equipping Deo's Pendant gradually restores MP when the player stands still.
* The Mana Meter in some of ''Franchise/TheElderScrolls'' games gradually restores itself.
** Since ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', to be precise -- ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' had brought in regenerating ''fatigue''[[note]]Stamina, but oddly named[[/note]], ''Oblivion'' brought in this trope, and ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' brought in RegeneratingHealth.
* The ink bottles in ''{{Okami}}'' refill themselves gradually.
* In ''VagrantStory'', magic and health restore a point every few seconds.
* ''VideoGame/{{Diablo}} 2''.
** The primary magic-using classes in ''VideoGame/DiabloIII'', the Wizard and the Witch Doctor, regenerate their Arcane Power and their Mana, respectively. The Demon Hunter relies on two regenerating magic reserves called Hatred and Discipline, the former of which recharges faster than the latter. The three melee classes, on the other hand, have to build up their supply of power (Fury for Barbarians, Spirit for Monks, Wrath for Crusaders) through melee attacks on enemies rather than just standing around. Note that all classes can increase their regeneration rate with equipment, and some classes have special conditions (Demon Hunters have Hatred regenerate faster than Discipline, while Wrath will regenerate at a crawl while in combat and rapidly while out of combat).
* The ''VideoGame/GoldenSun'' series has "psynergy points" restored by walking around the world.
* In the ''TabletopGame/MythAdventures'' series Magic is done using LeyLine energy. A skilled magician can build up & store the energy like a human(oid) battery and let it out later, so even if there are no ley lines around he can still do magic. But then he's depleted and has to go to an area with ley lines in order to recharge. It's a learned skill, but once you learn it it happens in the background so it's as good as automatic.
* Happens that way in ''TabletopGame/TheDresdenFiles''. Magic restores itself by just resting. Unless one is in a magic circle which prevents a magic user from regaining magic by drawing on the BackgroundMagicField.
* In ''VideoGame/EvilIslands'', since for some reason the ManaMeter is shared with the SprintMeter, you can recharge magic by resting (simply standing still without attacking).
* ''TabletopGame/DungeonsAndDragons''. In 1st Edition psionics worked this way. Using psionic powers used up the character's psionic strength points. Over time the strength points were gradually recovered. The speed of recovery was based on how much the psionic exerted himself, from zero points/hour for hard exertion to 24 points/hour while sleeping.
* ''TabletopGame/CallOfCthulhu''. Characters have a number of magic points equal to their POW score. Casting CthulhuMythos spells uses up the character's magic points. A character regains 1 magic point each (24/POW) hours.
* In ''TabletopGame/RealmOfTheMadGod'', MP slowly refills over time. The wisdom stat increases the rate of recovery.
* ''TabletopGame/{{Trickster Online}}'': Has under the Magic Skill Tree the skill "Aura of Mana" which increases MP Recovery rate for the whole party up to 3.6 times the normal mana regeneration. It requires activation and being between a radius from the caster (however the skill isn't that popular with power gamers and the fact that Skill Points are hard to farm).
* ''VideoGame/{{Nox}}'' had "mana stones": stationary glowing pillars that quickly restored your mana if you stood nearby, though individual mana stones could be drained of mana, requiring a few seconds for them to refill with more mana. Particularly when playing as wizard, controlling large conglomerations of mana stones was essential to winning long battles.
** Mana also regenerated very slowly away from mana stones, but mana stones are a much faster means of mana regeneration.
* In ''VideoGame/WorldOfWarcraft'', all caster classes consistently regenerate their mana. The rate of regeneration is lower in battle than out and can be increased with the Spirit stat. Getting mana regeneration as high as possible is critical for healers above all else.
** In ''[[VideoGame/WarcraftOrcsAndHumans Warcraft I]]'' through ''III'', all casters and (in ''VideoGame/WarcraftIII'') virtually all heroes regenerated mana. For heroes, this depended on their Intelligence stat. You could gain a man regeneration rate so high you could never run out, but were still limited by ability cooldowns.
** ''VideoGame/{{Starcraft}}'' and ''VideoGame/StarcraftII'' have similar mechanics. In the latter, [[CombatMedic Egon Stetmann]] regenerates mana ''very'' quickly out of combat but not during combat.
* ''VideoGame/{{Elvira}} II: Jaws of Cerberus''. Power points replenish themselves automatically over time, though very slowly.
* ''VideoGame/TalesOfMajEyal'' has a number of different resources. Stamina and psi points always regenerate on their own, albeit slowly. Mana points, however, only regenerate naturally for certain classes; otherwise, you need to get [[RandomlyDrops lucky with equipment drops]] or rely on the LevelUpFillUp. The other resources don't regenerate; you have to fulfill their particular esoteric requirements to get more of them.
* ''VideoGame/{{Ys}}'': Some of the games have the MagicMeter refill in various ways. In some games, it refills automatically. In others, it refills when attacking enemies normally.
* ''Franchise/StarWars'' games which let the player control a Jedi almost always have the Force pool regenerate on its own when the player is not using their powers.
* ''VideoGame/{{Arcanum}}: Of Steamworks and Magick Obscura'' uses "Fatigue" as Mana, which regenerated at a rate based on a character's Constitution stat.
* Mages in ''Literature/{{Ra}}'' regenerate mana. With foresight, mana can be stored in objects, allowing more to regenerate and increasing the amount to hand.
* ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' does this for its energy gauge, replacing the Magic Meter from ''VideoGame/TheLegendOfZeldaALinkToThePast''. Most items, including the bow, draw from the same meter, suggesting a magic bow that creates arrows on-demand. While it limits the use of items that were never limited before (such as the hammer or Hookshot), it has the positive effect of ensuring you never completely run out of, say, bombs. It also gets drained by the [[VoluntaryShapeshifting painting transformation]] mechanic, which introduces a time limit element to segments where Link must become a painting to cross long gaps.
* ''Webcomic/ElGoonishShive'': Under normal circumstances magic energy regenerates over time until reaches the maximum level a magic user has built it up to. If a magic user has only recently unlocked their potential to gain more spells and did so under unusual circumstances, their magic energy keeps on regenerating past the level where they can keep it in and PowerIncontinence results.
* In ''TabletopGame/MagicTheGathering'', each turn starts with the untap step, where your tapped cards (such as lands that you tapped for mana, creatures you attacked with, etc.) [[ExactlyWhatItSaysOnTheTin get untapped]] and ready to be used again.
* In ''{{VideoGame/Terraria}}'', when anything that consumes mana is used, there's a small delay before the mana regeneration reaches full speed. A ManaPotion will instantly recover a set amount of mana, at the cost of a "Mana Sickness" debuff that temporarily reduces the power of magical attacks, forcing a dedicated mage to choose between dealing reduced damage or avoiding enemies until their mana regenerates.
* A very interesting version in ''Literature/TheStormlightArchive''. The titular Stormlight, stored within gemstones, is the fuel for the Surgebinding powers of the Knights Radiant. Every few days, a hightstorm comes through, and among its other effects it saturates every gemstone it passes over with Light.
* The ''LARP/OtakonLARP'' characters with any sort of {{Mana}} equivalent recharge at noon and midnight of each day.
* Later games in the MegaMan franchise have regenerating Weapon Energy. Like other power-up not available in the older series, it is sown as a way that TechnologyMarchesOn.
* ''[[Literature/AMagesPower A Mage's Power]]'': Mana charges by simple breathing, eating and drinking. It takes a while to get back to a full charge with this method.
* The stamina points work like this in ''VideoGame/FantasyLife''.
* The speed force meter in ''VideoGame/JusticeLeagueHeroesTheFlash'' works this way.
* ''VideoGame/BlazBlue''
** Hakumen has a regenerating magatama gauge in place of the regular super meter. This powers both his specials as well as supers.
** Everyone gets gradual super meter regeneration when low on health or in [[SNKBoss Unlimited mode]].
* ''VideoGame/EternalDarkness'': magick can be regained through walking or running. Alternatively casting a magick pool and walking around in it will make it regain faster.
* In ''VideoGame/{{Elsword}}'', attacking or taking damage recovers some MP. Some accessories and equipment effects increase the amount of MP regained, and some characters have passive abilities to let them regain more MP.
* In ''VideoGame/LunarWalkingSchool'', your MP regenerates naturally, and the main purpose of buying better robes is to raise the rate it restores.