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Regenerating Mana
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 Vancian Magic). 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 actually 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 Downs, which limits how often a spell can be cast.

A Sister Trope to Mana Potion, Regenerating Health, Gradual Regeneration.

Compare Trauma Inn, Healing Spring, Healing Checkpoint.

Examples

  • Special attacks in Xenoblade automatically recharge after using, although the more powerful ones take longer to recharge.
  • In Brave Story New Traveller for the PSP, attacking enemies normally restores BP for spells and special attacks.
  • In Final Fantasy XII, walking around restores magic points. So it encourages running in circles in fights, even when it doesn't give any dodging bonuses.
  • Final Fantasy Tactics Advance has MP restored by a few points per turn. This carried over to the sequel, and since everyone there starts battle with 0 MP, it's where most of your MP will come from.
  • Final Fantasy XIV has MP regenerate over time, but it also recovers at a slower rate if the player is in active combat.
  • In the first Persona, and Persona2, walking around restores magic points.
  • In Kingdom Hearts: Birth by Sleep, Kingdom Hearts Coded, and Kingdom Hearts Dream Drop Distance, each spell would recharge itself after being cast.
  • In some Castlevania games, magic would restore over time. Some games would have an equippable item that sped up the restoration. This includes:
  • In Crystalis, equipping Deo's Pendant gradually restores MP when the player stands still.
  • The Mana Meter in some of The Elder Scrolls games gradually restores itself.
  • The ink bottles in Ōkami refill themselves gradually.
  • In Vagrant Story, magic and health restore a point every few seconds.
  • Diablo 2.
    • The primary magic-using classes in Diablo III, 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 two melee classes, on the other hand, have to build up their supply of power (Fury for Barbarians, Spirit for Monks) through melee attacks on enemies rather than just standing around.
  • The Golden Sun series has "psynergy points" restored by walking around the world.
  • In the Myth Adventures series Magic is done using Ley Line 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 The Dresden Files. 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 Background Magic Field.
  • In Evil Islands, since for some reason the Mana Meter is shared with the Sprint Meter, you can recharge magic by resting (simply standing still without attacking).
  • Dungeons & Dragons. 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.
  • Call of Cthulhu. Characters have a number of magic points equal to their POW score. Casting Cthulhu Mythos spells uses up the character's magic points. A character regains 1 magic point each (24/POW) hours.
  • In Realm of the Mad God, MP slowly refills over time. The wisdom stat increases the rate of recovery.
  • 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).
  • 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 World of Warcraft, 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 Warcraft I through III, all casters and (in Warcraft III) 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.
    • StarCraft and StarCraft II have similar mechanics. In the latter, Egon Stetmann regenerates mana very quickly out of combat but not during combat.
  • Elvira II: Jaws of Cerberus. Power points replenish themselves automatically over time, though very slowly.
  • Tales of Maj'Eyal 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 lucky with equipment drops or rely on the Level Up Fill Up. The other resources don't regenerate; you have to fulfill their particular esoteric requirements to get more of them.
  • Ys: Some of the games have the Magic Meter refill in various ways. In some games, it refills automatically. In others, it refills when attacking enemies normally.
  • Star Wars 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.
  • Arcanum: Of Steamworks and Magick Obscura uses "Fatigue" as Mana, which regenerated at a rate based on a character's Constitution stat.
  • Mages in Ra regenerate mana. With foresight, mana can be stored in objects, allowing more to regenerate and increasing the amount to hand.
  • The Legend of Zelda: A Link Between Worlds does this for its energy gauge, replacing the Magic Meter from The Legend of Zelda: A Link to the Past. 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 painting transformation mechanic, which introduces a time limit element to segments where Link must become a painting to cross long gaps.
  • El Goonish Shive: 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 Power Incontinence results.
  • In Magic: The Gathering, each turn starts with the untap step, where your tapped cards (such as lands that you tapped for mana, creatures you attacked with, etc.) get untapped and ready to be used again.
  • Terraria has regenerating mana that varies in rate according to how much mana you currently have. The more you have available still, the faster it'll recover. One side effect of this is that it'll take forever to regain enough to cast certain spells when your maximum mana is low, but after getting enough upgrades you can use spells pretty much indefinitely just by pacing yourself.
  • A very interesting version in The Stormlight Archive. 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 Otakon LARP characters with any sort of Mana equivalent recharge at noon and midnight of each day.
  • Later games in the Mega Man franchise have regenerating Weapon Energy. Like other power-up not available in the older series, it is sown as a way that Technology Marches On.

Regenerating HealthVideo Game TropesRegenerating Shield, Static Health
Psychoactive PowersMagic and PowersRandomly Gifted

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