Cast from Hit Points: Difference between revisions

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* Somewhat related: in the manga version of ''[[Prétear]]'' the Leafe Knights' [[Elemental Powers]] are connected to their own Leafe ([[Life Energy]]); overusing these powers drains their Leafe, regardless whether the attacks are performed by the Knights themselves or by Himeno when she [[Fusion Dance|merges with them]]. {{spoiler|In the backstory, three of them died from overusing their powers in order to seal Takako, and were reborn; Shin, the youngest of them, dies for the ''second'' time after Himeno merges with him.}}
** In the anime, {{spoiler|to seal the Tree of Despair, Himeno overloads it with her own Leafe and dies in the process. Only Hayate's [[True Love's Kiss]] can bring her back}}
* In the game of Monster World (a made up tabletop RPG) in ''[[Yu-Gi-Oh!]]'', Bakura (a white magician) converted his hit points to magic points to keep up a magic barrier when Zorc was blasting them.
** This is also the main rule in the Ancient Egyptian precursor to the Duel Monsters game; monsters are summoned by sacrificing Ka (life force) instead of the modern life points system. Damage is also taken by decreasing the life force of the duelist, implying that a defeated duelist dies. See the "Card Games" section below for use of this tactic during the card game duels.
* Yusuke Urameshi of ''[[Yu Yu Hakusho]]'' funnels his life energy into a last-ditch assault on at least one occasion. The strain leaves him unconscious and on the verge of (another) death.
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** Kurama attempts a [[Heroic Sacrifice]] during the dark tournament using this trope. When he (just barely) survives, he discovers the magic fruit he's been using to temporarily become Yoko Kurama has been wearing off faster because Yoko Kurama's power is bleeding into his own.
* This is how the original Shuffle Alliance defeat Devil Gundam Form II in [[G Gundam]], at the cost of their own lives. The main characters later learn the same technique, but manage to pull it off without dying, possibly by virtue of being much younger and healthier than their aging predecessors.
* [[Natsume Yuujinchou]] - Whenever Natsume frees a Youkai from his late grandmother's (and his own) servitude, it has a physically draining effect.
* Sakura in ''[[Cardcaptor Sakura]]'' is also physically drained by the effort of converting a Clow Card into a Sakura Card. When she learns that the cards will die unless they are converted, she attempts to convert six of them all at one time, half-killing herself in the process.
* Some spells in ''[[Slayers]]'' can be so powerful that they draw upon the user's life force when cast- the best example is the Incomplete Giga Slave, which temporarily bleaches Lina Inverse's hair white after she casts it. [[All There in the Manual|The novels]] explicitly state that one of the defining attributes of a spellcaster is a high amount of stamina, as casting spells physically drains a person. When the setting was adapted as a [[Role Playing Game]], firstly under the [[Big Eyes Small Mouth]] umbrella and then under the [[Dungeons and Dragons|D20]] umbrella, casting spells would cost health.
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* ''[[Shakugan no Shana]]'' has this in Yuji. As a Torch, he's technically already dead, and, under ordinary circumstances, would inevitably be doomed to burn out and fade from existence. However, he's also a Mystes, and happens to have the artifact Reiji Maigo sealed within him, which replenishes his power of existence every midnight. As such, as long as he doesn't use up all of his existence in a day, he can lend his power to Shana, and, later, cast his own unrestricted spells, using his very existence.
* [[Sailor Moon]] has the Silver Crystal's use as this. Queen Selenity died from it's use, as has Sailor Moon [[Death Is Cheap|several times]].
** One occasion in the manga being so severe, Sailor Moon's ''entire body disintegrated completely'', she get better of course (because of the Galaxy Cauldron and the 'rebirth wave' she initiated), but damn.
* [[Magical Girl Lyrical Nanoha]] gives one of these to Nanoha in the third season. It's called the Blaster System and it boosts Nanoha's power and gives her a set of [[Attack Drone|Attack Drones]] that can cast her spells independently of her, for a potential boost of better than ''4x'' her already monstrous power level. The cost of this is placing an immense strain on Nanoha's body and dealing physical damage to herself and to [[Empathic Weapon|Raising Heart]]; when she used Blaster 3 in the climax of the third season, she lost 8% of her total magical power and had to spend the next few years on enforced vacation to recover it.
* [[Sumomomo Momomo]] in the final few episodes, sort of. {{spoiler|Koushi and Momoko were both poisoned, but Momoko was poisoned later than Koushi. However, due to her fighting it has sped up the poison and Momoko passes out due to the effects before Koushi does.}}
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** Perhaps unsurprisingly, more than one protagonist mage uses the Final Strike to achieve a [[Dying Moment of Awesome]] .
** If the Shin'a'in get absolutely desperate, one of their Shamans or Swordsworn may be called upon to make the ultimate sacrifice in order to invoke divine intervention.
* In the ''[[Sword of Truth]]'' series, a wizard can cast Wizard's Life Fire, a powerful explosion that kills the wizard but usually reduces whoever is nearby to ashy stains on the walls. The taste of said ashes yields a clue as to why the dying wizard chose to cast Wizard's Life Fire: if the ashes are bitter, the wizard cast the spell to save himself from torture; if they are sweet, the wizard [[Heroic Sacrifice|gave his life to save another]].
* In ''[[The Dresden Files]]'', a wizard's "Death [[Curse]]" instantly kills the caster in order to inflict some horrible punishment on its recipient. Regular magic can hurt a wizard as well; when Harry conjures a rage-fueled firestorm in one book, he has a heart attack after sustaining it for too long.
** This is more of a [[Taking You with Me]] as the death curse doesn't kill the wizard, it's what wizards do when someone kills them.
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* ''[[The Name of the Wind]]'' uses a system similar to this - [[Functional Magic|Sympathy]] is essentially a magical form of energy transfer. If you are good at it, and don't care about your own health, you can transfer the heat of your blood into something to set it on fire. [[Captain Obvious|This is not good for you.]]
** One upside is that instead of running out of mana, sympathists run out of [[Kill It with Fire|fire]].
* All spells in ''[[Wind Of The Forelands]]'' cost life energy, apparently of the nonreplaceable type. This, incidentally, is why the resident [[Witch Species]] is [[Squishy Wizard|so frail]].
** Mages from ''The [[Magister Trilogy]]'' are the same way, though the titular Magisters are those who have learned how to cast from ''other people's'' HP.
* [[Charles Stross]]'s ''[[The Laundry Series]]'' features magic as multiverse trickery invoked by high-level mathematics, with a nicely [[Hand Wave|handwaved]] reference to the Heisenberg Uncertainty Principle and good ol' Schrodinger's Cat to explain why the more powerful spells require human sacrifice. While [[Fridge Logic|the reasoning breaks down a bit]] for smaller spells that [[Cast From Hit Points|just require some blood]], it does provide an alternative motivation for the Holocaust: {{spoiler|the Nazis were attempting to destroy enough souls to create a portal to a parallel universe and summon a [[Eldritch Abomination|weakly godlike entity.]] }}
** Beyond this, you can "run" a spell in your head as long as you don't mind some minor [[Eldritch Abomination]] taking a small bite out of your brain. Doing this too often, even accidentally, results in Kranzberg's syndrome and a permanent trip to [[Bedlam House|St. Hilda's]]
* How the [[Physical God|Returned]] work in ''[[Warbreaker]]''. Most people in that world have an energy called Breath that can be used to fuel magic, but if it's completely drained they just lose magical ability (and a certain degree of keenness of the senses) until they can aquire more from someone else. The Returned, however, are kept alive by one immensely powerful Breath- this allows them to perform miracles beyond the capacity of ordinary magic, for the cost of their life. {{spoiler|The sword Nightblood, resident [[Artifact of Doom]], also functions like this, drawing on the Breaths of its wielder to fuel its powers. If the wielder runs out of Breaths while still using the sword, the results... aren't pretty}}.
* Whiteouts in ''[[Stationery Voyagers]]'' may learn Mikloche, which gives them incredible powers no other Stationery race has. Downside: the more they use it, the more [[Power Incontinence|unstable]] it becomes. And the more it [[Power Degeneration|wears on their well-being]], until it [[Superpower Meltdown|turns them into bombs]]. Granted, they have to abuse the power an ''awful lot'' before they become a [[Walking Wasteland]]; but traveling to Mantith and being physically/magickally abused tends to accelerate the side effects.
** Which is why certain Jaldanian leaders in "Extreme Passions" get [[Curb Stomp Battle|Curb Stomped]] in public by [[Our Angels Are Different|Levio, Gabon, Maurice, and Filforth]]; when the leaders [[Too Dumb to Live|had Thestor whipped]] for his [[Pals with Jesus|mere association with Minshus]]. They [[Mike Nelson, Destroyer of Worlds|almost blew up their own city]] in the process; and the town [[Who Would Be Stupid Enough...?|couldn't believe their ears]].
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** Liquidon [[Lampshade Hanging|realizes]] this is happening to him in "Night of the Whiteout." [[Love Martyr|It doesn't stop Cindy from being romantically attracted to him]].
* Sorta in [[Discworld]]. For a Wizard to do something, it takes as much energy to do something magically as it does physically, unless you can harness an outside force. Having no outside force makes the Wizard rely on the leverage of his mind, meaning if they try to do something too difficult, their brain flicks out their ears. Example: Galder Weatherwax makes a protrusion of stone on the University fall, allowing him to zoom upwards.
* Psionics in [[The Second Gate]] normally channel energy they've "metabolized" and stored, but in a pinch, they can draw power directly from their biological functions. The mind instinctively tries to cut off psionic connections to prevent permanent damage at the same time, which can result in anything from mild burnout to a coma - which is usually too late to save the user anyway.
* While after the first book of the [[Dragonlance]] series magic functions by drawing power from the Moon Gods, before they are unsealed all magic is used with the caster's own energy, as shown whenever Raistlin uses too many consecutive spells and is left exhausted.
* [[The Black Magician Trilogy]] has black magic being cast from the energy of others or the caster.
* Magic-users in ''The Soprano Sorceress'' and its sequels use their own body's reserves to cast; they have to eat like bargees just to keep their weight up.
* In ''[[Everworld]]'' magic-users are shown to weaken if they use too much power, leading [[Flat Earth Atheist|Jalil]] to [[Sarcasm Mode|wonder]] if magic burns calories. [[Merlin]], for example, is so tired after his battle with [[God of Evil|Loki]] that it's months before he is able to fully recover.
 
 
== [[Live Action TV]] ==
* ''[[Doctor Who]]'':
** The Face of Boe makes a [[Heroic Sacrifice]] in "Gridlock," giving up the last of his life energy to help save the thousands of people trapped in New New York's underground traffic system.
** [[The Master]], after Lucy disrupts his revival during "The End Of Time." He wins the [[Superpower Lottery]] as a result, but all his new abilities are fueled by his own life-force.
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** In the previous game, ''[[Mage: The Ascension]]'', a substance called Quintessence makes casting spells easier. A mage that runs out of Quintessence can rip some from their own body, damaging it in the process.
* Demons in ''[[Demon: The Fallen]]'' can enhance their powers by drawing energy from hitpoints... except that said hitpoints belong to their followers, not them.
* In [[Warhammer Fantasy]] Ogre Butchers can cast a variety of Gut Magic. Along with the normal requirements of spells, they sometimes require the Butcher to inflict bodily harm on themselves. In particular the Trollguts spell, which is the best out of the 6 available to the Ogres, but permanently takes off one health from the caster that cannot be regenerated in any way (whereas the other ones are usually avoidable unless you displease the [[Random Number God]], and can be regenerated with another spell).
* ''[[Dungeons and Dragons]]'', as usual.
** The psionics in AD&D used a spell-point system even when the actual spellcasters use [[Vancian Magic]]. Since an ability like [[Cast From Hit Points]] fits in so much better with a spell-point system, the 2nd edition had "Cannibalize" power that allowed mid-level psionicists to get extra power points from damaging Constitution.
** 3E supplement ''[[Epic Level Handbook]]'' several extremely powerful spells, such as Hellball and Let Go of Me, work this way. The greatest example of this, however, is Vengeful Gaze of God, which deals 305d6 damage to an opponent while dealing 200d6 damage to the caster, who suffers from bleeding eyes and convulsing skin and, most of the time, dies. This spell will almost always kill anyone and anything it is used against, excluding the most powerful of monsters, who simply ''might'' be killed by it.
** 3E ''Fiendish Codex II'' offers the [[Hellfire]] Warlock, which upgrades the warlock's standard attack from "kinda okay" to "nuclear inferno" at the cost of 1 Constitution drain per shot. Since Constitution affects both current and maximum HP, it's generally a good idea to have someone on standby with a restoration spell or a cheap wand of lesser restoration with the spell provided by a Paladin (it is even suggested in the fluff).
*** To make it even better a Hellfire Warlock with one level of [[Demonic Possession|Binder]] can gain an ability that automatically heals 1 point of ability damage a turn. Then there's classes like Legacy Champion which increase your effective level in another class, even beyond the [[Cap]]. Combine the two and you get [[Game Breaker|a supercharged Hellfire Blast usable at will]].
** The Blood Magus class from 3E's ''Tome & Blood'' can sacrifice a little blood (hit points) to cast spell with slightly harder saving throw or replace material components.
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*** The Blackguard subclass of the Paladin from Heroes of Shadow uses a variant of this mechanic as well, which is powerful enough to be their entire Striker damage bonus.
* The previous edition (using the Revised Core Rulebook) of the ''[[Star Wars]]'' RPG rules generally had Force powers cost vitality (the system's version of Hit Points) to activate. If you didn't have enough vitality, you could even use wound points (representing real and dangerous--even potentially fatal--damage) to make up the difference. The only thing stopping characters from 'casting to death' is the fact that no Force power had a vitality cost so high that the damage could push a character far enough into the negatives to result in death.
* In the cooperative play game ''Middle-Earth Quest'', your hero deck is also your 'life pool.' Any card you play in combat, or even to move around the map, costs you a hitpoint.
* In the German tabletop RPG ''Das Schwarze Auge'' (aka ''The Dark Eye''), every magic user can do this, but not without consequences, usually additional damage. Excessive use of this in one of the novels leads to a mage permanently losing his ability to use magic. Later on, he uses a magic sword that also drinks from his [[Life Energy]], losing fingers on his good hand as a result.
* Epideromancers in the tabletop RPG ''[[Unknown Armies]]'' power all their magic by hurting themselves.
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* [[Champions]] characters who run out of Endurance can continue to use their powers by taking Stun damage, at a rate of 1d6 Stun per 2 Endurance required. This only works for powers that draw on the user's own Endurance pool, as opposed to the Endurance Reserve power. A character can literally knock himself out from overexertion.
* Ixtli, the Aztanli-specific Boons in ''[[Scion]]'', have a number of abilities that grant extra [[Mana|Legend]] for physical sacrifices. The amount gained from bleeding another creature is half what you get for doing the same thing to yourself.
* Several powerful Charms and spells in ''[[Exalted]]'' require you to sacrifice health levels as part of their activation cost.
** In high-paranoia games, where every attack might kill and so every attack must be answered with a Perfect Defense, ''every'' attack is cast from hit points: they cost charm activations and Essence, the two resources that fuel perfect defenses.
** There are also two spells that can be cost for minimum Essence (mana, magic points) expenditure but automatically kill you and deal significant damage to everyone around you.
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== [[Video Games]] ==
* In ''[[Radiant Historia]]'', one of the nodes requires you to decide whether or not {{spoiler|Aht will do this to help win a fight so that you can get info to find Eruca and the rest of your party}}.
* The Paladin's "Martyr's Reckoning" in ''[[Ragnarok Online]]'' can take away 9% HP for a burst of damage.
* ''[[Ancient Domains of Mystery]]'' allows this as a standard game mechanic for spellcasting: if you don't have enough [[Mana|Magic Points]] to cast a spell, you can "exhaust yourself" casting it, expending [[Hit Points]] to pay the remaining cost. The cost may be fatal, which is to be expected in this game.
** Amusingly, however, a sufficiently skilled caster can pay for a healing spell from hit points and heal more damage than he just took. In addition, some older versions allowed casting spells from books and still have a greater healing rate than HP loss, without any other cost.
*** This also "abuses" the Mana stat, however, causing it to rise more slowly (or even drop) if done too often. It is one of many things in the game that grant an immediate benefit for a long-term cost.
* In ''[[Final Fantasy IV]]'', {{spoiler|Tellah casts Meteo(r)}} to destroy Golbez, at the cost of his life. Unfortunately, it doesn't work.
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*** Also the Squire ability "Wish" allows you to heal an adjacent ally by giving him some of your hit points (you actually give twice as much as you lose)
** In ''[[Final Fantasy Tactics A2]]'', units start with 0 MP and generate 10 MP each turn, meaning that double-casting or casting of high-cost spells can't be done immediately. As a result, Blood Price is available as an always-on S-Ability that lets the user pay for a skill in double its MP cost in HP. This ability can be abused quite easily by Red Mages, who can cast two spells in succession: one to attack, and one to heal themselves covering the cost of both. Interestingly, several enemy units that have Blood Price equipped can't possibly learn it through normal means.
*** Becomes rather meaningless with certain factors like casting Unicorn or Curaga with yourself in the range of the blood price. You wasted at most twice their MP cost and easily regain it back (unless you are absurdly low in terms of magic and even then, that is practically impossible).
*** Fighters also have Back Draft, a strong fire-based attack that slightly damages the user as well. However, they can equip fire-absorbing equipment, making it an attack that ''heals'' the user. Same applies for other similar moves but with different elements (the Lanista version is Dark).
** One of the abilities Steiner can learn in ''[[Final Fantasy IX]]'' is "Darkside", an attack that does darkness elemental damage, but drains his HP.
** ''[[Final Fantasy III]]'', ''[[Final Fantasy IV]]'', ''[[Final Fantasy VIII]]'' & ''[[Final Fantasy X -2]]'' all had the ability Darkness (or Souleater), a spell that reduces your HP but not MP. Cecil could use it {{spoiler|while he was still a Dark Knight}}, Diablos has it as one of the commands it can have and the Dark Knight dressphere. However, in X-2, it used no HP if you had the auto-ability Spellspring, which sets MP cost to 0.
** ''[[Final Fantasy XII]]'' has Soul Eater, a spell that takes of 20% of your [[Hit Points]] [[For Massive Damage]]. [http://www.youtube.com/watch?v=kJUeoJ2dbXg Behold!] Incoming potential [[Game Breaker]]!
** Various spells throughout the series (starting with ''[[Final Fantasy VI]]'s'' "Pep Up") sacrifice the caster to greatly replenish others in the party. Cue some WTF moments when the user is the only person in the party (Strago or Sabin in the Coliseum).
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*** Sadly (?) these abilities were later changed so that you could no longer damage yourself below a certain level.
** Bringing out the Doomguard demon pet requires the Warlock and four other player characters to participate in a [[Summoning Ritual]] that drains health from one of the five at random. It used to kill one of the characters outright, which was particularly bad if it happened to be the Warlock, since the Doomguard would then attack the rest of the party. In the next expansion, Cataclysm, the penalty has been removed entirely due to [[Awesome but Impractical|nobody using the spell]].
** Paladins used to have "Seal of the Martyr" or "Seal of Blood", depending on which faction they were on, which allowed them to deal extra damage when they attack in exchange for taking a percentage of the damage themselves. fIt was removed because the more damage you do, the more you take, it was becoming impossible to keep such a paladin alive, between the greater damage the paladin was doing and the damage the bosses were throwing at people. The designers removed the temptation. It was the only way to keep players from gibbing themselves in a single-minded attempt to increase their damage.
*** For one expansion longer Paladins had an ability called "Divine Intervention," which kills them outright, but puts an impenetrable forcefield around an ally. It was useful mostly during wipes when the entire party was going to die anyway, but it has since been removed.
** The Green dragons used in the Oculus dungeon have a similar ability which lets them transfer their life to their allies. It's paired with an offensive damage-over-time spell that ''drains'' the enemy it hits. They also have a fairly powerful offensive spell that reduces enemy damage output but costs a lot of their health.
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** Mages also drained their HP when they used magic. Fortunately, male mages automatically healed themselves to make up for magic being their only attack, and female mages could attack with swords to conserve their health.
** One of the Erk/Pent Support Conversations features Erk [storywise; the player need not do this] casting too many spells in a short period of time and passing out. Pent has to transfer some of his magic to Erk to save his life. The implication is that all magic-users "cast from hitpoints", all the time. Naturally, [[Gameplay and Story Segregation]] prevents this from affecting their actual HP.
** Micaiah's "Sacrifice" ability in ''Radiant Dawn'' worked the same way, using up 1 HP for every 1 HP restored (and would use up as much as possible until the target was fully healed or she was at 1 HP.). Most players consider its only uses to be level grinding (it grants XP to Micaiah, who can then be healed to give XP to the healer as well), particularly after she class changes and can use a proper staff, and the fact that it heals stats for free.
* Not specifically magic, but in many beat-em-ups the player will have a super attack that eats up their health when used.
* The Sak and Nasak techniques from ''[[Phantasy Star]] II'' and ''III'' work this way. They kill the user but fully restore any other living party member's HP. They require 1 TP to cast as well, though. The espers in ''[[Phantasy Star]] IV'' also have the ability to extend lives at the cost of their own lifespan. This is only plot-related, though, since the aforementioned techniques don't exist in-game.
* In the not-so-renowned video game adaptation of [[Eragon (video game)|Eragon]], all characters have no MP whatsoever and use their HP to cast.Luckily, the "Magic" skill level of each can lower the amount of HP needed for magic.This renders healing spells slightly more useful (With low Magic skill they heal '''less''' than they cost) and is fundamental to avoid making the game [[Unwinnable]] once the player has to face, solo, a pair of bosses that are immune to pretty much everything except magic.
* In ''[[Phantasy Star Online]]'', there are weapons that sacrifice TP (technique points) for a special attack, some that drain money, as well as those that draw from your HP for a special attack. There's also a weapon that makes it so using techniques drains you HP rather than TP.
* [[Questron]] 2, if you use the book to cast spells.
* ''[[Castle of the Winds]]'' forces the player to draw on their own constitution when they run out of magic, lowering their max HP in order to keep decreasing mana into the negatives until the player dies. Can turn into a bit of a nail-biter when you're forced to do so, as it has a nastily unpredictable habit of suddenly killing you. Also turns into a [[Good Bad Bugs]], though.
* ''[[Star Ocean: Till the End of Time]]'' has a variant of this. You have separate HP and MP meters, but you are incapacitated if your HP ''or MP'' runs out, and some enemies deal MP damage instead of HP damage. Also, many of your special abilities, especially those belonging to nonmagical characters, cost HP instead of MP. Of course, MP in this game means Mental Points and the origin of the special abilities' power would decide what kind of fatigue the user would endure with some characters having both types.
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* ''[[Knights of the Old Republic]] 2'' has an interesting variation on this. There is a series of three powers called Force Body. The first enables you to split the cost of any other Force power 50/50 between your health and [[Mana Meter]]. The second and third split the cost 40/40 and then 30/30, actually reducing the cost of the power in question. Given 1: Force points regenerate ''fast'' 2:you need to blow a turn to use it 3:After the first few levels nothing really dents your force point pool enough to warrant it.
* A few examples from the ''[[Diablo]]'' series:
** The spells Bone Spirit and Blood Star in the original ''Diablo'' drain both mana and hit points when cast. Their spell icons are red to signify this.
** There's a curse that forces this on characters from ''[[Diablo II]]''. Very nasty for [[Squishy Wizard|Squishy Wizards]], who often have less hit points than mana.
*** Specifically, the spell that does this causes one of two curses. If mana is greater than life, cast from HP curse shuts down the squishier players in short order. If life is greater than mana, however, it just causes a reduction to defense scores (the game's math is such that "defense" is rarely practical by the time this curse comes around, especially for the squishy ones). Since the effect is determined by the one creature it is cast on, rather than every creature in the effected area, teamwork tactics quickly reduce the threat this curse presents from "screwed" to "not good"
**** Those are two different curses. The first only works if you have more mana than life. Otherwise, you won't ever encounter it.
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* [[Iji]]: If you manage to {{spoiler|[[Pacifist Run|avoid killing anything]] in the entire game}}, a NPC will leave behind the Massacre to help you in the final boss fight. Each shot takes one Health to fire, but the damage dealt is only slightly less than what you'd deal with [[Playing Tennis With the Boss|reflected shots]].
* While not specifically magic per se, the [[Blood Knight|Warrior class]] from [[Maple Story]] gains skills that, in exchange for Attacking Multiple Enemy's in a Single Attack, required payment from both HP and MP -- counterbalanced by the fact that these guys happen to have the highest HP stat in the game, hands down.
** And in an inversion, the [[Squishy Wizard|Mage class]] gains a defensive buff that allows them to redirect up to 80% of the damage they receive to their MP.
** The Melee-based Brawler path of the Pirate class also learns a skill that converts HP into MP. The higher level the skill, the less HP you have to use to gain MP.
* In ''[[Aidyn Chronicles]]: The First Mage'' on the Nintendo 64, magic is cast using stamina, which along with endurance and character level determine total Hit Points.
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** A hold item called Life Orb boosts attacking moves by a 30% at the cost of 10% of your Max HP. The abilities Magic Guard and Sheer Force (for moves that affect it) cancels this out though.
** Some powerful moves such as Take Down, Wood Wammer, Flare Blitz, Brave Bird, Head Smash, Double-Edge, Volt Tackle, and Submission do recoil damage to the user. Some Pokemon, such as Aerodactyl and Geodude have the ability Rock Head, which prevents recoil damage. Others have the ability Reckless, which raises the damage ''and'' the recoil.
** Jump Kick and Hi Jump Kick are powerful, but when it misses, the user gets recoil = 1/8 (1/2 in Black/White) of the damage it ''would've'' dealt.
** Belly Drum costs half of your HP to maximize attack. It can be Baton Passed, thus making it a deadly strategy, especially if a Pokemon like Smeargle uses it.
** Self-Destruct and Explosion (especially) are extremely powerful, but it instantly causes the user to faint.
** Final Gambit causes the user to faint and then subtracts whatever amount of HP they just lost from the target.
** Healing Wish and Lunar Dance cause the user to faint, and completely heal the health and status effects of the next Pokemon to come in.
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* Legend Entertainment's Shannara (which is a videogame based on the books) has this for elfstones. "Mostly, the elfstones cannot be used twice without rest, or the user will be drained to the point of death." The elfstones themselves are also destroyed if used twice in succession. {{spoiler|Naturally, Davio has to die by using them twice in a battle near the end-game. (And earlier on, you can save Shella if you agree with Davio using the elfstones a second time, and Davio doesn't die, but does lose the elfstones, which instantly forfeits the game)}}
** In the books some magic works like this too, in 'The Elfstones of Shannara' Allanon's magic ages him substantially. Luckily he can recharge, which also handily explains why he's never arround except when adventuring needs to be done.
* ''[[Wild Arms 4]]'' and ''[[Wild ArmsARMs 5]]'' both have a move simply titled "Sacrifice" which uses a little MP, which brings self down to 1 HP, but deals damage proportional to it. Since all HP returns to max after battle, this can become a [[Game Breaker]] for random encounters.
** Sacrifice returned in ''[[Wild Arms XF]]'', attached to the main character's class. Her armor also came with the natural ability to put her to half HP instead of 1 HP.
* In ''[[Knights in The Nightmare]]'', ''any'' action your knights and the heroines take costs some of their health (which can only be regained through leveling up). Maria and Meria both have [[Limit Break]]-style [[Finishing Move|finishing moves]] that do [[For Massive Damage|ridiculous amounts of damage to everything on the field]], but the VIT cost is so high that even three uses will kill them, meaning a game over. (Except in Easy Mode, where you can get more like seven or eight uses out of it.)
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* In ''[[Kingdom Hearts II]]'', {{spoiler|Axel}} puts his whole being into an attack and <s> dies</s> [[He's Just Hiding|takes a nap.]]
** In ''[[Kingdom Hearts: Birth By Sleep|Birth by Sleep]]'', one of Terra's unique attacks is "Sacrifice", which consumes HP - although never enough for you to KO yourself using it.
** The ability [[Exactly What It Says on the Tin|Risky Play]] in ''[[Kingdom Hearts: 358/2 Days Over 2|358/2 Days]]'' causes you to take damage every time your attack misses. Quite mercifully, however, [[Cold Sniper|Xigbar]] is unaffected by this ability, as the accuracy of his attacks is... [[Imperial Stormtrooper Marksmanship Academy|a bit lacking]] in this game.
* Some [[Black Magic]] spells in the first ''[[Spellforce]]'' can literally be cast from [[Hit Point]] (and a little mana). Their effect is the same as another [[Black Magic]] spell, which does a huge amount of damage, but cost a lot of mana and have a long cooldown.
* In ''[[SaGa Frontier 2]]'', once your characters run out of [[Mana Points|WeaponPoints or SpellPoints]], they'll lose their Life Points (which are different from regular [[Hit Points]].) Using skills or techniques can permanently kill the character once Life Points run out.
* In the original ''[[Saga Frontier]]'', there's a couple spells that certain characters can get that cost Life Points to buy. Seeing as most characters only get seven or eight of these chances--and once you're out, that character is completely dead until you get to an inn that resurrects (and not all do)--you really have to weigh the pros and cons to get the spells.
* Early on in ''[[Blood Rayne]] 2'', Rayne comes across a pair of supposedly legendary anti-vampire handguns called the Carpathian Dragons. Since they process blood for ammo, you reload them by draining mooks (which you also have to do to heal yourself, so you now have to balance keeping your health and ammo topped up). The Dragons can still be fired if their reservoirs run empty, but they'll drain blood directly from Rayne - which means that each shot saps a little of your health.
* [[Tier-Induced Scrappy|Infamously]], Pichu from ''[[Super Smash Bros.]] Melee''.
* In ''[[Atelier Rorona]]'', all special abilities and spells are this.
* Playing the Vampire race/class in ''[[Desktop Dungeons]]'' causes spells to be cast from your health instead of mana.
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* ''[[Amagon]]'': The most powerful attack in the game is a laser that Megagon can shoot from his body, at the cost of two hit points.
* In ''[[Athena (video game)|Athena]]'', athena loses one hit point each time she swings the powerful Flame Sword. This can't kill her, because the sword powers down when she gets low on health.
* In ''[[E.Y.E.: Divine Cybermancy]]'', you can install the "Power Converter" implant, which bolts onto the heart. When activated, it converts blood into energy for your other implants or psychic abilities.
 
 
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== [[Western Animation]] ==
* In ''[[Gargoyles]]'', the Magus taps the magic of Avalon in the episode of the same name, which severely weakens him. While initially it only exhausts him, {{spoiler|he ends up casting so many spells this way that he dies as a result}}.
* In ''[[Batman: The Brave And The Bold|Batman the Brave And The Bold]],'' {{spoiler|[[Mix-and-Match Critters|B'wana Beast]]}} pulls a [[Heroic Sacrifice]] this way, straining his powers to death to tear apart a revived super-[[Eldritch Abomination|Starro]] (after the Hunter had already drained him to revive it in the first place).
* In ''[[Huntik: Secrets & Seekers|Huntik Secrets and Seekers]], '' There is a spell called "Soul Burn" which trades life force for enhanced powers, for a short time. Used in episode 26 by {{spoiler|Sophie Casterwill}}.