Cast from Hit Points: Difference between revisions

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* [[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.
* In [[Fushigi Yuugi]], Mitsukake can only use his [[Healing Hands]] once a day because of this. {{spoiler|When he overdoes it towards the end, he dies}}.
* ''[[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.
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* ''[[Fire Born]]'' had this as a potential side effect. It takes one(or a group) so much power to cast a spell to be built up. Depending on the situation, one can roll a lot of dice and hope to quickly cast it, or do so slowly and carefully. However, if you go over the needed number of successful rolls and charge up too much power, the excess physically damages you. Of course, one can eliminate this by learning ways to channel that overload into the spell, usually for enhanced range/duration/effect.
* The Sorcery power in the 1980's DC Heroes game had a function similar. Every time the power is used, the AP's (power rank) used is compared against his or her Spirit score (a combination of damage resistance and hit points versus mystical damage). Effectively, if he or she is using AP's lower than his or her Spirit, there's no problem. Otherwise, there's a chance of Spirit damage (affects the "hit points" versus mystic things, but not durability, that's always your maximum Spirit). If there's a significant difference between the two with the Sorcery being higher, the caster will likely be rendered unconscious by using a full powered spell.
* ''Many'' spells in [[Call of Cthulhu (tabletop game)]], and pretty much every spell costs [[Sanity Slippage|sanity]].
* [[Crapsack World|Predictably]], this shows up in ''[[Mortasheen]]'', especially with healing spells.
 
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* In ''[[El Goonish Shive]]'', Nanase claims she can [http://www.egscomics.com/?date=2006-03-13 Cast From Calories].
** She gets a more traditional one later.
* How [[Black Magic]] in [[Two KindsTwokinds]] work.
** Not exactly, keeping Black 'Mana' in your body will cause this to happen, but it seems that expending all your black magic won't hurt you, so much as it'll hurt the life force of everything else around you. (Casting from Earth's Hit Points?) It also casts from SAN points. So you can end up "[[Call of Cthulhu (tabletop game)|Dead. And crazy.]]"