with a Mana Meter
, it is possible that they may have an item (usually an accessory) that reduces the cost of the wearer's skills, usually by half, effectively doubling the caster's mana pool. This may or may not become a Game Breaker
, usually dependent on how powerful spells are in the game.
An inversion is something that increases
skill cost, but usually adds other effects, such as increased damage.
Compare Cooldown Manipulation
- In Digimon World, you may get an "MP Consumption Bonus" after finishing a battle, which reduces the amount of MP required to use attacks. At least, that's what it does in the PAL versions - getting this bonus in the NTSC versions usually results in nothing more than your game crashing on the spot.
- The Final Fantasy games love these. Every game after III has an accessory that halves MP cost, usually called the "Gold Hairpin".
- In Final Fantasy VI, there's an accessory that reduces it to one, and once you have Ultima, it becomes ridiculously game breaking. Final Fantasy X also does this.
- Final Fantasy X-2 has the Soul of Thamasa, which doubles the cost of spells and increases the damage they inflict, and the Ragnarok, which makes any skill or spell cost 0 MP. They are practically a Game Breaker when equipped on the same character.
- Final Fantasy VII Crisis Core has many items that do this like the Soul of Thamasa which reduces all MP costs to 0. The Genji helm also does this and while it is useful, it is not as useful sometimes as say the Ziedrich, an item that increases all stats by 100.
- In Final Fantasy XII, the Sage's Ring fullfills this role, with an added inversion of Holy damage.
- Final Fantasy VIII and Final Fantasy XIII, lacking traditional MP, has other ways to accomplish this. VIII has the "Expend2x 1" and "Expend3x 1" that allow you to cast two or three times at the expense of one spell stock. XIII has various weapon modifications that charge your ATB rate, effectively allowing you to cast faster.
- While Final Fantasy XI lacks a straight example of this trope, as everyone would be required to have one and therefore no one could afford one, some pieces of mage gear have a degree of the Conserve MP trait, which confers a small chance of halving the MP spent on a spell.
- Final Fantasy XIV has the Overcure ability for White Mages and Conjurers where upon casting Cure II, there's a small chance that the next cast of Cure III will have its MP cost cut in half.
- The Lord-Sorcerer's Gown in Last Scenario halves all mana costs. Also inverted with the Spellcard Mod, which doubles MP cost but multiplies damage by 1.5.
- The Tales Series has the Emerald Ring and Fairy Ring, which reduce TP costs by one-third and one-half respectively. Some games also have the Risky Ring, which reduces TP costs to one, but has the drawback of making you take doubled damage.
- Chrono Trigger has not only the Silver Stud, which cuts MP cost by half, but the Gold Stud, which cuts it to 25%. Advanced magic is incredibly powerful but balanced by its extremely high MP cost, making Golden Studs a complete Game Breaker thanks to the Black Omen, from which you can farm enough to supply your entire roster. Luminare won't outright kill most enemies, but two uses will, and three uses will make bosses cringe.
- Lots of items in Mario & Luigi: Bowser's Inside Story: The Budget Charm, the Thrift Charm, the Tight Belt, the Economy Ring and the Cheap Ring. Inverted with the Luxury Patch and Heroic Patch, which raise SP cost in return for added power for the attacks as does the Heroic Ring. Some even auto restore the amount once per turn.
- The Legend of Zelda: A Link to the Past has a very confused bat that alternately berates and thanks Link for awakening it from its slumber. It then zaps him and declares that it has cursed him by cutting his magic power in half. Actually, it has cut the cost of his magic in half while keeping his Mana Meter and the effects of items that use it exactly the same, effectively doubling his magical power.
- Super Mario RPG has an accessory that cuts Flower Point costs in half.
- Conserve Power from City of Heroes.
- Several powers will reduce endurance cost, or grant so much endurance recovery that you can spam costly powers without tiring out (Speed Boost, I choose you!) Electric attacks have a chance of restoring the endurance you used back, essentially giving you an attack at no cost.
- The level 20 power in the Fitness power pool (which is available to everyone) adds a bonus to endurance restoration. Properly slotting it, and combining it with an endurance reduction ability, means the only thing stopping you from spamming your strongest powers is the cooldown on the powers themselves. And since there's a corresponding power to reduce cooldown times...
- Jay's Journey has the Gold Hairpin. Like in Final Fantasy, (which it's probably a Shout-Out to) it halves MP cost.
- The second and third Disgaea games play this straight and invert it. The all-female Mage class can cast spells with less SP than any other character in the game, while the all-male Skulls require 50% more SP to use their spells, but they hit harder. Then again, considering how ridiculous the stats can get, it's pretty much impossible to run out of SP in the endgame, no matter how many level 100 spells and skills you spam.
- Sufficient skill with a spell GURPS lets you cut its cost by a point of energy every few levels. With enough skill a casting may cost nothing at all.
- Numerous examples exist in Magic: The Gathering, ranging from completely useless to potentially gamebreaking.
- Inverted in World of Warcraft, the curse of Lucifron makes every ability cost double its initial cost, and even works on the Death Knight class which uses "Runes", which wasn't invented when Lucifron was made.
- Discipline Priests have a straight example with Power Infusion, reducing mana costs of the target.The amount of talents available to classes with similiar effects are too numerous to mention.
- Shin Megami Tensei Devil Survivor has a skill called Magical Yang that halves MP costs for both the user's party and the enemy party they're currently fighting against, and inverts it with Magical Yin that makes the spells cost double the MP but giving them a 50% power boost. Despite the lack of any MP-restoring items, the latter is a far better option most of the time thanks to the Mana Drain spell's effectiveness in both crippling the enemies and giving their MP to you and because of a racial skill that restores a set amount of MP to all your characters after combat depending on how much damage you do to your enemies.
- The Persona series has Spell Master, which cuts that Persona's MP costs in half. Very dangerous if you fuse it onto something like Satan (Black Viper) or Helel (Morning Star). Flat out broken when you combine Victory Cry (restore all HP/MP post combat) and Alpha and Omega/Armageddon (instantly kill anything short of the bonus boss, 100% of the time but costs 100% of MP).
- Persona 4 also has a ring that gives Spell Master to whoever wears it. (Un)Fortunately, it doesn't stack with the actual Spell Master ability. It goes great on Naoto, though, whose spell selection includes very expensive One-Hit Kill spells and the even more expensive Megido spell line.
- In Heroes of Might and Magic 5, heroes can learn a skill "Arcane Training" to permanently cut the mana cost of all his spells by 20% and then another one, "Erratic Mana", to randomly cut the cost of each cast cast by up to 50% more.
- Mage units also reduce the costs of their masters spells by 25% and the Week of Might and Magic halves mana costs for everyone.
- The "Pressure" ability from the Pokémon series is an inversion of sorts - the ability doubles the PP consumption for any Pokemon engaged against the ability's user.
- Kingdom of Loathing has a few of these, including a recurring in-game holiday. Most of them will only stack to -3 MP per casting. A few do ignore that limit, including the aforementioned holiday, so you could theoretically get a reduction of 9 MP off every skill you cast, or 14 if you're a Pastamancer. This would be a Game Breaker if the most useful non-combat skills weren't also limited to a certain number of uses per day.
- Subverted in the Avatar of Jarlsberg challenge path, where such effects will not only reduce spell cost, but also spell power (i.e., the fewer MP the spell costs, the weaker it is). This was, shall we say, not very popular with the player base, so Jick's plans to introduce it as a game-wide mechanic were put on hold.
- A Psionic in Dungeons & Dragons 3rd edition could purchase a Torc of Power Preservation to get this effect. While the actual amount of PP (mana) preserved was only 1 point, it could easily extend your pool of mana immensely (as you can manifest numerous powers each day in the mid-to-high levels). There are feats and prestige classes that have similar effects (major examples include the Anarchic Initiate PrC and the Midnight Augmentation feat). And the Wilder base class has one of these built in (but it has... issues).
- Deus Ex has the Power Recirculator, which reduces augmentation energy use by 10%-60% for a piddling 10 units/minute.
- The equivalent in Dungeons & Dragons third edition, a few prestige classes reduce or nullify the cost of "metamagic", i.e. a way to make your spells stronger. The effect is that you can make all your spells stronger at no added cost; this is very much a Game Breaker... which is presumably why most such cost reducers had a 'to a minimum of +1' clause.
- In Terraria, wearing the entire set of Jungle Armor will reduce the mana cost of all magic items by 16%. This stacks with the Nature's Gift accessory, which reduces mana costs by 6%.
- In addition, the Space Gun uses mana instead of ammo, unless you're wearing the full set of Meteor Armor, in which case the gun uses neither ammo nor mana. The gun makes for quite an efficient long-range weapon, so even though there are higher-tier armors than the Meteor Armor, you might find it worthwhile to stick with it.
- In Rune Factory 3, the Fluffy Scarf accessory cuts Rune Point use to zero for most activities.
- Role Master and MERP invert this by having items that either allow you to cast X spells per day at zero cost, or multiply your available mana pool by a factor of 2, 3 or even more - naturally this can easily lead to Linear Warriors, Quadratic Wizards at higher levels.
- Early Dungeons and Dragons while using Vancian Magic had a few magic items allowing additional spells or levels of spells to be cast per day.
- League of Legends has the item 'Tear of the Goddess', which has the peculiar property of increasing your maximum mana pool by 4 every time you spend mana. The weird element is how the game understands Maximum Mana increases to include both sides of the Mana stat, meaning that you go from 150/200 to 154/204. The Tear of the Goddess' bonus mana from this effect caps at 750, but for some strange reason, it will continue "refunding" 4 mana every time you use mana, effectively cutting the cost of of your abilities.
- This can have particular comical effect with champions whose mana costs are low, or with periodic mana costs for toggled abilites such as Singed's Poison Trail ability. It drains 13 Mana per second, and then refunds you 4 mana every time it drains 13, meaning it actually costs 9 per second. Ezreal's Mystic Shot ability also has an interesting effect; the Manamune, an upgrade of the Tear of the Goddess, also grants the Mana bonus every time an auto attack hits. Ezreal's Mystic Shot counts AS an autoattack, so it refunds twice the mana due to casting and then hitting.
- The Elder Scrolls V: Skyrim has enchantments that reduce magicka cost for specific schools. With the right perks and some alchemy abuse, it is possible to make a set of equipment that reduces the magicka cost for, say, Destruction to zero. Thus allowing you to throw fireballs and other lethal spells as much as you like.
- The Sage class in the Dragon Quest games often has this as a feature.
- In Dragon Quest IX, the ultimate Sage skill reduces all spellcosts by 25%, no matter the current class. The Twocus Pocus ability lets you cast a spell twice for no extra cost (and it counts towards the combo system), the Mage's Limit Break lets him cast spells for 0 MP for a while, and applies it to the whole party if the Sage has a Limit Break active as well.
- Warframe allows you to reduce energy costs by up to 75% by through a combination of the mods Streamline,Fleeting Expertise(at the expense of power duration) and arcane helmets on certain frames.
- Path of Exile has both this and the inversion listed in the trope description. Active skills come in the form of Virtue Gems that are socketed into your equipment. Active skills can be linked to support gems that add extra effects (for example, extra melee damage against bleeding enemies or causing projectile skills to chain to other enemies) but increase the cost. The Reduced Mana support gem reduces mana costs by a percentage, while certain item properties can apply a flat reduction.
- Kingdoms of Amalur: Reckoning's implementation of this trope is the major reason why the Sorcery skill tree is so overpowered. With the right equipment (that is easy to acquire via the mage faction quests), Destinies and a specific Sorcery skill, it is possible to achieve more than 85% mana cost reduction. Since magic powers are balanced purely through casting cost, not their cooldowns (which are all pretty negligible), one can soon spam the most powerful magics more or less ad infinitum.