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Added example(s), Trope was cut/disambiguated due to cleanup
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* ''VideoGame/DarkSouls'': Using magic costs stamina, in addition to using limited casts/FP, from ''VideoGame/DarkSoulsII'' onward.
* In ''Dragontorc'' on the UsefulNotes/ZXSpectrum, the magic system is [[VancianMagic Vancian]]; but some spells, such as ''bane'', continue running until deliberately stopped. While they're running the player's stamina is gradually drained.
* In ''Dragontorc'' on the UsefulNotes/ZXSpectrum, the magic system is [[VancianMagic Vancian]]; but some spells, such as ''bane'', continue running until deliberately stopped. While they're running the player's stamina is gradually drained.
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* ''VideoGame/DarkSouls'': Using magic costs stamina, in addition to using limited casts/FP, from ''VideoGame/DarkSoulsII'' onward.
onward. This carries over into ''VideoGame/{{Bloodborne}}'' (with no FP or limit on the number of uses) and ''VideoGame/EldenRing'' (costing FP as well)
* In ''Dragontorc'' on theUsefulNotes/ZXSpectrum, Platform/ZXSpectrum, the magic system is [[VancianMagic Vancian]]; but some spells, such as ''bane'', continue running until deliberately stopped. While they're running the player's stamina is gradually drained.
* In ''Dragontorc'' on the
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* ''TabletopGame/AvatarLegendsTheRoleplayingGame'': Most techniques cost at least one fatigue. Advanced techniques have an additional fatigue cost when first learned, but lose the additional cost after sufficient practice.
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* ''Fanfic/ThePalaververse'': Magic in general costs physical energy to use, a.k.a stamina.
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* ''VideoGame/ZanZarahTheHiddenPortal'': Inverted. Fairies use mana to cast spells and stamina to fly. However, there are some passive spells that allow you to fly at the cost of mana if your stamina runs out.
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[[folder:Webcomics]]
* ''Webcomic/BloodIsMine'': Using any kind of magic is very tiring. When Jane and her team need to cast several useful but draining rituals in a row, they rotate who casts them.
[[/folder]]
* ''Webcomic/BloodIsMine'': Using any kind of magic is very tiring. When Jane and her team need to cast several useful but draining rituals in a row, they rotate who casts them.
[[/folder]]
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As a consequence of Stamina being a vital spellcasting stat rather than a DumpStat, Magic users in this paradigm tends to be [[KungFuWizard much buffer]] than your average SquishyWizard.
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As a consequence of Stamina being a vital spellcasting stat rather than a DumpStat, Magic users in this paradigm tends tend to be [[KungFuWizard much buffer]] than your average SquishyWizard.
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* In ''TabletopGame/ArsMagica'', it can fatigue a mage to try casting a spell that's beyond their skill to use safely, or to improvise all but the weakest magical effects. This can be shaken off within minutes or hours, but RitualMagic invariably takes bed rest to recover from, and can roll over into CastFromHitPoints if the mage isn't strong enough.
* ''TabletopGame/DungeonsAndDragons''. In early editions of Advanced D&D casting some spells costs points of Constitution. For example, casting the Identify spell lowered Constitution by eight points. The DM could require a character to make a Constitution check, and failing the check meant the character would become fatigued and have to rest.
* ''TabletopGame/{{GURPS}}''. Fatigue is measured by loss of Strength points. If Strength reaches zero, the character falls unconscious. When a mage casts magic spells, each spell cast drains a certain amount of either [[CastFromHitPoints Health]] or Strength (Fatigue). The more spells you cast, the weaker you get. One of the first spells an apprentice will usually learn is "Aid", which allows him (among other applications) to transfer his Strength to someone else. This allows his master to cast spells that would otherwise cost too much for him to cast, and is one of the major reasons wizards take apprentices.
* ''TabletopGame/DungeonsAndDragons''. In early editions of Advanced D&D casting some spells costs points of Constitution. For example, casting the Identify spell lowered Constitution by eight points. The DM could require a character to make a Constitution check, and failing the check meant the character would become fatigued and have to rest.
* ''TabletopGame/{{GURPS}}''. Fatigue is measured by loss of Strength points. If Strength reaches zero, the character falls unconscious. When a mage casts magic spells, each spell cast drains a certain amount of either [[CastFromHitPoints Health]] or Strength (Fatigue). The more spells you cast, the weaker you get. One of the first spells an apprentice will usually learn is "Aid", which allows him (among other applications) to transfer his Strength to someone else. This allows his master to cast spells that would otherwise cost too much for him to cast, and is one of the major reasons wizards take apprentices.
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* In ''TabletopGame/ArsMagica'', it can fatigue a mage to try casting a spell that's beyond their skill to use safely, safely or to improvise all but the weakest magical effects. This can be shaken off within minutes or hours, but RitualMagic invariably takes bed rest to recover from, from and can roll over into CastFromHitPoints if the mage isn't strong enough.
* ''TabletopGame/DungeonsAndDragons''. In early editions of AdvancedD&D D&D, casting some spells costs points of Constitution. For example, casting the Identify spell lowered Constitution by eight points. The DM could require a character to make a Constitution check, and failing the check meant the character would become fatigued and have to rest.
* ''TabletopGame/{{GURPS}}''. Fatigue is measured by loss of Strength points. If Strength reaches zero, the character falls unconscious. When a mage casts magic spells, each spell cast drains a certain amount of either [[CastFromHitPoints Health]] or Strength (Fatigue). The more spells you cast, the weaker you get. One of the first spells an apprentice will usually learn is "Aid", which allows him (among other applications) to transfer his Strength to someone else. This allows his master to cast spells that would otherwise cost too much for him tocast, cast and is one of the major reasons wizards take apprentices.
* ''TabletopGame/DungeonsAndDragons''. In early editions of Advanced
* ''TabletopGame/{{GURPS}}''. Fatigue is measured by loss of Strength points. If Strength reaches zero, the character falls unconscious. When a mage casts magic spells, each spell cast drains a certain amount of either [[CastFromHitPoints Health]] or Strength (Fatigue). The more spells you cast, the weaker you get. One of the first spells an apprentice will usually learn is "Aid", which allows him (among other applications) to transfer his Strength to someone else. This allows his master to cast spells that would otherwise cost too much for him to
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* ''TabletopGame/{{Pathfinder}}'' has the {{Mechanically Unusual|Class}} Kineticist class which, rather than the usual mental stat, channels using constitution as their casting stat. Unusually for this trope, the Kineticist's magic is actually portrayed as UnskilledButStrong compared to a typical Vancian mage: taking TheAllSolvingHammer approach to casting, kineticists are mostly restricted to usable-all-day variations on [[KamehameHadoken elemental blasts]], FullContactMagic, and a smattering of utility ElementalPowers. They can also, however, briefly supercharge their powers at the cost of taking Burn[[note]]a form of non-lethal damage which can only be healed with a long rest[[/note]], representing the toll of channeling energy beyond what they can safely handle. The end result is that an overzealous kineticist can easily dish out buckets of damage dice every turn while redrawing local maps...right up until they pass out from exhaustion and have to be dragged around by the rest of the party for the remainder of the adventuring day.
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* ''TabletopGame/{{Pathfinder}}'' has the {{Mechanically Unusual|Class}} Kineticist class which, rather than the usual mental stat, channels using constitution as their casting stat. Unusually for this trope, the Kineticist's magic is actually portrayed as UnskilledButStrong compared to a typical Vancian mage: taking TheAllSolvingHammer approach to casting, kineticists are mostly restricted to usable-all-day variations on [[KamehameHadoken elemental blasts]], FullContactMagic, and a smattering of utility ElementalPowers. They can also, however, briefly supercharge their powers at the cost of taking Burn[[note]]a form of non-lethal damage which that can only be healed with a long rest[[/note]], representing the toll of channeling energy beyond what they can safely handle. The end result is that an overzealous kineticist can easily dish out buckets of damage dice every turn while redrawing local maps...right up until they pass out from exhaustion and have to be dragged around by the rest of the party for the remainder of the adventuring day.
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* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' had separate meters for HitPoints and Fatigue. The latter would run down when running, fighting, heavily encumbered or casting spells, [[JustifiedTrope justifying]] the RobeAndWizardHat since robes were among the lightest non-technological apparel in the game.
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* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' had separate meters for HitPoints and Fatigue. The latter would run down when running, fighting, heavily encumbered encumbered, or casting spells, [[JustifiedTrope justifying]] the RobeAndWizardHat since robes were among the lightest non-technological apparel in the game.
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* ''VideoGame/MagicalBattleArena'' has a Sprint Meter that doubles as a ManaMeter for your normal ranged attack. When [[Franchise/LyricalNanoha Fate]] switches to her [[FragileSpeedster Sonic Form]], not only does her speed increase, but her Sprint Meter's rate of consumption while dashing drastically decreases as well.
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* ''VideoGame/MagicalBattleArena'' has a Sprint Meter that doubles as a ManaMeter for your normal ranged attack. When [[Franchise/LyricalNanoha Fate]] switches to her [[FragileSpeedster Sonic Form]], not only does her speed increase, increase but her Sprint Meter's rate of consumption while dashing drastically decreases as well.
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* ''VideoGame/SilentHill3'', in an unusual Survival Horror example of this trope, has two unlockable joke weapons that uses Heather's stamina meter as ammo.
* ''VideoGame/{{Vindictus}}'' has the stamina meter goes down when you sprint, pick up heavy stuff, use magic as Evie, block attacks as Fiona, or use smash attacks.
* ''VideoGame/{{Vindictus}}'' has the stamina meter goes down when you sprint, pick up heavy stuff, use magic as Evie, block attacks as Fiona, or use smash attacks.
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* ''VideoGame/SilentHill3'', in an unusual Survival Horror example of this trope, has two unlockable joke weapons that uses use Heather's stamina meter as ammo.
* ''VideoGame/{{Vindictus}}'' has the stamina metergoes going down when you sprint, pick up heavy stuff, use magic as Evie, block attacks as Fiona, or use smash attacks.
* ''VideoGame/{{Vindictus}}'' has the stamina meter
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* In the fictional MMORPG ''Insania Online'', ''every'' class can choose between Mana, Rage and Energy at character creation (Energy being a Stamina analogue, in that it's a small resource pool that refills quickly), leading to some odd possibilities like Rage-based healers or Mana-based warriors.
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* In the fictional MMORPG ''Insania Online'', ''every'' class can choose between Mana, Rage Rage, and Energy at character creation (Energy being a Stamina analogue, in that it's a small resource pool that refills quickly), leading to some odd possibilities like Rage-based healers or Mana-based warriors.
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Compare and contrast with CastFromHitPoints, which wounds the character, may be [[HeroicRROD lethal if done to excess]], and is usually associated with BloodMagic and TheDarkArts -- but which is generally more powerful than casting from stamina ''or'' mana, due to the [[CompetitiveBalance higher risk involved]]. Many works include both, though, CastFromHitPoints being the DangerousForbiddenTechnique version.
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Compare and contrast with CastFromHitPoints, which wounds the character, may be [[HeroicRROD lethal if done to excess]], and is usually associated with BloodMagic and TheDarkArts -- but which is generally more powerful than casting from stamina ''or'' mana, due to the [[CompetitiveBalance higher risk involved]]. Many works include both, though, CastFromHitPoints being the DangerousForbiddenTechnique version.
version. StaminaBurn would be the trope if an opponent can also damage this resource.
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[[foldercontrol]]
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* In ''Literature/TheKaneChronicles'', magic works like this.
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* In ''Fanfic/RiskItAll'', Ren's powers seem to be taken from his own energy reserves. Using FlashStep and Soul-Crushing Strike in rapid succession over the course of a 40-second firefight leaves him winded and gasping for air despite not taking any hits.
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Corrected Arabus with Erebus, as that is the correct spelling.
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* ''WesternAnimation/MyLittlePonyAndFriends'': The villain Arabus' powers cost him strength and stamina to use, and the only means he has of recharging is to steal more shadows. Thus, while he's very powerful, prolonged battles aren't his strong suit, something the heroes exploit by forcing him to fight the quick and agile flutter ponies until he's too tired to put up much of a fight anymore.
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* ''WesternAnimation/MyLittlePonyAndFriends'': The villain Arabus' Erebus' powers cost him strength and stamina to use, and the only means he has of recharging is to steal more shadows. Thus, while he's very powerful, prolonged battles aren't his strong suit, something the heroes exploit by forcing him to fight the quick and agile flutter ponies until he's too tired to put up much of a fight anymore.