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* In ''TabletopGame/{{Warhammer 40000}}'', while [[GameplayAndStorySegregation it's far from the case in the fluff]], the use of psychic powers in-game fits:
** Psychic powers themselves fit the first rule and the first part of the third rule, as each power has a specific function and effect and a psyker can't use more powers than his/her psychic mastery level allows unless some specific circumstance changes that.
** Generating psychic powers fits the second rule, as a psyker's powers are determined by die roll prior to the game starting. The exception is those few models whose powers are rolled for each turn.
** The psychic phase covers the latter part of the third rule. Warp Charge pools are generated for each player by the offensive player rolling 1D6 and adding that to the sum of each player's psykers' mastery levels. The offensive player then has his pool's worth of die rolls to cast his psykers' powers, with the defensive player similarly using his pool to attempt to negate those rolls, or "deny the witch". Once either player exhausts his Warp Charge pool, he can't make any more such rolls until the next psychic phase when the process starts over.
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** 5th Edition has reached a bit of a middle ground for spell-preparing casters. Now, they prepare a certain number of spells equal to (spellcasting ability modifier + caster level), but they don't assign those spells to specific slots--indeed, the number of prepared spells and the number of available slots may not even match up. They can cast any of their prepared spells as often as they want, so long as they have an unspent slot of the spell's level or higher.[[note]]EXAMPLE: A wizard who has prepared Alter Self, Invisibility, and Levitate, and has 4 level 1 slots (and no higher-level slots) can cast each of them once and one of them a second time, or cast two spells twice, or one spell once and one spell thrice, or one spell four times. The wizard doesn't decide how many times each spell will be cast when s/he prepares them; s/he decides which spell goes in a slot when s/he casts.[[/note]]
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** [[PsychicPowers Psionics]] have been in since as early as ''AD&D'', and use {{Mana}}-style 'Power Points' (or similar) that can only be refreshed by resting. Psionic powers tend to be more flexible and long-lived (rather than falling by the wayside and going unused as the psion unlocks higher-tier powers) given the ability 'augment' them by [[TimTaylorTechnology pouring in more power points]].

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** [[PsychicPowers Psionics]] have been in since as early as ''AD&D'', and use {{Mana}}-style 'Power Points' (or similar) that can only be refreshed by resting. Psionic powers tend to be more flexible and long-lived (rather than falling by the wayside and going unused as the psion unlocks higher-tier powers) given the ability to 'augment' them by [[TimTaylorTechnology pouring in more power points]].points]] but in 3e were less efficient than spells because their unaugmented effects didn't scale with level.

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** [[PsychicPowers Psionics]] existing alongside the magic optional used [[strike:{{Mana}}]] Psionic Strength Points from the very beginning in ''AD&D''.

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** [[PsychicPowers Psionics]] existing alongside the magic optional used [[strike:{{Mana}}]] have been in since as early as ''AD&D'', and use {{Mana}}-style 'Power Points' (or similar) that can only be refreshed by resting. Psionic Strength Points from powers tend to be more flexible and long-lived (rather than falling by the very beginning wayside and going unused as the psion unlocks higher-tier powers) given the ability 'augment' them by [[TimTaylorTechnology pouring in ''AD&D''.more power points]].
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This is demonstrated with the various transportation spells used in the series: In one book, a character who wants to ascend to the top of the tower first has to use magic to knock loose a stone from the top, and use its energy and momentum as a lever in the spell. In ''Discworld/InterestingTimes'', they teleport Rincewind to the the Aurient, but have to exchange him with something from his landing spot. At the same time, in ''Discworld/EqualRites'', levitating a staff a handful of feet is extremely physically taxing because there isn't anything nearby to use as a counterweight, so the wizard in question has to do ''all'' the heavy lifting with his mind.\\\
This is subverted in a fashion in ''Discworld/{{Sourcery}}'', when a character who is a literal font of magical energy is present, wizards are capable of overriding the usual restrictions of conservation of their own bodies by using the excess energy floating around. This also allows them to perform highly tricky transmogrification of turning people into Newts without the usual floating bag of flesh containing all the parts that are too big to fit.\\\
Also, the whole idea of spells taking so much energy to prepare is by now sometimes being passed with "well, it was the least competent wizard in the world claiming that". (This was in ''{{GURPS}} Discworld'', probably.)

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This is demonstrated with the various transportation spells used in the series: In one book, a character who wants to ascend to the top of the tower first has to use magic to knock loose a stone from the top, and use its energy and momentum as a lever in the spell. In ''Discworld/InterestingTimes'', they teleport Rincewind to the the Aurient, but have to exchange him with something from his landing spot.spot and of approximately the same weight. At the same time, in ''Discworld/EqualRites'', levitating a staff a handful of feet is extremely physically taxing because there isn't anything nearby to use as a counterweight, so the wizard in question has to do ''all'' the heavy lifting with his mind.\\\
This is subverted in a fashion in ''Discworld/{{Sourcery}}'', when a character who is a literal font conduit of magical energy is present, wizards are capable of overriding the usual restrictions of conservation of their own bodies by using the excess energy floating around. This also allows them to perform highly tricky transmogrification of turning people into Newts newts without the usual floating bag of flesh containing all the parts that are too big to fit.\\\
Also, the whole idea of spells taking so much energy to prepare is by now sometimes being passed with "well, it was the least competent wizard in the world claiming that". (This was in ''{{GURPS}} Discworld'', probably.)
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This tends to create the problem that the mage must somehow ''know'' (or at least predict) which spells will be most useful in the near future. If you are expecting combat, then you (probably) aren't going to prepare a "talk with animals" spell that day, which may leave you up a creek if that's precisely what you need to do later. (And if you use up all your spells too quickly, you may ''really'' be up a creek later.) To work around this problem, some writers use a {{Mana}} or "spell points" system, where the mage can cast any spells they know at any time as long as they have a large enough reserve of energy at the time, which they can replenish later (either with time or with a ManaPotion).

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This tends to create the problem that the mage must somehow ''know'' (or at least predict) which spells will be most useful in the near future. If you are expecting combat, then you (probably) aren't going to prepare a "talk with animals" spell that day, which may leave you up a creek if that's precisely what you need to do later. (And if you use up all your spells too quickly, you may ''really'' be up a creek later.) To work around this problem, some writers use a {{Mana}} or "spell points" system, where the mage can cast any spells they know at any time as long as they have a large enough reserve of energy at the time, which they can replenish later (either with time by RegeneratingMana or with a ManaPotion).
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Arguably, this only applies to a Pokemon's battle capabilities, at least [[GameplayAndStorySegregation if the Pokedex is to be believed]]: For example, if a Pokemon that is known for being able to power entire cities was held to this trope, rolling blackouts must be painfully frequent. Or the people running the power plants simply use elixirs and/or Pokemon centers to restore PP. The better example is the HM instance.\\\

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Arguably, this This only applies to a Pokemon's battle capabilities, at least [[GameplayAndStorySegregation if the Pokedex is to be believed]]: For example, if a Pokemon that is known for being able to power entire cities was held to this trope, rolling blackouts must be painfully frequent. Or the people running the power plants simply use elixirs and/or Pokemon centers to restore PP. The better example is the HM instance.\\\
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* Present in the ''SaGa'' series along with BreakableWeapons, where it is implemented as pretty much a magical analog of said trope. Each spell/ability or spellbook takes up a slot in the character's inventory and has a fixed number of "charges"; spellbooks will "break" when used up, though innate abilities like mutant spells or monster skills will recharge by staying at an inn.

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* Present in the ''SaGa'' ''VideoGame/{{SaGa}}'' series along with BreakableWeapons, where it this trope is implemented as pretty much essentially a magical analog of said trope.that one. Each spell/ability or spellbook takes up a slot in the character's inventory and has a fixed number of "charges"; spellbooks will "break" when used up, though innate abilities like mutant spells or monster skills will recharge by staying at an inn.

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* Magic in ''VideoGame/DarkSouls'' consists of putting scrolls in attunement slots, each one giving a certain number of uses that spell before needing to rest at the bonfire. And if you find multiple scrolls of the same spell, you can double up on it.

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* Magic in ''VideoGame/DarkSouls'' consists of putting scrolls in attunement slots, each one giving a certain number of uses that spell before needing to rest at the bonfire. And if you find multiple scrolls of the same spell, you can double up on it. This is in direct contrast to its spiritual prequel DemonsSouls, where it uses a traditional MP system.
** Meanwhile, ''VideoGame/DarkSoulsII'' also uses a discrete number of usage, with two twists: the higher your attunement is, the higher your spell count goes, and now there are items that can replenish spell counts in terms of fraction of maximum spell counts.
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*** The Magus class released in an expansion has an interesting hybrid with their Arcane Pool class feature. At a fairly low level, they gain the ability to expend points from the pool to re-use a a prepared spell they already used that day. At a higher level, they can do this for less points, as well as being able to prepare a different spell for the same cost as simply re-using a spell in the weaker version of the skill.

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*** The Magus class released in an expansion has an interesting hybrid with their [[{{Mana}} Arcane Pool Pool]] class feature. At a fairly low level, they gain the ability to expend points from the pool to re-use a a prepared spell they already used that day. At a higher level, they can do this for less points, as well as being able to prepare a different spell for the same cost as simply re-using a spell in the weaker version of the skill.

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* In ''Literature/TheObsidianTrilogy'', by MercedesLackey and James Mallory, the term "cantrip" refers to a spell of the High Magick that has been prepared in Vancian fashion. High Magick spells are mostly long, complex, and cast all at once, but if a Mage has need to leave his workroom and time to prepare, most of the casting for certain spells can be done in advance.

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* In ''Literature/TheObsidianTrilogy'', by MercedesLackey and James Mallory, the term "cantrip" refers to a spell of the High Magick that has been prepared in Vancian fashion. High Magick spells are mostly long, complex, and cast all at once, but if a Mage has need to leave his workroom and time to prepare, most of the casting for certain spells can be done in advance.



* ManaKhemiaAlchemistsOfAlRevis uses a variant of this. Common Skills (spells for damage, healing, StandardStatusEffects, etc.) use the same ManaMeter as the inherent skills unique to each character, but can only be accessed by [[ItemCrafting synthesizing a piece of equipment with that skill attached]]. The skill can then be used by any character equipped with that item, for as long as they have it equipped.

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* ManaKhemiaAlchemistsOfAlRevis ''VideoGame/ManaKhemiaAlchemistsOfAlRevis'' uses a variant of this. Common Skills (spells for damage, healing, StandardStatusEffects, etc.) use the same ManaMeter as the inherent skills unique to each character, but can only be accessed by [[ItemCrafting synthesizing a piece of equipment with that skill attached]]. The skill can then be used by any character equipped with that item, for as long as they have it equipped.equipped.
* ''VideoGame/SolomonsKey'' has a very simple version: fireball spells are used up when cast, and are stored on a scroll of limited length.
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* In ''Webcomic/EightBitTheater'', Black Mage started being able to use the Level 9 [[KamehameHadoken Hadoken]] once per day, [[CripplingOverspecialization and nothing else.]]

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* In ''Webcomic/EightBitTheater'', Black Mage started being able to use the Level 9 [[KamehameHadoken Hadoken]] once per day, [[CripplingOverspecialization and nothing else.]]]] Or at least, [[TheAllSolvingHammer nothing else he's in the mood to use]], as "not-level 9 spells aren't [his] idiom".
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* In a rare example that is unrelated to ''D&D'', magic in ''Webcomic/{{Kubera}}'' works like this. Mages can cast any given spell a limited number of times per day, though the numbers for each spell improve with practice, and the baseline numbers vary based on your elemental affinity. A triple fire-attribute mage will be able to unload a large number of fire spells from the start, but she'll only be able to use spells affiliated with every other element once per day until she practices with them. On top of that, however, is Vigor, which is basically mana, and is also needed to cast spells and use magic items. Most spells use a relatively low amount of Vigor, but are hard to cast. "Buff" type spells are typically the opposite, being pretty easy to cast, but draining Vigor very quickly.
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The name comes from the late Creator/JackVance, writer of exotic ScienceFiction and {{Fantasy}}. Vancian magic first appears in his ''Literature/DyingEarth''. GaryGygax and his collaborator Dave Arneson subsequently "borrowed" the basic ideas for the magic system of TropeCodifier ''TabletopGame/DungeonsAndDragons''.

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The name comes from the late Creator/JackVance, writer of exotic ScienceFiction and {{Fantasy}}. Vancian magic first appears in his ''Literature/DyingEarth''. GaryGygax Creator/GaryGygax and his collaborator Dave Arneson subsequently "borrowed" the basic ideas for the magic system of TropeCodifier ''TabletopGame/DungeonsAndDragons''.



And, well, GaryGygax [[http://www.google.com/search?q=%2B%22Gary+Gygax%22+%2B%22jack+vance+%26+the+d%26d+game%22 was big fan of Vance]], so not only ''D&D'' obviously was influenced, but its lore contains {{shout out}}s to Vance: the evil necromancer turned [[AGodAmI God]] named [[SignificantAnagram Vecna]], said to have been the most powerful mortal wizard ever; also, Robe of Eyes from ''The Dying Earth''.\\\

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And, well, GaryGygax Creator/GaryGygax [[http://www.google.com/search?q=%2B%22Gary+Gygax%22+%2B%22jack+vance+%26+the+d%26d+game%22 was big fan of Vance]], so not only ''D&D'' obviously was influenced, but its lore contains {{shout out}}s to Vance: the evil necromancer turned [[AGodAmI God]] named [[SignificantAnagram Vecna]], said to have been the most powerful mortal wizard ever; also, Robe of Eyes from ''The Dying Earth''.\\\
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* ''TabletopGame/{{GURPS}}: Thaumatology'' spends a few pages discussing how to make Vancian magic work with its system. The default magic is based more on LarryNiven than Vance, however, and ''Thaumatology'' consists mostly of a toolbox for inventing any magic system you want.

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* ''TabletopGame/{{GURPS}}: Thaumatology'' spends a few pages discussing how to make Vancian magic work with its system. The default magic is based more on LarryNiven Creator/LarryNiven than Vance, however, and ''Thaumatology'' consists mostly of a toolbox for inventing any magic system you want.
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didn\'t notice the card games folder.


* Each card in MagicTheGathering represents knowledge of a particular spell. While there are multiple ways to reuse, duplicate, or recover cards from the graveyard, players are allowed only four copies per deck.
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* Each card in MagicTheGathering represents knowledge of a particular spell. While there are multiple ways to reuse, duplicate, or recover cards from the graveyard, players are allowed only four copies per deck.
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This is demonstrated with the various transportation spells used in the series: In one book, a character who wants to ascend to the top of the tower first has to use magic to knock loose a stone from the top, and use its energy and momentum as a lever in the spell. In ''Discworld/InterestingTimes'', they teleport Rincewind to the the Aurient, but have to exchange him with something from his landing spot. At the same time, in ''Discworld/EqualRites'', levitating a staff a handful of feet is extremely physically taxing because there isn't anything nearby to use as a counterweight, so the wizard in question has to do ''all'' the heavy lifting with his mind.\\\
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* In ''Manga/{{Bleach}}'', this is exactly how shinigami magic works. Doubles with CallingYourAttacks.

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* Alchemy in ''VideoGame/{{Mabinogi}}'' uses [[ItemCrafting specially prepared]] crystals, which when "fired" from an [[BoomStick alchemy cylinder]] allow you to create golems, [[LifeDrain drain life]], etc. It also has base elemental crystals, used both in crafting advanced crystals and in basic attacks such as [[KillItwithWater Water Cannon]] or [[KillItWithFire Flameburst]].

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* Alchemy in ''VideoGame/{{Mabinogi}}'' uses [[ItemCrafting specially prepared]] crystals, which when "fired" from an [[BoomStick alchemy cylinder]] allow you to create golems, [[LifeDrain drain life]], etc. It also has base elemental crystals, used both in crafting advanced crystals and in basic attacks such as [[KillItwithWater Water Cannon]] or [[KillItWithFire Flameburst]].
**Somewhat noteworthy are advanced magic crystals which allow an alchemist to use some of the most devastating magic from crystals prepared in advance.
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* Rin Tohsaka from ''VisualNovel/FateStayNight'' uses gems which store prana in them. They act as prana bombs and are an equivalent of an A-rank spell.

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* Rin Tohsaka from ''VisualNovel/FateStayNight'' uses gems which store prana in them. They act as prana bombs and are an equivalent of an A-rank spell. This allows her to cast powerful bursts of magic in one go... but it took her ''10 years'' to store up enough prana for only 12 of these gems, which puts just how powerful an A-rank spell is in perspective.
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* Used with slight variations in ''LegendOfTheFiveRings''. Spells must be learned in advance (generally from scrolls) and are divided according to their rank and element. However, spell slots are tied directly with the caster's "rings", which measure affinity for a given element, rather than to specific spells. So a particular caster might be able to use, say, three fire spells in a particular day, choosing from any fire spells they've previously learned. The exception is ''maho'' or "blood magic", which has no per-day limit; its drawback is that blood must be spilled for each spell cast.
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The name comes from Creator/JackVance, writer of exotic ScienceFiction and {{Fantasy}}. Vancian magic first appears in his ''Literature/DyingEarth''. GaryGygax and his collaborator Dave Arneson subsequently "borrowed" the basic ideas for the magic system of TropeCodifier ''TabletopGame/DungeonsAndDragons''.

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The name comes from the late Creator/JackVance, writer of exotic ScienceFiction and {{Fantasy}}. Vancian magic first appears in his ''Literature/DyingEarth''. GaryGygax and his collaborator Dave Arneson subsequently "borrowed" the basic ideas for the magic system of TropeCodifier ''TabletopGame/DungeonsAndDragons''.
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* ''LegendOfDragoon'' features spells as buyable, boostable combat items. This would be useful, were they not [[InventoryManagementPuzzle forced to share the same limited inventory space as your healing items]]. It does have a few reusable spell items though.
* The panel system in ''[[KingdomHearts Kingdom Hearts: 358/2 Days]]'' works this way. On a grid, you select which items, weapons, abilities, and magic spells you have before you take on a mission. During the mission, you are limited only to the amount of casts that you've set up for your spells.
* Earlier versions of ''NetHack'' had a similar system, where reading a spellbook would give you a finite number of uses of the spell. An [[GameMod unofficial patch]], later integrated into the main game in version 3.3.0, changed spells to be forgotten after a sufficient amount of time had passed.
* ''KingsBounty'' (the original one). The hero has a finite number of spell slots (determined by class, level, and gained artifacts). Spells can be bought in towns or found as treasure, and to be able to buy spells hero must have free spell slots (when found, spells may go over the limit number, though). Each spell is one-shot.
* In ''WanderingHamster'', Bob the Hamster, who is a CuteBruiser MagicKnight, uses this type of magic in the form of his Magic Smite spells.

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* ''LegendOfDragoon'' ''VideoGame/TheLegendOfDragoon'' features spells as buyable, boostable combat items. This would be useful, were they not [[InventoryManagementPuzzle forced to share the same limited inventory space as your healing items]]. It does have a few reusable spell items though.
* The panel system in ''[[KingdomHearts ''[[VideoGame/KingdomHearts358DaysOver2 Kingdom Hearts: 358/2 Days]]'' works this way. On a grid, you select which items, weapons, abilities, and magic spells you have before you take on a mission. During the mission, you are limited only to the amount of casts that you've set up for your spells.
* Earlier versions of ''NetHack'' ''VideoGame/NetHack'' had a similar system, where reading a spellbook would give you a finite number of uses of the spell. An [[GameMod unofficial patch]], later integrated into the main game in version 3.3.0, changed spells to be forgotten after a sufficient amount of time had passed.
* ''KingsBounty'' ''VideoGame/KingsBounty'' (the original one). The hero has a finite number of spell slots (determined by class, level, and gained artifacts). Spells can be bought in towns or found as treasure, and to be able to buy spells hero must have free spell slots (when found, spells may go over the limit number, though). Each spell is one-shot.
* In ''WanderingHamster'', ''VideoGame/WanderingHamster'', Bob the Hamster, who is a CuteBruiser MagicKnight, uses this type of magic in the form of his Magic Smite spells.



* Magic in ''DarkSouls'' consists of putting scrolls in attunement slots, each one giving a certain number of uses that spell before needing to rest at the bonfire. And if you find multiple scrolls of the same spell, you can double up on it.

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* Magic in ''DarkSouls'' ''VideoGame/DarkSouls'' consists of putting scrolls in attunement slots, each one giving a certain number of uses that spell before needing to rest at the bonfire. And if you find multiple scrolls of the same spell, you can double up on it.
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* In ''Webcomic/EightBitTheater'', Black Mage started being able to use the Level 9 [[KamehameHadoken Hadoken]] once per day, [[CriplingOverspecialization and nothing else.]]

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* In ''Webcomic/EightBitTheater'', Black Mage started being able to use the Level 9 [[KamehameHadoken Hadoken]] once per day, [[CriplingOverspecialization [[CripplingOverspecialization and nothing else.]]
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** [[{{Mana}} Spell-point]] systems of all official products were used only in [[ForgottenRealms Netheril]] setting [[hottip:*:where arcanists were ''supposed to be'' quite powerful]] and Players Options [[hottip:*:PO were [[ExecutiveMeddling sadly half-baked]] in average, so even best of innovations didn't take root]]; plus, of course, [[GameMod homemade variants]] -- in ''The Net Wizard's Handbook'' alone 3 of 6 systems were spellpoint-based.

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** [[{{Mana}} Spell-point]] systems of all official products were used only in [[ForgottenRealms Netheril]] setting [[hottip:*:where [[note]]where arcanists were ''supposed to be'' quite powerful]] powerful[[/note]] and Players Options [[hottip:*:PO Options[[note]]PO were [[ExecutiveMeddling sadly half-baked]] in on average, so even best of innovations didn't take root]]; root[[/note]]; plus, of course, [[GameMod homemade variants]] -- in ''The Net Wizard's Handbook'' alone 3 of 6 systems were spellpoint-based.



* In ''Webcomic/EightBitTheater'', Black Mage started being able to only use the Level 9 [[KamehameHadoken Hadoken]] once per day.

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* In ''Webcomic/EightBitTheater'', Black Mage started being able to only use the Level 9 [[KamehameHadoken Hadoken]] once per day.day, [[CriplingOverspecialization and nothing else.]]
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* The game ''Balances'' by Graham Nelson was written as a demonstration of how to write Vancian magic in the [[http://www.inform-fiction.org Inform programming language]], and is explicitly based on the ''Enchanter'' series. As befits its status as a demo program and source of code snippets, it takes Vancian magic UpToEleven -- spells can be reversed, [[TheDevTeamThinksOfEverything work on almost every object and NPC in the game (and fail gracefully when they don't),]], and one spell even provides an example of a spell that can only be memorized once.

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* The game ''Balances'' by Graham Nelson was written as a demonstration of how to write Vancian magic in the [[http://www.inform-fiction.org Inform programming language]], and is explicitly based on the ''Enchanter'' series. As befits its status as a demo program and source of code snippets, it takes Vancian magic UpToEleven -- spells can be reversed, [[TheDevTeamThinksOfEverything work on almost every object and NPC in the game (and fail gracefully when they don't),]], don't)]], and one spell even provides an example of a spell that can only be memorized once.



* ''LegendOfDragoon'' features spells as buyable, boostable combat items. This would be useful, were they not [[InventoryManagementPuzzle forced to share the same limited inventory space as your healing items]]. It does have a few reuseable spell items though.

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* ''LegendOfDragoon'' features spells as buyable, boostable combat items. This would be useful, were they not [[InventoryManagementPuzzle forced to share the same limited inventory space as your healing items]]. It does have a few reuseable reusable spell items though.
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The example included an explanation that it wasn\'t an example of this trope


* Witches in Kim Harrison's ''TheHollows'' series usually make spells in advance. Spells are made in small batches, and only last for a couple of days before they won't work. And one can only carry as many as one has space for on one's person or in one's handbag, or car, or... More accurately, they prepare spells as potions, making this more [[FunctionalMagic Device Magic]].
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* In ''Manga/MahouSenseiNegima'', WeaselMascot chamo often shows up to bring up concepts such as magical limits and exertion, [[HeroicResolve which Negi tends to push]]. Also, some wizards in the series like to subvert the "Magic-bomb" variety of spells by ''overpreparing them'': wizards who chant a spell -- depending on its power and complexity -- are said to be able to hold said spell for at least 20 seconds, effectively eliminating the weakness of enemies knowing what they're about to be attacked with (RPG-style interruption becomes a full-on plot-point when fighting speedy warriors because of this). For a good example of this in action, see the fight with [[spoiler:Takamichi and Rakan]], but mainly the former.

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* In ''Manga/MahouSenseiNegima'', WeaselMascot chamo often shows up to bring up concepts such as magical limits and exertion, [[HeroicResolve which Negi tends to push]]. Also, some wizards in the series like to subvert the "Magic-bomb" variety of spells by ''overpreparing them'': wizards who chant a spell -- depending on its power and complexity -- are said to be able to hold said spell for at least 20 seconds, effectively eliminating the weakness of enemies knowing what they're about to be attacked with (RPG-style interruption becomes a full-on plot-point when fighting speedy warriors because of this). For a good example of this in action, see the fight fights with [[spoiler:Takamichi Takamichi and Rakan]], Rakan, but mainly the former.
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