1 | Nothing is free. With these MagicAndPowers tropes, the powers involved come with strings attached. For the concept as a whole, see PowerAtAPrice. |
2 | |
3 | ---- |
4 | [[index]] |
5 | * AddictionPowered: If the power alone doesn't cost you, using it in conjunction with all the downsides addiction usually brings will. |
6 | * AddictiveMagic: Withdrawal is likely the least of your problems with this one. Overdosing and collateral fallout is what you need to worry about. |
7 | * {{Aesoptinum}}: The number of caveats and exemption clauses messing with laser-guided Aesops involves cannot be understated. |
8 | * AgeWithoutYouth: You can't die, but you continue to age until there is little left. |
9 | * AmbitionIsEvil: Trying to climb the social ladder tends to knock everyone else down a rung; therefore, it is evil and shouldn't be done. |
10 | * ArmorAndMagicDontMix: Mages can't wear armor. |
11 | * ArmoredButFrail: High defense, but low health. |
12 | * ArtifactOfAttraction: You'll be compelled to kill for it and be killed over it. |
13 | * ArtifactDomination: Use it at the risk of your own free will. |
14 | * ArtifactOfDeath: Use it at risk of death. |
15 | * ArtifactOfDoom: Use it at risk of becoming evil. |
16 | * AssimilationBackfire: Be careful what you absorb or take over, or you could get hurt. |
17 | * AwesomeButImpractical: Power with requirements or drawbacks so high you're better off with [[BoringButPractical less powerful but reliable]] methods. |
18 | * BeneficialDisease: When a disease grants you superpowers or immunity. |
19 | * TheBerserker: You fight like a man possessed, feeling neither pain nor fear, but [[LeeroyJenkins any sense of tactics goes out of the window with them]], and woe betide any that stand in your way, be they FriendOrFoe. |
20 | * BlackMagic: Very powerful magic, at a moral and material price. |
21 | * BlessedWithSuck: You'll think it's worth it, but it isn't. |
22 | * BlindSeer: You may be a seer, but you have no physical sight. [[DisabilitySuperpower On the other hand, your other senses will be forged in the fire.]] |
23 | * BloodMagic: To get oomph, somebody or some creature is going to have an ouchy day. |
24 | * BloodIron: Same as above, but you get a weapon. |
25 | * BribingYourWayToVictory: How much in RealLife dollars are you willing to pay for a Top Tier deck in a CCG, or for enhanced equipment in an MMO? |
26 | * BrokenAce: Your great skill, powers, and social standing come at the expense of a crap social life and personal issues. |
27 | * CantStayNormal: You just want to be normal? Too bad. |
28 | * CastFromCalories: You'll have to eat a lot of big meals to keep using spells. |
29 | * CastFromExperiencePoints: Magic fueled by permanently weakening yourself (i.e., sacrificing XP or stat points). |
30 | * CastFromHitPoints: Magic fueled by sacrificing your current health (i.e., causing your body damage). |
31 | * CastFromLifespan: Magic which shortens the user's lifespan. |
32 | * CastFromMoney: These powerful powers require in-game money to work. |
33 | * CastFromSanity: Magic fueled by weakening the user's mental health, whether temporarily or permanently. |
34 | * CastFromStamina: You need to be physically fit to use many spells at a time. |
35 | * ClingyMacguffin: Throw it away, and it will come back. |
36 | * ClippedWingAngel: Eventually, the "new form" turns out to be a bust. |
37 | * CloneDegeneration: You can clone a person, but the clone won't be as good as the original. |
38 | * CloseRangeCombatant: You can handle things up close, but you're useless at a distance. |
39 | * ComebackMechanic: Being ahead of the other players means you make the other players stronger. |
40 | * ConditionalPowers: When the power comes with something you must (or must not) do. |
41 | * TheCorruption: Uncanny powers are just a symptom of a malignant infection. |
42 | * CranialPlateAbility: When a character acquires new abilities thanks to a steel piece implanted (accidentally or via surgery) in their head. |
43 | * CripplingOverspecialization: Really, really good at one thing; [[AwesomeButImpractical really, really bad]] at everything else. |
44 | * CursedItem: That sword may be powerful but you might want to be careful about the side effects. |
45 | * CursedWithAwesome: A power that is paid forward. You'll think it isn't worth it, but it is. |
46 | * CurseThatCures: A sick or injured character is cured as a side effect of a {{Curse}}. |
47 | * CyberneticsEatYourSoul: Upgrading your hardware [[WhatMeasureIsANonHuman downgrades your humanity]]. |
48 | * DangerousForbiddenTechnique: A powerful ability with a terrible cost. |
49 | * TheDarkArts: Skills deemed forbidden for any of a number of reasons. [[EvilIsNotAToy Usually good ones]]. |
50 | * TheDarkSide: [[EvilIsEasy Easy power]] at the expense of [[JumpingOffTheSlipperySlope morality]]. |
51 | * DeadlyUpgrade: Eventually your new form will kill you. |
52 | * DealWithTheDevil: Never obtain magic from malevolent/mysterious entities or TheTrickster. |
53 | * DeusExitMachina: You are written out of any story [[StoryBreakerPower that you could anticlimactically solve]]. |
54 | * DifficultButAwesome: The payoff is spectacular, but actually ''accomplishing'' it takes some wrangling. |
55 | * DirtyMindReading: You can read minds, but you're {{Squick}}ed out by what you see. |
56 | * DisabilityImmunity: Rather than granting you powers to compensate, you are protected from something that would harm more able individuals. |
57 | * DisabilitySuperpower: Power at the price of one or more faculties. |
58 | * DivertingPower: Boosting one system by depowering another. |
59 | * DoesNotKnowHisOwnStrength: When you can't judge how much power you're using. |
60 | * DoubleEdgedBuff: A status effect that provides both a positive and negative effect to the target. |
61 | * DrunkOnTheDarkSide: Superpowers are addictive. |
62 | * DrunkWithPower: Similar to the above, just with power derived from authority. |
63 | * ElementalRockPaperScissors: Every ability is strong against one type and weak against another, usually in a cycle or in {{foil}} pairs. |
64 | * EmpathicHealer: Your HealingHands take the pain from another and inflict it on yourself. |
65 | * EmptyLevels: When the power actually makes your character weaker or increases the difficulty disproportionately. |
66 | * EquivalentExchange: If you want great power, prepare to make a great sacrifice. Nothing is free, you know. |
67 | * EverythingButTheGirl: You can do ''anything'' except win over your OneTrueLove. |
68 | * EvilIsNotAToy: Powerful, yes. On your side? ''No''. |
69 | * ExplosiveOverclocking: Pushing the Phlebotinum beyond its safety limits can be hazardous. |
70 | * EyeOfNewt: Magic requires magical components. |
71 | * FantasticFragility: Building in weaknesses to boost power. |
72 | * FragileFlyer: Sacrificing sturdiness for flight. |
73 | * FragileSpeedster: Sacrificing defense for mobility. |
74 | * FuelMeterOfPower: Superpowers are a finite resource. Don't use them all up. |
75 | * GatheringSteam: You pack a punch... once you get going that is. |
76 | * GlassCannon: You can dish it out, but can't take it. |
77 | * AGodAmI: Power will make you think that you're invincible. Regardless of whether or not it's true, you're gonna have a lot of enemies. |
78 | * GodJob: The power of a god comes with correspondingly large duties. |
79 | * GodsNeedPrayerBadly: The powers of a god require worship to maintain. |
80 | * HealingMagicIsTheHardest: Using magic to heal serious injuries is considerably more difficult or costly than other forms of magic. |
81 | * HeartIsAnAwesomePower: Weak in itself; amazing in its applications, but only if you have the imagination. |
82 | * HeroicFatigue: The strain of using your power to help others wears you down physically and emotionally. |
83 | * HulkingOut: Anger allows you to attain immense strength, but now [[TheBerserker anger also controls you]]. |
84 | * ImHavingSoulPains: Too painful to use this power for long. |
85 | * ImmunityDisability: Because sometimes being immune to something may be a detriment instead. |
86 | * InsertPaymentToUse: It'll let you use it, but you have to pay with [[LifeEnergy lifeforce]], money, or some other form of currency. |
87 | * InvisibleStreaker: You have invisibility, but the power does not affect your clothes, requiring you to strip naked to avoid being seen. |
88 | * InvisibilityWithDrawbacks: Turning invisible comes with problems, such as becoming blind, or limitations, such as becoming visible upon attacking. |
89 | * InvoluntaryShapeshifter: You can assume different forms, but you cannot always control '''when''' you assume them. |
90 | * IntangiblePrice: Does a treasured childhood memory sound like a fair price? |
91 | * KeystoneArmy: Your power depends entirely on this particular trinket. Guard it round the clock or say goodbye. |
92 | * LevelScaling: Power that comes at a price of increased difficulty. |
93 | * LimitedUseMagicalDevice: You can use the spell, until the item's power runs out. |
94 | * LinearWarriorsQuadraticWizards: Wizards take longer to gain power, but gain more power in the end. |
95 | * LivingBattery: The living power supply pays the cost. |
96 | * LogicalWeakness: A weakness because of a power that actually makes logical sense. |
97 | * LonelyAtTheTop: The more powerful you are, the more isolated and lonelier you'll be. |
98 | * LongRangeFighter: Great at dealing with things from a distance, useless up close. |
99 | * LovecraftianSuperpower: Your power does bad things to reality. |
100 | * LoveSacrificedForPower: Your power requires the HumanSacrifice of someone precious to you. |
101 | * MadOracle: You can see the future but can't relate to the present. |
102 | * MagicallyIneptFighter: Strong in physical combat but has weak magic, if any at all. |
103 | * MagicIsAMonsterMagnet: Using magic draws the wrong sort of attention. |
104 | * MagicKnight: A fighter who can cast, but usually isn't as good at melee as a pure warrior or as good at magic as a pure wizard. |
105 | * MagicMustDefeatMagic: Magic makes you invincible. It also makes your enemies invincible. |
106 | * MagikarpPower: This character or ability can be ''very'' useful... if you bother to [[LevelGrinding grind for it]]. |
107 | * MasterOfNone: Not bad at any one thing, but not really good at anything either. |
108 | * TheMedic: You can use magic or items defensively (healing, [[StatusEffects Spe]][[StatusBuff lls]]) but often at the expense of damage output, and your vital role on the team makes you [[ShootTheMedicFirst likely to be targeted early]]. |
109 | * MightyGlacier: Sacrifices mobility for strength. |
110 | * AMindIsATerribleThingToRead: You can read minds, but it's very disturbing. |
111 | * MoneyIsExperiencePoints: Want to get those upgrades and abilities? Better spend in-game money to earn them. |
112 | * MultiformBalance: When each of your forms has a power set suited for particular tactics and situations. |
113 | * OathboundPower: You can only use the power as long as you adhere to a specific creed. |
114 | * OneHeroHoldTheWeaksauce: A character whose power ''doesn't'' have a price, in a world where everyone else's powers do. |
115 | * OneWingedAngel: Physical power at the cost of your physical form. |
116 | * OnlyFleshIsSafe: Offensive powers don't affect living organic matter. |
117 | * PainAndGain: You get stronger as you receive damage. |
118 | * ThePaladin: Good in a battle (especially against TheUndead) and has plenty of WhiteMagic power, but lacks offensive magic skills and is often [[ObstructiveCodeOfConduct constrained by a code]]. |
119 | * PentUpPowerPeril: When your power builds up inside you and you have to release it regularly, lest it harm you. |
120 | * PhlebotinumOverdose: When AppliedPhlebotinum is something you can eat or drink, taking too much will be very bad for your health. |
121 | * PhysicalAttributeSwap: To get a particular physical trait, you need to receive it or steal it from someone else. |
122 | * PopularityCycle: The price of being popular is that you'll inevitably lose it at some point. |
123 | * PowerAtAPrice: The general concept of power coming at a price. Supertrope to the other tropes on this list. |
124 | * PowerBornOfMadness: Madness causes power. |
125 | * PowerDegeneration: Having superpowers will accelerate your aging and kill you. |
126 | * PoweredByAForsakenChild: It requires an ethically repulsive component to function. |
127 | * PowerfulButInaccurate: Hits hard, when you can land it. |
128 | * PowerIncontinence: Limited control over destructive or inconvenient powers. |
129 | * PowerLossMakesYouStrong: The flip side. By ''losing'' a superpower, you ''gain'' something. Namely, [[TookALevelInBadass extreme badassery]]. |
130 | * PowerSource: They may need to be refilled frequently. |
131 | * PowerStrainBlackout: You faint after using your powers. |
132 | * PowerUpgradingDeformation: You get loads of power, but it's because you got ugly add-ons. |
133 | * {{Pride}}: A high opinion of your abilities blinds you to your limits [[BreakTheHaughty until you fall]]. |
134 | * PsychicNosebleed: Overuse or misuse of psychic powers results in physical injury. |
135 | * PsychoSerum: The same potion that gives you power takes away your sanity. |
136 | * QuantityVsQuality: The two are always inversely proportional. |
137 | * RealityWarpingIsNotAToy: When {{Reality Warp|er}}ing proves hard to control. |
138 | * TheRedMage: Can use all kinds of magic, but [[MasterOfNone isn't the best at any of them]]. |
139 | * RequiredSecondaryPowers: You need more powers just to deal with your "main" power. |
140 | * RoyalFavorite: Being a monarch's favorite definitely has its perks, but it also tends to paint a target on one's back. |
141 | * SacrificedBasicSkillForAwesomeTraining: You learn powerful, badass abilities at the expense of practical, everyday ones. |
142 | * SacrificialRevivalSpell: This spell can bring someone back to life, but it will kill you. |
143 | * SelfHarmInducedSuperpower: A superpower that's triggered only by causing damage to oneself. |
144 | * SensoryOverload: The drawback to certain SuperSenses. |
145 | * ShapeshifterModeLock: Inability to regain one's normal form. |
146 | * ShedArmorGainSpeed: Trading armor for speed. |
147 | * ShootTheMageFirst: High offense and low defense means you're going to get targeted more than anyone. |
148 | * ShootTheMedicFirst: The ability to heal allies means the savvy will take you out first. |
149 | * SituationalDamageAttack: This attack's damage will vary depending on how you set it up. |
150 | * SituationalSword: You can't always use it when you need to. |
151 | * SoulPoweredEngine: A living soul or LifeEnergy is used as fuel to power some sort of machine. |
152 | * SquishyWizard: Magical mojo but physical fragility. |
153 | * StoneWall: Can take it, but can't dish it out. |
154 | * StraightForTheCommander: You will be targeted early [[DecapitatedArmy in the hope that your army will fall into chaos without you]]. |
155 | * SuperpowerDisability: A character with superpowers is given a disability as a result. |
156 | * SuperpoweredEvilSide: Your power comes with an alternate, nasty side. |
157 | * SuperPowerMeltdown: Losing control of superpowers results in mass destruction. |
158 | * SuperpowersForADay: Powers for the price of time. Powers may never be gained again. |
159 | * TeleportationWithDrawbacks: Limitations on the ability to teleport. |
160 | * TeleportersVisualizationClause: A teleporter must be able to clearly visualize their target. |
161 | * TheseAreThingsManWasNotMeantToKnow: Knowledge is power, but WithGreatPowerComesGreatInsanity. |
162 | * TimeDissonance: You aren't in sync with the rest of causality. |
163 | * TooAwesomeToUse: Power in very limited supplies. |
164 | * TooFastToStop: For when you have SuperSpeed without [[RequiredSecondaryPowers Super Brakes]]... |
165 | * TooPowerfulToLive: You get offed because [[StoryBreakerPower nothing can stand up to your powers]]. |
166 | * TransferredTransformation: To get a particular transformation, you need to receive it or steal it from someone else. |
167 | * TransformingConforming: A shapeshifter or other transforming character shares the weaknesses of their chosen form. |
168 | * UnexpectedlyRealMagic: The artifact you found does more than just ''look'' magical. |
169 | * UnhappyMedium: You're powerful but really unhappy. |
170 | * UnholyHolySword: It's TheMole of artefacts. |
171 | * VirginPower: You must remain a virgin to use your powers. Better hope no one finds out about that... |
172 | * WeakToMagic: When your power comes with a weakness to magical attacks and effects. |
173 | * WeaksauceWeakness: CompetitiveBalance taken to extremes to offset for winning the SuperpowerLottery. |
174 | * WeaponWieldsYou: To gain the weapon's (usually superior) fighting skills you have to give it control of your body. |
175 | * WhiteMagic: Not as powerful as BlackMagic, but less noxious. |
176 | * WithGreatPowerComesGreatInsanity: Power causes madness. |
177 | * WithGreatPowerComesGreatResponsibility: You'll feel morally compelled to use power to help others. |
178 | * WonTheWarLostThePeace: The battle is over, but now you're trapped. |
179 | [[/index]] |
http://tvtropes.org/pmwiki/context.php
FollowingContext Main / PriceOfPowerIndex
Go To
- Show Spoilers
- Night Vision
- Sticky Header
- Wide Load