Cast from Hit Points: Difference between revisions

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** The 4th Edition Bloodclaw Weapon would let you pay a small amount of HP with every attack, which then would be doubled or tripled if the attack hit. This ended up being so much more powerful than other weapon enchantments (especially for Fighters and Barbarians, which get more HP than other classes) that it was nerfed to a once-per-battle use and it STILL managed to be usable.
*** The Blackguard subclass of the Paladin from Heroes of Shadow uses a variant of this mechanic as well, which is powerful enough to be their entire Striker damage bonus.
* The previous edition (using the Revised Core Rulebook) of the ''[[Star Wars]]'' d20 RPG rules generally had Force powers cost vitality (the system's version of Hit Points) to activate. If you didn't have enough vitality, you could even use wound points (representing real and dangerous—even potentially fatal—damage) to make up the difference. The only thing stopping characters from 'casting to death' is the fact that no Force power had a vitality cost so high that the damage could push a character far enough into the negatives to result in death. This was one of the many things dropped by the follow up ''Saga Edition'', which replaced it with per encounter uses.
* In the cooperative play game ''Middle-Earth Quest'', your hero deck is also your 'life pool.' Any card you play in combat, or even to move around the map, costs you a hitpoint.
* In the German tabletop RPG ''Das Schwarze Auge'' (aka ''The Dark Eye''), every magic user can do this, but not without consequences, usually additional damage. Excessive use of this in one of the novels leads to a mage permanently losing his ability to use magic. Later on, he uses a magic sword that also drinks from his [[Life Energy]], losing fingers on his good hand as a result.