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<blockquote data-quote="Kerrick" data-source="post: 3914816" data-attributes="member: 4722"><p>I think that was mine, but it's since fallen off the boards. Here it is again:</p><p></p><p>Any temporary hit points you gain go away at the rate of 1 per minute, starting the round after they are gained. All temporary hit point stack using this rule; if you already have some from one source and gain more from another, they simply add to the total, and you continue to lose 1/minute. You can have up to 150% of your maximum hit point total; any bonus hit points gained beyond this are lost.</p><p></p><p>For example: Herne the 9th level cleric casts aid on himself. He gains 1d8+9 hp (we'll say 15). Five minutes later, his friend Bob the 9th-level bard uses his music to inspire greatness. Herne has 10 bonus hit points now, but he gains another 2d10 from the bardic music (we'll say 8), for a total of 18. Assuming he doesn't gain any more bonus hit points, he'll lose all the bonus points he has now in 18 minutes.</p><p></p><p>Hit points gained from energy/ability drain (undead, or the energy drain spell) are gained as healing, up to your maximum hit points; any bonus hit points gained beyond that point are applied as temporary hit points and follow the same rule as noted above.</p><p></p><p>So, for example, a wraith drains 6 points of Con from a fighter, gaining 30 hp. The wraith is wounded slightly in the fight - it lost 15 hp - so the first 15 are applied as healing, and the next 15 are applied as bonus hit points, which go away at the rate of 1/minute.</p><p></p><p></p><p></p><p>Actually, negative energy makes sense - all level/ability-draining undead gain hit points from the levels/ability points they drain, and they use negative energy. Also, as mentioned, giving VT an energy type serves to balance it out admirably. It's a Necromancy spell, so having it use negative energy is not a huge logical jump.</p><p></p><p></p><p>YMMV, but I think if you're stupid enough to use a negative energy spell against an undead, it should backlash on you. No necromancer would be that dumb - they'd know better. Granted, there are a few cases where the undead doesn't LOOK undead, but that would be a nasty surprise that should be used sparingly.</p><p></p><p>I rather agree with the idea of constructs taking half damage, though. BUT, if this spell is designed to heal the caster, I think d6s would work just fine instead of d8s - that's a huge boost right there.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 3914816, member: 4722"] I think that was mine, but it's since fallen off the boards. Here it is again: Any temporary hit points you gain go away at the rate of 1 per minute, starting the round after they are gained. All temporary hit point stack using this rule; if you already have some from one source and gain more from another, they simply add to the total, and you continue to lose 1/minute. You can have up to 150% of your maximum hit point total; any bonus hit points gained beyond this are lost. For example: Herne the 9th level cleric casts aid on himself. He gains 1d8+9 hp (we'll say 15). Five minutes later, his friend Bob the 9th-level bard uses his music to inspire greatness. Herne has 10 bonus hit points now, but he gains another 2d10 from the bardic music (we'll say 8), for a total of 18. Assuming he doesn't gain any more bonus hit points, he'll lose all the bonus points he has now in 18 minutes. Hit points gained from energy/ability drain (undead, or the energy drain spell) are gained as healing, up to your maximum hit points; any bonus hit points gained beyond that point are applied as temporary hit points and follow the same rule as noted above. So, for example, a wraith drains 6 points of Con from a fighter, gaining 30 hp. The wraith is wounded slightly in the fight - it lost 15 hp - so the first 15 are applied as healing, and the next 15 are applied as bonus hit points, which go away at the rate of 1/minute. Actually, negative energy makes sense - all level/ability-draining undead gain hit points from the levels/ability points they drain, and they use negative energy. Also, as mentioned, giving VT an energy type serves to balance it out admirably. It's a Necromancy spell, so having it use negative energy is not a huge logical jump. YMMV, but I think if you're stupid enough to use a negative energy spell against an undead, it should backlash on you. No necromancer would be that dumb - they'd know better. Granted, there are a few cases where the undead doesn't LOOK undead, but that would be a nasty surprise that should be used sparingly. I rather agree with the idea of constructs taking half damage, though. BUT, if this spell is designed to heal the caster, I think d6s would work just fine instead of d8s - that's a huge boost right there. [/QUOTE]
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