False Life (Necro Spell)

Hypersmurf said:
The rule for temporary hit points - according to the 3E Main FAQ, anyway, which is the only place I've seen a rule for temporary hit points - is that temporary hit points from the same source stack, but temporary hit points from different sources don't (however, multiple instances of the same spell are considered different sources).
"The same source" in this case would refer to spells that let you get temporary hp multiple times, I guess... not that I can think of any, off-hand. I thought claws of the vampire would have worked, but it doesn't give you temporary hp, it just heals you.
 

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Staffan said:
"The same source" in this case would refer to spells that let you get temporary hp multiple times, I guess...

Right, or the temp hit points from an undead creature's energy drain attack, or a body feeder weapon.

It's unclear whether activating Divine Vigor multiple times is like hitting someone multiple times with an energy drain attack (same source, the feat, and thus stacks) or like casting Aid repeatedly (multiple instances of the same spell - different sources, and thus doesn't stack).

-Hyp.
 



Patryn of Elvenshae said:
Actually, the rule you're looking for is that multiple castings of the same spell overlap.

It's the same rule that says you can't Cause Fear something into running away - though you could CF and then Intimidate.

Oh dear. I beat a troll by using double doom and saved the party.
 


Of course, if you cast several False Life's on yourself, take more than your original HP in damage, and then have the misfortune to have somebody Dispel them...

Though the weird temporary hp stacking rules don't allow it, I think this might be a fun thing to allow anyway. Lord knows Necromancers need all the help they can get - it's not as impressive a school as Evocation, you know.
 

MerakSpielman said:
Of course, if you cast several False Life's on yourself, take more than your original HP in damage, and then have the misfortune to have somebody Dispel them...

Temp HP don't work that way. When you take damage they're lost first. If you cast False Life on yourself for 10 temp HP then take 10 damage, those 10 temp HP are expended and the False Life ends; there's nothing to dispel.

What you're thinking of is only a problem for something that changes your actual HP value indirectly, like Bear's Endurance.

False Life -> Best 2nd level Sorcerer spell ever.
 
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Pyrex said:
False Life -> Best 2nd level Sorcerer spell ever.

It's nice but not that nice. I'd rather not get hit at all though: mirror image.

False life is great at mid to higher levels because you've got 2nd level spells to expend but at the low-levels spending a 2nd level spell on a spell that gives you a handful of random temp HPs isn't so great.

10th level Arcane Caster casting false life: "Shields up!" :p
 

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