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False Life (Necro Spell)
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<blockquote data-quote="ARandomGod" data-source="post: 1882530" data-attributes="member: 17296"><p>False life is a pretty good spell... And I've never used it before, as I generally specialize and I've always gotten rid of necomancy before.</p><p></p><p>Now, looking closely at the spell, I don't see what's to stop a caster from casting this multiple times, and getting multiple benifits from the spell stacked one on the other. Well, other than a prudent DM call. So, tell me what I'm missing, (or realize how great it would be for a tenth level caster to cast THIS spell 5 times in a row!)</p><p></p><p>From the SRD:</p><p>False Life</p><p>Necromancy</p><p>Level: Sor/Wiz 2</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 hour/level or until discharged; see text</p><p>You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).</p><p>Material Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.</p><p></p><p>I feel that there HAS to be a rule stopping this, but I can't see what it is. Is there a simple rule that says that temporary hit points never stack, thereby making my vampiric touch horribly nerfed until I lose my false life? (And also mostly preventing me from using that spell back to back?) </p><p></p><p>My character right now, necromancer level 12 with a high int and some pearls of power, can cast seven second level spells a day (one has to be necromantic). What's my DM going to say when I wake up one day and state: OK, I spend seven rounds granting myself an additional 140 temporary hit points for the majority of the day. Other than "Wow... I'm houseruling THAT right out. Pick different spells for today if you want."</p></blockquote><p></p>
[QUOTE="ARandomGod, post: 1882530, member: 17296"] False life is a pretty good spell... And I've never used it before, as I generally specialize and I've always gotten rid of necomancy before. Now, looking closely at the spell, I don't see what's to stop a caster from casting this multiple times, and getting multiple benifits from the spell stacked one on the other. Well, other than a prudent DM call. So, tell me what I'm missing, (or realize how great it would be for a tenth level caster to cast THIS spell 5 times in a row!) From the SRD: False Life Necromancy Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level or until discharged; see text You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10). Material Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate. I feel that there HAS to be a rule stopping this, but I can't see what it is. Is there a simple rule that says that temporary hit points never stack, thereby making my vampiric touch horribly nerfed until I lose my false life? (And also mostly preventing me from using that spell back to back?) My character right now, necromancer level 12 with a high int and some pearls of power, can cast seven second level spells a day (one has to be necromantic). What's my DM going to say when I wake up one day and state: OK, I spend seven rounds granting myself an additional 140 temporary hit points for the majority of the day. Other than "Wow... I'm houseruling THAT right out. Pick different spells for today if you want." [/QUOTE]
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False Life (Necro Spell)
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