New Spell - Life Infusion (temporary hit points)

In an attempt to see how much is too much, I present:

Life Infusion
Abjuration
Cleric 7
Duration: One minute/level
Range: Touch

The touched creature gains 100 temporary hit points.


So, does that look too strong? Compare to, say, Heal, which can heal even more than that. This makes for a nice buffer spell to make sure you don't go down in the first place, but is gaining 100 hit points too strong? The only real comparisons I have are Virtue (cantrip for 1 hp) and Aid (1st level spell for about 15 extra hit points plus some other bonuses). Maybe this is too weak.
 

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And False Life.

Tough spell to balance. I think a level-based increment (like heal) might be appropriate. I was thinking 10 hp/level but 200 temp hp at level 20 is just...a whole lot of hit points. That's 130 hp for the minimum caster level.

Even at 5 hp/level, this is a great spell to have granting 65 hp at level 13 and 100 hp at level 20.

False Life is a small amount of hp, but for a long duration. This is a much shorter duration for many more hp. You might want to limit it to the cast only though. I have no good reason for that restriction other than a possible penalty to balance out how good it is.
 


I'd want an arcane version.

For that matter, this actually fits better in the arcane than in the divine, for all those who dissaprove of arcane healing.
 

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