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Vampiric Touch and Temporary Hit Points

SoulStorm

First Post
How do temporary hit points work? Could a caster use this spell multiple times to gain a ton of hit points or would that be considered stacking? Also, would you consider this spell to be a negative energy effect? It seems to me that negative energy could use a descriptor when it applies to a spell or ability, especially with the increased usefulness of Death Ward.

Thanks,
 

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They don't stack, they overlap. Same for False Life and essentially all temporary hitpoints.

Sorry about the other questions... The SRD Vampiric Touch entry does not say anything about negative energy... I'd need the books.
 
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They don't stack at least if they come from the same spell or source. However, they are the first HP to be lost, so if you cast VT again after you have been damaged, you may get new temporary HP.
 

SoulStorm said:
Also, would you consider this spell to be a negative energy effect?

Nope. It's just generic damage, which is what makes the spell so cool.

SoulStorm said:
It seems to me that negative energy could use a descriptor when it applies to a spell or ability, especially with the increased usefulness of Death Ward.

AFAIK, spells that deal negative energy damage always state as such.
 
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Thanks everyone, I know I saw information about temporary hit points and stacking before, but I couldn't find it for the life of me.

Next question, do you think a weapon special ability that works like Vampiric Touch would be too powerful? I was thinking...

Vampiric: A vampiric weapon deals an extra 1d6 points of damage on a successful hit. The wielder gains an equal number of temporary hit ponts that persist for 1 hour. Price +2 bonus

Vampiric, Greater: As vampiric, except that it deals an extra 2d6 points of damage on a successful hit. Price +4 bonus

I thought of another question, since this damage isn't named, would it work against all opponents, or would it be ineffective against undead, elementals, constructs, etc.? This question applies to the spell as well.
 

SoulStorm said:
Next question, do you think a weapon special ability that works like Vampiric Touch would be too powerful?

There's one in MaoF (which is also +2, target loses 1d4 additional hit points (if they fail a DC 16 Fort save) which are added to your total, and they are not temporary until you exceed your maximum).
 
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