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Which means that false life is more or less the only spell that is going to give you bonus survivability that you could have cast. And as we have discussed the survivability is pretty decent too. Its "raw power" seems to go down as you go up in level but the ability to cast other spells in its stead plummets.
False life is pretty meh at earlier levels, but it scales REALLY well. for each level you upcast, you get +5 added to the Temp HP. (ie, a 3rd level false life provides 1d4+11 Temp HP). It's long lasting too, meaning you can cast it before a combat situation begins and be ensured it won't wear off in the middle of the fight.
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. False Life is a 1 action spell with a 1 hour duration that does this: Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Yes. A wizard can use False Life and Life Transference to heal someone else. From OP: So my idea is in the first turn cast False Life (I already have the spell) to get temporary HP, then cast Life Transference to "send" that "self-healing" to another PC, and finally use False Life or Vampiric Touch (I can learn it) to recover some HP (temporaly or real ones).
Armor of Agathys is definitely the better spell overall, but there are a couple niche advantages to false life: More hit points. Not by much, but 2-3 hit points is pretty significant in your first few levels of play, especially when you are up against archers or spellcasters, for which the retaliatory damage is useless. It doesn't deal damage.
Question about Fiendish Vigor and False Life. False Life, First Level Spell. Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. AtHigherLevels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
False life rp? 5e. I'm DMing a game soon, and after seeing Liam O'Brien's character a few months back, a player of mine wants to do a Death Domain cleric, and I like to get a handle of my players classes before hand so I can describe their actions well enough to make it cool. False life is something like 'you bolster yourself with a necromantic ...
Also, with THP you use the highest hit points; if you have 5 THP from armor of Agathys and false life is cast on you for 7 THP, you must decide whether or not you have and you 5 THP or 7 THP; if you opt for the 7, armor of Agathys ends. Oddly enough, false life does not end when its THP runs out; see PHB 198 for the rules on temporary hit points.
Armor of Agathys' cold damage reflect only works on melee damage, so if you're playing a warlock that never strides into melee, then False Life is going to be better 75% of the time, and breaking even for the other 25%. This makes it great for Pact of the Blade characters, but for the person at my table playing a Devil's Sight/Darkness/Spell ...
False Life is better when up-cast before you get blasted by heavy damage. Mage armor easily; false life tends to give you about an attacks worth of extra HP or less, whereas the armour has a decent chance of making one or more attacks entirely miss you over the course of 8 hours. Wizard: Mage Armor without a doubt.