False LifeSource PRPG Core Rulebook pg. 280 School necromancy; Level alchemist 2, arcanist 2, bloodrager 2, investigator 2, medium 2, mesmerist 2, occultist 2, psychic 2, shaman 2, sorcerer 2, spiritualist 2, witch 2, wizard 2CastingCasting Time 1 standard action Components V, S, M (a drop of blood)EffectRange personal Target you Duration 1 hour/level or until discharged; see textDescriptionYou 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).Mythic False LifeSource Mythic Adventures pg. 93 The temporary hit points gained increase to 2d8 + 2 per caster level (maximum +20). As an immediate action, you can dismiss the remaining duration of the spell to prevent 1 point of Strength, Dexterity, or Constitution damage per 10 temporary hit points remaining from the spell. This takes effect after the attack hits you and the damage is rolled, but before you take the damage. For example, if you have 22 temporary hit points from mythic false life and a wyvern stings you for 3 points of Constitution damage, you can dismiss the spell to prevent 2 points of Constitution damage from that attack. False Life, GreaterSource Ultimate Magic pg. 219 School necromancy; Level alchemist 4, arcanist 4, bloodrager 4, investigator 4, medium 3, mesmerist 3, occultist 4, psychic 4, shaman 4, sorcerer 4, spiritualist 4, witch 4, wizard 4CastingCasting Time 1 standard action Components V, S, M (a drop of blood)EffectRange personal Target you Duration 1 hour/level or until discharged; see textDescriptionThis spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20). The effects of this spell do not stack with those of false life.
|
|