Z's False Life (5e Spell)
| |||||||||
Rate this article Discuss this article |
This spell is designed to work with the Z's Injury Levels variant rule, and uses mechanics detailed therein.
5e Spell
False Life, Revised
1st-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Casters: Artificer, Sorcerer, Wizard
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
The more dim your flame burns, the brighter your darkness flares. The number of temporary hit points granted by this spell increases based on your current Injury Level at the time of casting:
- If you are Bloodied when you cast this spell, you instead gain 1d6+4 temporary hit points.
- If you are Wounded when you cast this spell, you instead gain 1d8+4 temporary hit points.
- If you are Critical when you cast this spell, you instead gain 1d10+4 temporary hit points.
At Higher Levels. 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.