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False Life

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False Life
  • Level: 1
  • School: Necromancy
  • Class: Sorcerer, Wizard
  • Casting Time: Action
  • Range: Self
  • Components: V, S, M (a drop of alcohol)
  • Duration: Instantaneous

You gain 2d4 + 4 Temporary Hit Points.

Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.

Tactical Usage

Temporary Hit Points: False Life provides defensive enhancement through temporary hit points. This 1st-level necromancy spell excels at pre-combat preparation and survivability improvement.

Optimal Timing: Cast before anticipated combat, when health buffers are needed, or for general survivability enhancement.

Resource Management: Uses a 1st-level spell slot - available from character level 1+. 1-hour duration provides substantial defensive value.

Target Selection: Self-targeting provides personal survivability enhancement.

Spell Combinations

Synergistic Spells:

  • Protection Magic: Combine with armor spells for comprehensive defense
  • Enhancement Magic: Layer with other defensive buffs for maximum survivability
  • Healing Magic: Pair with healing spells for enhanced health management

Class Feature Interactions:

  • Tough Feat: Additional hit points complement temporary hit point buffers
  • Defensive Features: Class abilities that enhance survivability work with false life
  • Necromancy Focus: Wizards specializing in necromancy gain enhanced effectiveness

Multi-Caster Coordination: Multiple false life castings can provide party-wide temporary hit points.

Material Component Details

Component Acquisition: Small amount of alcohol or distilled spirits - obtainable from taverns or alchemical suppliers.

Component Handling: Alcohol component represents life essence and vitality enhancement.

Roleplay Opportunities: Different alcohol types might reflect regional preferences or necromantic traditions.

Economic Considerations: Minimal component costs for valuable survivability enhancement.

Creator Notes

Encounter Balancing: Temporary hit points affect encounter balance by increasing effective party durability.

NPC Usage: Necromancers or prepared enemies might use false life for enhanced survivability.

Environmental Considerations: Self-targeting with 1-hour duration provides preparation flexibility.

Campaign Integration: Essential defensive magic for survivability-focused characters and necromantic themes.

Environmental Interactions

Terrain Effects: Self-targeting unaffected by environmental conditions or terrain.

Weather Influence: Unaffected by weather conditions, providing reliable defense regardless of environment.

Structural Interactions: Temporary hit points work in any environment or situation.

Elemental Interactions: Defensive enhancement unaffected by elemental conditions.

Common Rulings & Clarifications

Timing Questions: Action casting time with 1-hour duration. Temporary hit points immediate.

Target Limitations: Self only. Cannot target other creatures with this spell.

Duration Interactions: 1-hour duration or until temporary hit points are lost.

Mechanical Interactions: 1d4+4 temporary hit points, +5 per slot level above 1st.

Alternative Applications

Non-Combat Uses: General health preparation, endurance enhancement, or demonstrating necromantic vitality.

Social Encounters: Appearing healthier, endurance demonstrations, or necromantic displays.

Exploration Applications: Preparation for dangerous areas, endurance enhancement, or general survivability.

Utility Functions: Health buffer, survivability enhancement, preparation assistance, or vitality demonstration.

Same School: Other necromancy spells like chill touch (cantrip necrotic damage), inflict wounds (1st level damage), vampiric touch (3rd level health drain).

Similar Effects: aid (2nd level hit point maximum increase), heroism (1st level temporary hit points), cure wounds (1st level healing).

Progression Options: false life (1st level temporary hit points), aid (2nd level maximum increase), vampiric touch (3rd level drain healing).

Complementary Magic: mage armor (defensive enhancement), shield (reaction protection), cure wounds (healing).

Scaling Analysis

Level Progression: Remains valuable throughout campaigns for survivability enhancement and preparation.

Upcast Benefits: Additional 5 temporary hit points per slot level above 1st improves survivability scaling.

Campaign Phases: Consistently useful across all levels for defensive preparation and health management.

Comparative Value: Good defensive magic that provides reliable survivability enhancement for minimal resource investment.

Narrative Flavor

Casting Description: Dark necromantic energy flows through your body as false vitality enhances your life force temporarily.

Effect Manifestation: You feel strengthened and more resilient as magical energy provides temporary health enhancement.

Personal Style: Necromancers draw upon death magic for vitality, while other casters manifest temporary life force through magical will.

World Integration: Represents necromantic vitality magic available to death-focused casters, often associated with survival magic, necromantic preparation, or life force manipulation.