Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 Temporary Hit Points for the Duration. When you lose hit points, your temporary hit points are the first to go– it’s meant as a buffer. Therefore the situation you mention in your third paragraph can’t actually happen.
At Higher Levels: once you cast this spell employing a spell slot of 2nd Level or higher, you gain 5 additional Temporary Hit Points for every slot level above 1st.
False Life 5E
- Casting Time: 1 action
- Range: Self
- Components: V S M (A small amount of alcohol or distilled spirits)
- Duration: 1 hour
- Classes: Sorcerer, Wizard
False Life gives temporary hit points, it’d be better to consider it as you going from 12/12 to 20/12. It doesn’t actually affect your max hit points.
This may be more confusing for you, so disregard it if it’s, but I actually consider it as two separate HP bars: 12/12 on one, and 8/8 on the opposite.
Temporary HP act as a separate health pool that gets depleted before your regular HP, it doesn’t affect your regular HP.
When it involves new people playing D&D, I prefer starting out with a fast, low-level module to ascertain if interest holds. As a DM, it means you do not get to put in wasted effort building some world for folks that aren’t getting to find yourself being into it. As a player, it introduces you to what a game of D&D seems like and see if that meets your pre-existing notions. and therefore the module should only last a couple of sessions, at the top of which everyone should know whether they’re certainly more or not. and other people who provide it an attempt to just do not like it should not be shamed for it.
You get hit for four damage. You’re now at 12/12 HP + 4 that. You get hit for 8 damage, you’re now at 8/12 HP. You’re healed for 7, you’re now at 12/12 HP because that cannot be restored via healing because they are not real HP. You get hit for 9, you’re now at 3/12 HP. The duration of the spell elapses, you are still at 3/12 HP because of only the temp HP getaway.
As it is usually the case with D&D spells, their reasoning behind rituals, gestures, and components is deeply mystical and at the very least spiritual (pun intended).
As for the spell ‘false life’ i might honestly refrain from a clear effect in the least. Maybe some kind of spiritual wind (I mean second wind is additionally derived from pneuma), something astral or if you continue to subscribe to the (much better) idea of healing being necromancy, you’ll also fluff some positive energy into that.
D&D is comparable to 5e, therein it’s the precise same class and race choices. With the gratuitous amount of swearing, it’s made for quick and simple casual play (all the principles fit on a double-sided piece of paper). Interestingly does away with ability scores. For D&D this is often typically the trash DMs who play favorites, make campaigns ridiculously hard because “it’s the DM’s job to challenge the players lol”, are downright toxic to their table, or most ordinarily just write a book rather than a D&D campaign.