Life Transference 5e

You sacrifice some of your health to fix another creature’s injuries. You’re taking 4d8 necrotic damage, and one creature of your choice that you just can see within range regains variety of hit points capable twice the necrotic damage you’re taking.

At Higher Levels. Once you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every slot level above 3rd. Life transference was a necromantic spell that allowed a caster to heal another.

Life Transference 5e

Life Transference 5e

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Cleric, Wizard

When cast, the caster took necrotic damage and healed another creature. The spell functioned by transferring a number of the vitality of the caster to the injured creature. For the spell to be effective, the target creature was required to be within 30 feet (9.1 meters) of the caster. The quantity of life force taken from the caster and therefore the amount of healing it offered decided by the caster’s skill level.

Based on the wording of Life Transference, either the Aasimar’s Celestial Resistance would scale back both the damage and therefore the healing, or it might reduce neither. The narcotic damage the caster takes, and therefore the healing the target receives, is both within the same sentence, and in and of itself is being described as one statement.

This is able to mean that the intention behind the spell is that you simply determine the ultimate outcome as one step. If a control like Celestial Resistance were meant to only apply to the self-damage to the caster, and not also to the healing, then the spell would describe the damage and healing separately. I personally afflict that intention, but that’s neither here nor there.

The text of the spell Life Transference is in need of a rewrite to form determinations like this easier to differentiate. This is often a press release I find myself making with alarming frequency a few big varieties of spells. Many of them seem to be written intentionally ambiguous, which may be a problem when there are such a lot of overlapping and interlocking mechanisms in DnD for something to urge interpreted in ways in which cause problems (like this one).

Grave Cleric’s Circle of Mortality wouldn’t apply. By the text of Life Transference, you are not rolling to heal a creature that’s at 0 hit points; you’re rolling for damage to yourself. The circle of Mortality specifies the act of healing a creature at 0 hitpoints. Pretty straightforward there. Now, this is often a spot where, for story development reasons, the DM could prefer to do other things, but as just an easy use of the mixture, it is a no-go.

You take hits after 0 you lose a death save, you’re taking critical hits after 0 you lose two death saves, you’re taking one hit after 0 that might be quite your maximum hit points you instantly die, but you do not track negative hit points. Since the spell says they heal twice the damage you’re taking and you do not take negative damage then its capped by the max damage a personality can take up to 0.

Also, you’ll increase it to A level 9 spell but it starts to strain belief that level 17 Cleric/Sorcerers wouldn’t just kill you instead. It looks like a means quite a thing. A level 5 cleric average 26 HP wouldn’t generally kill themselves ether without two tries. So controlling level and or a variety of them can control the damage/healing they will do. Also, if the party drops AoE damage on them and reduces their health they reduce the damage these NPC can do to themselves heal the “leader” with.

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