
Ravingdork |

In D&D there is a 9th-level spell called Dragonshape that turns you into a huge red dragon and grants you 150 temporary hit points for one round per level.
What level do you think such a spell would be in Pathfinder if it ONLY GAVE the temporary hit points?
How might you put together a high temp-hp spell? Would you keep the duration short, or give it a long one like False Life? What else might you do with it?
On one-hand, Heal gets you more hit points and is accessible at a lower level, but you can't stack it on top of your normal hit points like you can with a super-charged false life.

Marthian |

I have no experience on the matter, but judging by Heal giving 150 hp at cl 15, possibly make it 8th level? (Maybe also make it 10 temporary hitpoints per level, max 150?)
(Dragonshape just sounds way too good for a 9th level. Form of the dragon III gives about 80 temp hit points cast at CL 20. Those would most likely be taken away first. Dragonshape sounds like it may be temp HP from the spell gets used first, and then you would possibly get MORE HP from stat boosts.)

Shuriken Nekogami |

I'd go with less myself, or a shorter duration. it shouldn't be on par with heal, nor should you be able to wear it like a mage armor. Action economy and all demands for that benefit you'd be a higher lvl spell casting.
it may grant a bunch of temporary wearable hit points, but they would likely be lost to the first full attack to happen that day.

Shuriken Nekogami |

Temporary hitpoints in advance are almost always better than a Heal on demand. The spell idea you listed really does feel like an 8th level spell.
by that logic, false life should be higher level than cure moderate wounds, but it isn't. and 150 Temporary HP before combat isn't too different from casting heal out of combat.

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You 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)
This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10)
Totally identical.
If you notice one has a bit higher potential.
Again you need to increase the level of the spell for it to be 10hp/lvl and 1hr duration/lvl or decrease the a) duration or b) temp hps.

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A different approach;
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Wellspring of Vitality
School necromancy; Level sorcerer/wizard 6, witch 6
Casting Time 1 immediate action
Components V, M (a dragon's scale)
Range personal
Duration 1 round or more; see text
Saving Throw none; Spell Resistance no
You infuse yourself with an unnatural excess of unstable life-energy, granting yourself 10 temporary hit points per caster level (maximum 150 temporary hit points). Any remaining temporary hit points gained in this manner fade at the end of the following round.
*
Instead of 'buffing up' at the beginning of the day (or the beginning of a combat), each spell slot devoted to this spell is a free extra 110-150 hit points worth of damage prevention that can be called up as an immediate action.

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See that's a more reasonable approach, although I'm leary of immediate action wizard spells like this, as again action economy. it's however fairly beneficial.
As an immediate reaction I'd actually look more at conjuration (even though it's temp hp) and make it a barrier type effect that disappates.

Ravingdork |

See that's a more reasonable approach, although I'm leary of immediate action wizard spells like this, as again action economy. it's however fairly beneficial.
As an immediate reaction I'd actually look more at conjuration (even though it's temp hp) and make it a barrier type effect that dissipates.
I'm wary of that version as it puts Quickened False Life to shame.

Roberta Yang |

I'm wary of that version as it puts Quickened False Life to shame.
It's an hours/level spell; why would you be Quickening False Life in the first place? You're supposed to cast it out of combat so it doesn't affect your action economy anyhow.
Quickened Cure Moderate Wounds already puts Quickened False Life to shame.

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lantzkev wrote:I'm wary of that version as it puts Quickened False Life to shame.See that's a more reasonable approach, although I'm leary of immediate action wizard spells like this, as again action economy. it's however fairly beneficial.
As an immediate reaction I'd actually look more at conjuration (even though it's temp hp) and make it a barrier type effect that dissipates.
If this version was a regular cast time rather than an immediate it'd be fine. Even in a rounds/lvl it's pseudo ok, although I'd still decrease the benefit considerably. IE 5hp/lvl.
This spell at lvl 13 would effectively be 130hp with either version which is a bit much, in the second version if it was half that and cast on your turn... it's at least not twice your expected hp at that lvl...

Morain |

Ravingdork wrote:I'm wary of that version as it puts Quickened False Life to shame.It's an hours/level spell; why would you be Quickening False Life in the first place? You're supposed to cast it out of combat so it doesn't affect your action economy anyhow.
Quickened Cure Moderate Wounds already puts Quickened False Life to shame.
I've used quickened false life myself many times. I memorize it for use during combat after I've taken a few hits and my precast false life is spent. As a wizard cure moderate wounds was not an option.

Dominigo |
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False Life is a 2nd level spell that gives 1D10 + CL (Max +10).
Greater False Life is a 4th level spell that gives 2D10 + CL (Max +20).
A linear progression would suggest that an 8th level False Life style spell would only grant 4D10 + CL temps (avg. 22 + CL), while a geometric progression would suggest 8D10 + CL temps (44 + CL). Stacking temps can be a valuable way to keep a normally fragile character alive without impacting the economy of actions. I once had a wizard who through a variety of buffs could gain temps equal to his maximum hp. I don't think any spell with an hour/level duration that gave any 5+ temps/level could be balanced based on what is already created. Even the cure spells don't have the ability to give the flat 10 hp/level until after they had scaled up through five previous iterations.
In my opinion, for a spell to grant such a large number of temps, it needs to be fairly high level (6+ at least), have a short duration (either rounds or minutes per level), and have a standard action cast time.