| LeafGreen |
Love the bloodlines and how you get granted spells and blood magic that synergizes with them.
I'm really liking the undead bloodline so far, it's one of my favorites.
But I've noticed that of the spells that you get all of them are able to gain a benefit from the blood magic effect by either gaining you temporary HP or adding to the damage of the spell, except for false life.
I think it's kind of odd to have a spell granted by your bloodline but then not get any benefit from the blood magic effect when casting it. So maybe I'm misreading this or is it maybe an oversight from the devs?
Necromantic energy flows through you or one target.
Either you gain temporary Hit Points equal to the spell’s level for 1 round,
or a target takes 1 negative damage per spell level (if the spell already deals initial negative damage,
combine this with the spell’s initial damage before determining weaknesses and resistances).
You can have temporary Hit Points from only one source at a time.
If you gain temporary Hit Points when you already have some,
choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration.
Vampiric exsanguination for example wouldn't be able to gain the blood magic benefit of the temporary HP because the spell itself grants temp HP(or you could choose the temp HP from the bloodline if it would be more than what the spell grants), but it would be able to gain the bonus damage.
False life on the other hand does not damage a target, so it can't gain the bonus damage.Since you can only gain temp HP from one source at a time, you would have to decide between false life and the blood magic, and false life gives you more at any level. So you do not get any benefit.
Some rephrasing to let the temp HP from the blood magic effect be added to those granted from a spell (like the negative damage adding to the spell) would fix this.
So do I misread something or is this RAW?
Would you rule it to stack anyway or think it is intended to be this way?
Would like to hear your opinions on that!
| Ravingdork |
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I would interpret it as counting as just one source (false life) and thus work just fine.
Damaging effects like vampiric exsanguination or vampiric touch are much easier; you just add to damage and let the spell's normal effects increase the temp HP for you. Best of both worlds. :D
| Darksol the Painbringer |
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I disagree.
Based on the temporary hit point rules, you must decide between two effects which provide temporary hit points as each effect varies in both amount and duration from each other. Undead Blood Magic providing temporary hit points is a different effect from False Life, since 1. they have a separate duration, and 2. come from a source separate from one another (one from a spell, one from a class feature), and as such would not work.
An argument could be made that the temporary hit points from the Blood Magic are meant to increase an existing form of temporary hit points instead of just provide a whole other effect, but the flip side of that coin explicitly has language which tells you that the damage from your Blood Magic (if it's of the same type) is combined with the original damage from the spell (if applicable) into the same source, so as not to double trigger both weaknesses and resistances.
Such language is not present in the temporary hit points clause, which would lead me to believe it's not meant to stack like that. So, you don't get 10+2 temporary hit points, you get either 10 temporary for X minutes/hours/whatever, or 2 temporary hit points for 1 round.
| Ravingdork |
Does the Bloodmagic- Stolen Life affect only apply when the spell is cast at the level granted by Sourcerous Gift? For example, if I make Harm a signature spell and cast it at a rank higher than 1, does Stolen Life apply?
It applies regardless of spell rank.