Life Transference 5e

Life Transference 5e

By fixing another creature’s injuries, you sacrifice some of your own health. One creature within range of you that you see regains variety of hit points equivalent to twice the necrotic damage you’re taking while you take 4d8 necrotic damage.

At a higher level. The damage increases by 1d8 for every level of spell slot above the 3rd when you cast this spell. Necromantic spells, such as life transference, allowed casters to heal other people.

Life Transference 5e

  • One action was filmed
  • at a distance of 30 feet
  • with the following components: V, S
  • Instant
  • Sizing: Yes
  • Spellcasters: Cleric, Wizard

This spell healed another creature while inflicting necrotic damage on the caster. As a result of the spell, a portion of the caster’s vitality was transferred to the injured creature. This spell could not be used on a creature beyond 30 feet (9.1 meters) from the caster. Casters’ skill level determines how much life force they will take from themselves in order to heal others.

Life Transference states that either the Aasimar’s Celestial Resistance reduces both damage and healing, or it might decrease neither. As both narcotic damage to the caster and healing to the target are described within one statement, they are both described as one statement.

In other words, the spell’s intention is that you determine the ultimate outcome as a single step. The spell would describe damage and healing separately, if the control, like Celestial Resistance, was meant to apply only to self-damage to the caster, and not also to healing. Personally, I am afflicted with that intention, but that’s beside the point.

To distinguish determinations like this, the text of the spell Life Transference needs to be rewritten. There are a few big varieties of spells that I make this press release with alarming frequency. They seem to be ambiguous intentionally, which may be problematic since there are a lot of overlapping mechanics in DnD that can lead to issues (like this).


The Circle of Mortality wouldn’t apply to Grave Clerics. If you roll for damage to yourself, then you are not healing a creature that has no hit points, you are rolling to heal yourself. Healing a creature at 0 hitpoints is defined in the circle of Mortality. Simple, right? There is often a spot here where the DM may prefer to do something else for story development reasons.  But for simple ease of use, this is a no-go.

You lose a death save if you take a hit after zero, you lose two death saves if you take a critical hit after zero, you lose instant death if you take one hit after zero that is close to your maximum hit points, but you do not track negative hit points. The spell states they heal twice as much as you are taking in damage and as long as you are not taking negative damage then its capped by the maximum damage a personality can take.

Additionally, you should increase it to a level 9 spell, but it becomes difficult to believe that level 17 Clerics/Sorcerers won’t just kill you. That seems overpowering. Clerics with average HP of 26 do not normally die within two attempts when level 5. A player can control damage/healing by controlling their level and or a variety of them. Similarly, if the party drops AoE damage on them and reduces their health, they reduce the damage these NPCs are able to heal themselves with.


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