False Life

School necromancy; Level alchemist 2, bloodrager 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2; Bloodline astral 2; Mystery bones 2


Casting Time 1 standard action
Components V, S, M (a drop of blood)


Range personal
Target you
Duration 1 hour/level or until discharged; see text


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).

Mythic False Life

Source PZO1126

The temporary hit points gained increase to 2d8 + 2 per caster level (maximum +20). As an immediate action, you can dismiss the remaining duration of the spell to prevent 1 point of Strength, Dexterity, or Constitution damage per 10 temporary hit points remaining from the spell. This takes effect after the attack hits you and the damage is rolled, but before you take the damage. For example, if you have 22 temporary hit points from mythic false life and a wyvern stings you for 3 points of Constitution damage, you can dismiss the spell to prevent 2 points of Constitution damage from that attack.

False Life, Greater

School necromancy; Level alchemist 4, bloodrager 4, shaman 4, sorcerer/ wizard 4, witch 4


This spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20). The effects of this spell do not stack with those of false life.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game: Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

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