Posted November 28, 2015
If you are familiar enough with these games, you may have noticed that temporary HP is handled differently in the Infinity Engine games than in AD&D.
AD&D temporary HP:
You gain an extra pool of hit points, which are separate from regular HP. When you take damage, it is subtracted from the temporary HP (tHP). This loss of tHP can't be healed through conventional healing. When the effect wears off, any remaining tHP go away along with it.
Infinity Engine temporary HP:
Your maximum HP increases by the amount (this effect is temporary), and you are then healed by that amount (this is permanent in the same sense that Cure Light Wounds is). Damage taken can be healed normally, up to your current higher max HP amount. When the effect wears off, your max HP returns to normal, but your current HP will only decrease to its normal maximum, even if it is higher than your HP just before the spell was cast.
One implication of this difference: in IE games, a spell that provides temporary HP will provide permanent healing. Hence, you can use Aid as a healing spell between battles. In AD&D, this doesn't work; the HP is lost when the spell ends.
By the way, does the BG2 implementation of Vampiric Touch, which doesn't let you use it for more HP until the first casting's duration runs out, bug anyone else? (I'd be inclined to mod that spell and either: 1. allow the HP to stack infinitely, or (if playing an Enhanced Edition) 2. make it so that each casting of the spell dispels the previous casting, causing you to lose the max HP (but not current HP) the previous casting gave you.) Does it bug you that casting Vampiric Touch makes you immune to damage from enemies casting that spell on you? (Do any enemies use that spell in the unmodded game?)
AD&D temporary HP:
You gain an extra pool of hit points, which are separate from regular HP. When you take damage, it is subtracted from the temporary HP (tHP). This loss of tHP can't be healed through conventional healing. When the effect wears off, any remaining tHP go away along with it.
Infinity Engine temporary HP:
Your maximum HP increases by the amount (this effect is temporary), and you are then healed by that amount (this is permanent in the same sense that Cure Light Wounds is). Damage taken can be healed normally, up to your current higher max HP amount. When the effect wears off, your max HP returns to normal, but your current HP will only decrease to its normal maximum, even if it is higher than your HP just before the spell was cast.
One implication of this difference: in IE games, a spell that provides temporary HP will provide permanent healing. Hence, you can use Aid as a healing spell between battles. In AD&D, this doesn't work; the HP is lost when the spell ends.
By the way, does the BG2 implementation of Vampiric Touch, which doesn't let you use it for more HP until the first casting's duration runs out, bug anyone else? (I'd be inclined to mod that spell and either: 1. allow the HP to stack infinitely, or (if playing an Enhanced Edition) 2. make it so that each casting of the spell dispels the previous casting, causing you to lose the max HP (but not current HP) the previous casting gave you.) Does it bug you that casting Vampiric Touch makes you immune to damage from enemies casting that spell on you? (Do any enemies use that spell in the unmodded game?)