Flesh
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Flesh is concerned with the manipulation of the raw material of the body - flesh, blood, bone, tendon, and so on.
Special Uses
Flesh's most useful and most common application is the healing of damage. Conversely, it can be used to cause similar damage. When used in either of these ways, the caster must touch the target. Healing always costs at least 1 capacity, no matter how well you roll.
Following is a table of DCs for healing or dealing damage as described above.
DC | Healed/Damage |
---|---|
14 | 1d4 |
16 | 1d6 |
22 | 1d8 |
26 | 2d6 |
30 | 2d8 |
34 | 3d6 |
38 | 4d8 |
Flesh can also create Disease (Base DC Disease's DC + 5), and it can be used to cure both Poison and Disease.
Flesh, at higher levels, can also be used to animate the corpses of the deceased. Combined with Mind or Life, it can make for powerful necromancy.
Flesh may also be used to enhance any of the physical ability scores: Strength, Speed, Agility, or Endurance.
Use in Mixed Spells
No special uses.
Counterspells
No special uses.
Example Spells
Resist; Flesh; DC 18, Gain DR 1/-
Great Strength; Flesh; DC 24, Target gains 1d4 Strength.
Jarnac; Flesh; DC 28, Target loses 2 Speed and 2 Agility - Fortitude negates
Warrior Awake; Flesh; DC 38, Target gains 2 each of Strength, Speed, Agility, and Endurance.
Spineless; Flesh; DC 48, Target's spine is removed. He takes 4d8 damage and Strength and Agility permanently fall to zero. A successful fortitude save halves the damage and negates the ability damage.