Life

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Magic
Disciplines

Elements

Aspects

Materia

Prestige

Mastery

Rules

The Life discipline holds dominion over life itself, allowing the caster to control life force directly and shape it as she pleases.

Special Uses

Life can be used for Necromancy, as mentioned below.

Life can be used to speak with the dead. Speaking with a newly dead body with a willing soul has a DC of 20. Unwilling souls increase the DC by 10, and the DC goes up by 5 for each day they've been dead. After several days the DC will be too high to cast normally - you may have to contrive a special spell to contact the soul.

You can also often talk to dead spirits inhabiting an area, getting an idea of what has happened in an area in the past few hours.

Life covers draining effects, stealing the energy of others to increase your own. You can also heal some damage using Life, but it is much less effective than the healing provided by Flesh.

Life can also be used to bind the souls of the dead to objects. Se the Example spell Binding below.

Use in Mixed Spells

Life can be used for powerful Necromancy effects, especially when combined with Flesh and Mind. See the Mixed Spells page for more info.

By itself Life cannot resurrect an individual, as the body is dead, but combined with Flesh returning a being to life is possible.

Counterspells

No special uses.

Example Spells

Lifesense; Life; DC 17, Sense all creatures within 60 feet that are both alive and have a Charisma of at least 2. Requires Tenacity.

Chill Touch; Life; DC 26, Target creature you touch takes 1d3 damage each to two ability scores, and you gain the same amount to the same scores. Their penalty lasts 24 hours, while your bonus lasts only 10 minutes.

Binding; Life; DC 35, You bind the soul of a creature killed in the last three rounds into a single object that you are able to hold in your hands. The soul resides there until the object is destroyed. It retains all knowledge, skill, and personality that it had in life, but it is unable to move on or affect the world. You may speak to it and it will respond or not, depending on its personality.

Death Devourer; Life; DC 39, For the next 10 minutes, whenever a creature of at least 2 Charisma dies within 60 feet of you, you gain 1d6 HP (cannot put you over your total), and you gain a +2 to all spellcasting checks on your next turn. This stacks if multiple creatures die.

Revenant; Life; DC 43, You rejoin a soul to its original dead body. The body must be roughly intact but it does not return to life - they merely reinhabit the husk, which stops decaying. The character's disposition to you rises by two. They gain the Revenant template. You may dismiss them at any time at which point they immediately die. If they have been dead more than a year the DC increases by 10.

Atropos; Life; DC 50, You sever the connection between a creature and its soul. It must make a will save or immediately die.