Difference between revisions of "Cloth"
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− | {{Magic Box}} | + | <noinclude>{{Magic Box}}</noinclude> |
− | The Cloth discipline broadly covers all plant or animal material that was once living but has since been turned into some sort of product. This includes cloth, wood furniture, rope, leather, and many other materials, though it does not include "raw" animal or plant materials such as uncut wood or hay. Food products are also not covered. | + | The Cloth discipline broadly covers all plant or animal material that was once living but has since been turned into some sort of product. This includes cloth, wood furniture, rope, leather, and many other materials, though it does not include "raw" animal or plant materials such as uncut wood or hay. Food products are also not covered.<noinclude> |
== Special Uses == | == Special Uses == | ||
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Repair; Cloth; DC 16, Heals 2d6 HP in a small wooden, cloth, or leather item. This can apply to several types of armor. | Repair; Cloth; DC 16, Heals 2d6 HP in a small wooden, cloth, or leather item. This can apply to several types of armor. | ||
− | Rope to the Sky; Cloth; DC 20, You command a length of rope to shoot directly up a wall, tree, or other structure. When it reaches the top it ties onto a sturdy object, if there is one. For the next ten minutes it hold twice the weight it normally could hold. At any time during this span you may have it untie as a free [[Immediate Action]]. | + | Rope to the Sky; Cloth; DC 20, You command a length of rope to shoot directly up a wall, tree, or other structure. When it reaches the top it ties onto a sturdy object, if there is one. For the next ten minutes it can hold twice the weight it normally could hold. At any time during this span you may have it untie as a free [[Immediate Action]]. |
− | Command Rope; Cloth; DC 26, You imbue a rope with the power to move on its own - it can use up to 4 AP on your turn and you can command it to do anything one can do with rope. You tie it as if you had the same number of ranks in [[Rig#Use_Rope|Use Rope]] as you do in this domain. | + | Command Rope; Cloth; DC 26, You imbue a rope with the power to move on its own - it can use up to 4 AP on your turn and you can command it to do anything one can do with rope. You tie it as if you had the same number of ranks in [[Rig#Use_Rope|Use Rope]] as you do in this domain. Requires [[Tenacity]]. |
Leather Shell; Cloth; DC 30, You toughen up Leather or Studded Leather Armor, doubling their damage resistance. | Leather Shell; Cloth; DC 30, You toughen up Leather or Studded Leather Armor, doubling their damage resistance. | ||
− | Gloves of Strength; Cloth; DC 35, You imbue a pair of leather gloves you are wearing with incredible strength. So long as you wear them (until the spell wears off; about 10 minutes) your strength increases by 4 for operations performed using the hands and you gain a climb speed of 5 feet. | + | Gloves of Strength; Cloth; DC 35, You imbue a pair of leather gloves you are wearing with incredible strength. So long as you wear them (until the spell wears off; about 10 minutes) your strength increases by 4 for operations performed using the hands and you gain a climb speed of 5 feet. Requires [[Tenacity]]. |
− | Cloth Servant; Cloth; DC 49, By combining clothing, rope, furniture, and other small objects, you create a [[Cloth Golem]], which obeys your commands for 10 minutes. The only action it will take on its own (if you are knocked out, for example) is to protect you. At the end of 10 minutes it dissolves. | + | Cloth Servant; Cloth; DC 49, By combining clothing, rope, furniture, and other small objects, you create a [[Cloth Golem]], which obeys your commands for 10 minutes. The only action it will take on its own (if you are knocked out, for example) is to protect you. At the end of 10 minutes it dissolves. Requires [[Tenacity]]. |
[[Category:Core Rules]] | [[Category:Core Rules]] | ||
[[Category:Magic]] | [[Category:Magic]] | ||
+ | </noinclude> |
Latest revision as of 16:00, 15 May 2011
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The Cloth discipline broadly covers all plant or animal material that was once living but has since been turned into some sort of product. This includes cloth, wood furniture, rope, leather, and many other materials, though it does not include "raw" animal or plant materials such as uncut wood or hay. Food products are also not covered.
Special Uses
Can easily be used to do simple operations under the following disciplines of Craft: Carpentry, Fletching, Leatherworking, Sailmaking, Tailoring, Weaving, Woodworking.
This also includes repairing such objects.
Cloth can be incredibly useful, as most people wear clothing made out of objects that fall under the discipline, and it is comparatively easy to strangle someone with a leather necklace, or a shirt.
Use in Mixed Spells
No special uses.
Counterspells
No special uses.
Example Spells
Repair; Cloth; DC 16, Heals 2d6 HP in a small wooden, cloth, or leather item. This can apply to several types of armor.
Rope to the Sky; Cloth; DC 20, You command a length of rope to shoot directly up a wall, tree, or other structure. When it reaches the top it ties onto a sturdy object, if there is one. For the next ten minutes it can hold twice the weight it normally could hold. At any time during this span you may have it untie as a free Immediate Action.
Command Rope; Cloth; DC 26, You imbue a rope with the power to move on its own - it can use up to 4 AP on your turn and you can command it to do anything one can do with rope. You tie it as if you had the same number of ranks in Use Rope as you do in this domain. Requires Tenacity.
Leather Shell; Cloth; DC 30, You toughen up Leather or Studded Leather Armor, doubling their damage resistance.
Gloves of Strength; Cloth; DC 35, You imbue a pair of leather gloves you are wearing with incredible strength. So long as you wear them (until the spell wears off; about 10 minutes) your strength increases by 4 for operations performed using the hands and you gain a climb speed of 5 feet. Requires Tenacity.
Cloth Servant; Cloth; DC 49, By combining clothing, rope, furniture, and other small objects, you create a Cloth Golem, which obeys your commands for 10 minutes. The only action it will take on its own (if you are knocked out, for example) is to protect you. At the end of 10 minutes it dissolves. Requires Tenacity.