Cloth

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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 an 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.

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.

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.