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.

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.