Life Sphere
From Titan's Teeth
Main > > Magical Spheres > Life Sphere |
You wield the powers of life.
Powers
Invigorate
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1).
Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points.
This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.
Cure
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).
Restore
As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.
This accomplishes all of the following:
- Heals 1d4 points of ability damage to one ability score of your choice.
- Removes the fatigued condition or lessens exhaustion to fatigued.
- Removes the sickened condition or lessens nauseated to sickened.
- Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
- Removes the staggered condition.
- Removes the dazzled condition.
Base Talents
Life Talents (Invigorate)
Greater Invigorate
When placing an invigorate on a target, add your casting ability modifier to the amount of temporary hit points granted, and increase the duration to 1 hour per caster level.
Healthy Invigorate
You may spend a spell point when using invigorate to allow your invigorate to increase a target’s effective hit point total to reach beyond their usual hit point total, as is normal with temporary hit points. This means you may use this talent to grant an invigorate to a creature already at its maximum hit points.
Life Talents (Cure)
Fount of Life
You may store a cure within yourself, allowing you to access that healing as needed throughout the day.
You spend a spell point and roll the damage healed as normal, except rather than healing by the given amount, that amount of healing is stored. You may store multiple cures in this manner to increase the amount of stored healing, but you cannot store more healing within you than 10 x your caster level. Stored healing is lost when you rest to recover spell points.
You may draw on this stored healing to heal targets exactly as if using your cure ability, except you do not need to spend a spell point; you may choose the amount of healing granted (to a maximum amount equal to your stored healing), and any healing granted to a target is subtracted from your stored healing.
Greater Healing
Your cure effect heals 2 points per caster level instead of 1 point per caster level.
You may take this talent a total of 4 times. Each time this talent is taken, increase the amount healed by 1 hit point per caster level, to a maximum of 5 hit points per caster level.
Revitalize
When curing a target or targets, you may choose to grant the target Fast Healing instead of directly healing damage.
This grants the target Fast Healing 1 for 1 minute per caster level.
Increase the amount of Fast Healing granted by the number of times you have taken the Greater Healing talent. (Thus, if you had gained the Greater Healing talent twice, you could grant a target Fast Healing 3.
If you purchase this talent a second time, the revitalize lasts 1 hour per caster level, or until the target has healed a total number of hit points equal to 10x your caster level, plus an additional 10x your caster level for each time you have gained the Greater Healing talent. If a creature gains fast healing from another source (such as another caster using this ability), they may choose each round which they benefit from.)
Life Talents (Restore)
Break Enchantment
You may spend an additional spell point to allow your restore ability to removes all magic from the target that has a duration.
This may be used against curses including cursed equipment, although it does not remove the curse from the equipment, but instead suppresses the effect long enough for the item to be removed. You must succeed at a magic skill check against each magical effect in order to remove it.
You may choose not to remove certain effects if you so desire (for example, you may target only harmful effects and not beneficial ones).
This counts as using the break enchantment or remove curse spell against those spells and effects that specify they can only be removed through those spells. This has no effect on instantaneous effects.
Empathic Healing
You may restore others by taking on their injuries yourself. Doing so reduces the cost of the Life sphere effect by 1 spell point to a minimum of 0 spell points.
When you restore a creature empathically, you gain any conditions you removed from the creature as if you had been the one originally affected. Likewise, you gain any attribute drain or damage, or any negative levels they had. You may not transfer conditions that will kill you or render you unconscious, or conditions that are the result of ongoing effects (such as being shaken within a totem of doom). You may select which conditions to transfer and which to leave untreated.
If the effect causing the condition allowed a save, you do not get a new save, though any effects on you that would protect you from the condition still function for the duration you have them. If you already have that condition, any duration it may have adds to the duration of the condition you have, but otherwise you are unchanged.
If you use this talent to restore multiple creatures, the durations of conditions removed stack if possible, but do not otherwise worsen.
Greater Restore
When restoring a target, instead of lessening the exhausted, nauseated, frightened, and panicked conditions, they are completely removed.
This also heals all ability damage and the stunned condition.
Life Talents (Cure & Restore)
Restore Health
Your cure ability heals an additional 1d8 hit points.
When restoring a target, you may make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target.
This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.
Restore Mind
Your cure ability heals an additional 1d8 hit points.
When restoring a target, the target is also cured of the confused and dazed conditions.
Restore Movement
Your cure ability heals an additional 1d8 hit points.
When restoring a target, the target is freed from movement-impairing effects. The target may make an immediate Escape Artist check with a bonus equal to your caster level against any applicable condition (for example, if it is entangled or grappled), and you may make a magic skill check against any spell or effect that causes paralysis, removing the condition if you succeed.
Restore Senses
Your cure ability heals an additional 1d8 hit points.
When restoring a target, the target is also cured of all temporary or magical removal of their senses. This includes blindness, deafness, loss of Tremorsense, Blindsense, etc.
Restore Soul
Your cure ability heals an additional 1d8 hit points.
When restoring a target, the target is also cured of all ability drain and temporary negative levels.
Life Talents (Modifiers)
Mass Healing
You may spend an additional spell point when using a cure or invigorate to affect an additional creature per 2 caster levels (minimum: 1). All targets must be within range.
Ranged Healing
Your cure, invigorate, and restore abilities have a range of Close rather than Touch.
Restorative Cure
When using your cure or invigorate abilities on a target or targets, you may spend an additional spell point to restore them as well.
Life Talents (Restricted)
These talents cannot be picked by default.
Taste of Victory
Whenever you successfully hit a creature with at least half as many Hit Dice as your character level with an attack that requires an attack roll, you may spend an additional spell point to use a Life sphere ability as a swift action on any willing creature within range.
If the attack was a critical hit, knocked the target creature unconscious, or reduced the enemy to 0 or fewer hit points, you may use the Life sphere ability without spending the additional spell point required to use this talent.
Water of Life
You can imbue a fluid or small portion of food with your Life sphere abilities. This is performed in the same way as using the Life sphere ability, but targeting the consumable instead of a creature. The consumable must be in hand, and you may only imbue one consumable at a time, even if you can affect multiple creature with your Life sphere abilities (such as with Mass Healing). A consumable can only be imbued once with this ability.
The consumable remains potent until you rest and regain spell points, and possesses an aura as if it were the original target of the effect. Once imbued, the consumable may be given to another person, who may use it is if it were a potion.
Any potion (such as a healing potion) or alchemical agent can be used in place of a liquid. In this case, the imbiber receives the benefits of both the Life sphere ability and the substance imbibed.
Advanced Talents
Life Talents (Regeneration)
Ranged Healing
Prerequisites: 10th caster level or higher.
When you restore a target, they are healed of all broken bones, severed body parts (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), and ruined organs. This also restores sight, hearing, and other permanent loss of senses. If body parts to be reattached are not present, they require 2d10 rounds to regrow.
This cannot bring a creature back from the dead nor function on a creature that is already dead.
Restore Mind and Body
Prerequisites: Break Enchantment, Restore Soul, Restore Mind, 15th caster level or higher.
You may spend an additional spell point to allow your restore ability to remove all permanent negative levels from the target and to count as using a wish or miracle spell for those spells and abilities that specify they can only be removed by use of these spells (including insanity, feebleminded, geas, etc.).
This does not mimic any other benefits of a wish or miracle spell, and cannot restore other conditions unless the appropriate talents are also possessed.
Life Talents (Resurrection)
Greater Resurrection
Prerequisites: Resuscitate, Resurrection, Regeneration, 15th caster level or higher.
When you bring a target back to life with your Resurrection talent, they only suffer 1 permanent negative level, they may have been dead for up to 1 day per caster level, and they can be missing vital components; indeed, you need only a small piece of their body (a pinch of ash, a finger, etc.) to bring them back to life and fully restore their body to its complete form.
Resurrection
Prerequisites: Resuscitate, 10th caster level or higher.
You may spend 3 spell points and 1 hour to bring a dead target back to life. A target cannot have been dead for more than 1 hour per caster level, the creature’s body must be reasonably intact (i.e., it cannot be missing a vital component such as its head or heart), and the target’s soul must be willing to return (an unwilling target cannot be forcibly resurrected).
The target is restored to full health and any ability scores drained or damaged to 0 are raised to 1, but otherwise, any conditions the target was under when it died return when it is raised (disease, poison, curses, etc.). A restore can be applied simultaneously with the resurrection to counteract these conditions. Missing body parts are not restored, although the wounds are sealed and do not bleed.
The target also gains two permanent negative levels when it is raised or suffers 2 points of Constitution drain for every negative level it would be reduced below 1st level. If this would reduce the target’s Constitution to 0 or less, it cannot be raised. You cannot raise a target that has died of old age.
Drawbacks
Sphere-specific drawbacks grant the target an extra magic talent in their prerequisite sphere. A creature does not gain this bonus magic talent until they gain the sphere-specific drawback’s prerequisite sphere. A sphere-specific drawback may be removed by spending a magic talent, in essence ‘paying back’ the talent gained from the drawback.
Glorious
You are not a healer, you are a soldier, and life can’t be given before it is taken. You cannot use your Life sphere abilities without successfully attacking a worthy enemy first.
You gain the Taste of Victory talent as your bonus talent for this drawback, but you can only use your Life abilities when Taste of Victory is triggered.
Limited Restoration
Choose either restore or cure/invigorate. You cannot use this ability or abilities, nor take talents that only augment those listed abilities.
Medicinal
Your Life sphere abilities cannot be used directly on a creature. Instead, you have the ability to imbue a liquid with your Life sphere abilities.
You must select the Water of Life talent with the bonus talent granted by this drawback, and you can only use your Life sphere abilities to imbue fluids, and not directly on creatures.
You cannot gain the Ranged Healing talent. You can not take this drawback if you have the Glorious or Sympathetic drawback.
Regenerate
You may only target yourself with your Life sphere abilities.
Slow Recovery
You lack the ability to cause rapid healing; you can only cure by granting fast healing. You may still restore or invigorate creatures normally.
You must use the talent gained from this drawback to buy the Revitalize talent.
Sympathetic
You may only restore others by taking their afflictions unto yourself. You can only use the restore sphere ability with the Empathic Healing talent.
You must select the Empathic Healing talent with the bonus talent gained from this drawback.
Unnatural Remedy
Your healing magic may be cold, eerie, harsh, or pervasive. Whenever you use a Life sphere ability on a target, they reflexively resist (even while unconscious), and must make a Will saving throw against the effect as if they were an unwilling target.
You may not take this drawback if you have the Regenerate drawback.