The Life tradition stands in opposition to death.
Students of Life magic work to alleviate suffering, heal the injured, and fight disease, poison, and the other afflictions that trouble the living. As one might expect, the tradition is popular among the servants of the gods. Such magic allows the representatives of the divine to bring aid and comfort to those in need and to demonstrate the mercy of their patrons.
Although Life magic has a strong presence among the faithful, practitioners can be found the world over in the ranks of those who pledge their lives to protect the innocent and fighting back against the horrors that would snuff out life or make it not worth living. The most famous organization to advance the cause is, of course, the House of Healing. That institution has trained many a person, from devoted priests to secular agents, in the healing arts.
Death Ward
Target One creature you can reach
Duration 1 hour
You touch the target. For the duration, whenever the target makes a fate roll (Shadow, page 40), it can roll an additional die and use the highest of the results.
Triggered When a creature you can see within short range would die, you can use a triggered action to cast this spell. The creature does not die, stops making fate rolls, and instead becomes unconscious for 1d3 hours. At the end of this time, it heals 1 damage.
Destroy Death
Target One creature within short range that you can see
You send healing energy into the target. If the target is alive, it heals 1d3 damage. If the target is undead, make a Will attack roll against its Strength. On a success, the healing energy weakens the magic sustaining the creature’s unnatural existence, causing the target to take 1d6 + 2 damage.
Attack Roll 20+ The target takes 1d6 extra damage.
Life Sense
Area A sphere with a 5-yard radius centered on a point within your space
Duration 1 minute
You know the locations of any living creatures in the area. Such creatures cannot become hidden from you for the duration.
Minor Healing
Target One creature you can reach
You touch the target, which heals damage equal to half its healing rate.
Bountiful Vitality
Target One creature you can reach
Duration 1 hour; see the effect
You touch the target, imbuing it with healing energy that lasts for the duration. Each time the target heals damage, it heals 1d3 extra damage. If the target becomes injured, it immediately heals damage equal to half its healing rate, and the spell ends.
Cure
Target One creature you can reach
You touch the target, granting one of the following benefits:
- Remove one of the following afflictions from the target: diseased, fatigued, impaired, or poisoned.
- Remove 1 Insanity from the target.
- Remove any penalty to the target’s Health.
- The target heals damage equal to half its healing rate.
Font of Life
Area A sphere with a 2-yard radius centered on a point you can reach
Duration 1 minute
Healing energies spread through the area, which moves with you for the duration. Whenever a living creature in the area heals damage, it heals extra damage equal to your Power.
Life Surge
Target One creature you can reach
Duration 1 minute
You touch the target and cause it to heal damage equal to half its healing rate. Until the spell ends, the target makes attack rolls and challenge rolls with 1 boon.
Light Healing
Target One creature you can reach
You touch the target, which heals damage equal to its healing rate.
Augmented Vitality
Target One creature you can reach
Duration 1 hour
You touch the target and fill it with healing energy. For the duration, the target gains the following benefits:
- The target takes half damage from disease and poison.
- It makes rolls to resist or remove the diseased and poisoned afflictions from itself with 2 boons.
- Whenever the target would make a fate roll (Shadow, page 40), it can roll an additional die and use the higher of the two results.
- The spell imposes 1 bane on attack rolls made against the target by spirits and undead.
Moderate Healing
Target One creature you can reach
You touch the target, which heals damage equal to twice its healing rate.
Seed of Life
Target Up to three creatures you can reach
Duration 1 hour; see the effect
You touch each target and plant in its body the seed of life. The seed grants the target a +2d6 bonus to Health that lasts for the duration. If the target becomes injured, it immediately heals damage equal to its healing rate, and the spell ends for that target.
Vitality Burst
Target Up to three living creatures within short range
Each target heals damage equal to its healing rate.
Eradicate the Unclean
Area A 5-yard-radius sphere centered on a point you can reach
Healing energy spreads through the area and then dissipates. Each undead creature in the area takes 4d6 damage. A creature that takes this damage can make a Strength challenge roll and takes half the damage on a success.
Infectious and poisonous creatures in the area lose the ability to transmit disease or poison through their attacks unless they get a success on a Strength challenge roll with 1 bane.
Finally, undead in the area must get a success on a Will challenge roll with 1 bane, or be moved 5 yards away from you and be prevented from moving to within 5 yards of you for 1 minute. If such a creature is forcibly moved to within 5 yards of you, it becomes impaired until it is no longer within that distance.
Fleeting Life
Target One creature that has been dead no longer than 7 days
Duration 8 hours
You touch the target and imbue it with life. The target becomes a living creature with a Health score of 10 and no damage. It otherwise retains all of its talents, traits, along with any spells it has learned. If the target becomes incapacitated, the spell ends. When the spell ends, the target falls prone and becomes a corpse once more.
Sacrifice You can use an action and expend a casting of this spell to cast the moderate healing spell.
Greater Cure
Target Up to three creatures you can reach
You touch each target, granting one of the following benefits (you can choose a different one for each target):
- Remove one of the following afflictions from the target: diseased, fatigued, impaired, or poisoned.
- Remove 1 Insanity from the target.
- Remove any penalty to the target’s Health.
- The target heals damage equal to its healing rate.
Major Healing
Target One creature you can reach
You touch the target, which heals damage equal to three times its healing rate.
Mass Healing
Area A 5-yard-radius sphere centered on a point within short range
You release a wave of healing energy into the area. Choose any number of creatures in the area. Each creature chosen heals damage. The amount of damage depends on how many creatures you choose. If you choose one or two, the creatures each heal damage equal to three times their healing rate. If you choose three to five creatures, they heal damage equal to twice their healing rate. If you chose six or more, each heals damage equal to its healing rate.
Restore Body
Target One creature you can reach
You touch the target, causing it to heal damage equal to its healing rate. If you then concentrate for 1 minute and maintain contact for the entire time, you restore one missing extremity, organ, or limb to the target’s body.
Sacrifice You can use an action and expend a casting of this spell to cast the major healing spell.
Revive
Target One creature, killed no longer than 1 minute ago, that you can reach
You touch the target and restore it to life. The target must make a Strength challenge roll. On a success, it heals 1 damage and gains 1d6 Insanity. On a failure, it dies.
Sacrifice You can expend a casting of this spell to cast the moderate healing spell from the Life tradition.
Total Healing
Target One creature you can reach
You touch the target, which heals all damage.
End Suffering
Target One creature you can reach
You touch the target and cause it to heal damage equal to twice its healing rate. In addition, the target removes any of the following afflictions from itself: blinded, charmed, compelled, dazed, deafened, diseased, fatigued, frightened, impaired, poisoned, and stunned.
Invigorate
Target One creature you can reach
Duration 1 hour
You touch the target and imbue it with life energy. The target heals all damage. Then, until the spell ends, the target makes attack rolls and challenge rolls with 2 boons.
Resurrect
Target One creature, killed no longer than 24 hours ago, that you can reach
You touch the target. You must concentrate for 1 hour, during which time you must maintain physical contact with the target. If your concentration is uninterrupted for the full hour, the target might come back from the dead.
If the target’s soul resides in the Underworld, it returns to its body and the target is restored to life. The target heals 1 damage and becomes fatigued and impaired until it completes a rest.
If the target’s soul resides in Hell, make a Will challenge roll with a number of banes equal to the target’s Corruption. On a success, you restore the target to life as described above. On a failure, the soul is utterly lost. It cannot be returned to its body by further castings of this spell.
Sacrifice You can expend a casting of this spell to cast total healing.