Body Lore

Copyright Cory Magel © 2015

Edited by Terence Wynne for The Guild Companion

"The caster may ignore the effects of the first critical strike made against him."

Spell Area of Effect Duration Range Type
1. Detect Life* 5' 10min/lvl 100' P
2. Heal I 1 target P touch U
3. Stun Relief I* 1 target P touch Us
4. Pain Relief I 1 target varies touch Us
5. Unpain I* caster 1min/lvl self Us
6. Disease Resistance 1 target 10min/lvl touch U
7. Poison Resistance 1 target 10min/lvl touch U
8. Stun Relief II* 1 target P touch Us
9. Heal V 1 target P touch U
10. Unpain II* caster 1min/lvl self Us
11. Awake* 1 target P touch Us
12. Lions Heart caster varies self U
13. Pain Relief II 1 target varies touch Us
14. Stun Relief III* 1 target P touch Us
15. Unpain III* caster 1min/lvl self Us
16. Theurgists Sleep 1 target varies touch U
17. Healing Sleep 1 target varies touch U
18. Stun Relief V* 1 target P touch Us
19. Self Keeping* caster varies self Us
20. Unpain IV* caster 1min/lvl self Us
25. Pain Relief True 1 target varies touch Us
30. 1 target P touch U
50. Unpain True caster 1min/lvl self Us
1. Detect Life*
Detects any life within a 5'R. Targets within 100' marked with the Marker spell will also register.
2. Healing I
Target is healed of d10 concussion hits.
3. Stun Relief I*
Target is relieved of 1 round's worth of accumulated stun effects. See Section 7.1.1 of Spell Law for more information.
4. Pain Relief I
Heals 1 hit per minute for as long as the caster concentrates. If target is unconscious, this spell will operate without concentration.
5. Unpain I*
Caster is able to sustain an additional 25% of his total concussion hits before passing out. Hits are still taken and remain when the spell lapses.
6. Disease Resistance
For the duration of the spell, target gets an additional RR versus any disease(s).
7. Poison Resistance
For the duration of the spell, target gets an additional RR versus any poison(s).
8. Stun Relief II*
As Stun Relief I, except relieves two rounds of stun.
9. Healing V
As Healing I, except that target is healed of 7d10 concussion hits.
10. Unpain II*
As Unpain I, except an additional 50% can be sustained.
11. Awake*
Caster is instantly awake from any unnatural sleep (e.g., Sleep spell, sleeping drug, etc.). Caster takes one round to awaken.
12. Lions Heart
The caster may ignore the effects of the first critical strike made against him. At the end of this spell's duration, all effects apply normally. Only one wound can be ignored in this fashion at a time (i.e., the caster cannot have more than one Lion's Heart spell active an any given time).
13. Pain Relief II
As Pain Relief I, except 2 hits per minute are healed.
14. Stun Relief III*
As Stun Relief I, except relieves three rounds of stun.
15. Unpain III*
As Unpain I, except an additional 75% can be sustained.
16. Theurgists Sleep
This spell halves the normal amount of time needed for rest. For example, after a normal day, instead of needing 8 hours of sleep, the caster will need only 4. This spell will remain in effect for the duration of the sleep.
17. Healing Sleep
During a normal sleep, all healing (magical or natural) double in the rate at which they heal. For example, using Pain Relief True a target would heal 2 hits per round instead of the normal 1 while asleep.
18. Stun Relief V*
As Stun Relief I, except relieves five rounds of stun.
19. Self Keeping*
Upon receiving a death blow, the caster goes into a state of suspended animation. The caster will remain in this state until he is cured or his brain is destroyed.
20. Unpain IV*
As Unpain I, except an additional 100% can be sustained.
25. Pain Relief True
As Pain Relief I, except heals 1 hit per round.
30. Limb Regeneration
Concentrating with this spell for 2 hours per day for 10-100 days will regenerate a limb.
50. Organ Regeneration
After any organ (except brain) is destroyed, the caster may use Self Keeping and this spell. The organ is regenerated after 10-100 days of complete inactivity.