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Path of Life

The Life Path Skill allows the character to cast Life Magic.  This magical path focuses on healing.  While the follower of Life Path Skill may not choose to call for generic magic, Life magic has been known to damage undead.

The standard effect of Life magic is to restore hit points to the target character. Normally all magical healing effects that restore hit points require the receiving character to have not received damage for 60 seconds. If a character receives healing before this duration, they must call “No Effect”. This rule is true of both standard calls and feats unless noted.

The first purchase of the Life Path Skill provides a +2 to healing calls.  Subsequent purchases of this skill provide an additional +1 bonus to Life Magic at each purchase; the Life Path Skill may be purchased multiple times.  All magic Skill Paths apply bonuses from the Intelligence stat as well as the appropriate path skill. For every purchase of this skill, the player may select a Feat from the following list.

Signature Call: <Healing Amount> Life

Feat Name Type Target Duration Delivery
Bestow M S, O 30 T, P
Bind M S, O 10 T, P
Cure Madness T S, O I T, P
Cure Poison M S, O I T, P
Empower M S, O I T
Power Boost M S 30 T
Restore M S, O I T, P
Regrowth M S, O 1 T
Turn Undead M O 10* D

Bestow (Life, Magic)

Type: Magical
Target: Self, Other
Duration: 30 Minutes
Delivery: Touch, Packet

This Feat allows the character to grant a single target increased health for ½ hour.  The base health of the character is temporarily doubled.  This Feat cannot be used concurrently to increase the multiplier it provides.

Signature Call:  Bestow

Bind (Life, Magic)

Type: Magical
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet

This Feat allows the character to magically bind a single target for 10 minutes.  The target cannot move their arms or legs; therefore the target is unable to cast any magic, dodge, or use weapons and cannot use Feats.

Signature Call:  Bind

Cure Madness (Life, Magic)

Type: Thought Altering
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to cure any thought altering durational feat.  As an additional role-play element, this may optionally temporarily relieve any permanent mental ailments that are related to a character’s personality.

If this feat is delivered by touch, it is undetectable and thus unresistable.

Signature Call:  Cure Madness

Cure Poison (Life, Magic)

Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to cure any durational poison effect on a single target.

Signature Call:  Cure Poison

Empower (Life, Magic)

Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch

This Feat allows the character to imbue their next normal healing call related to this Path Skill with greater power.  The character multiplies their basic healing call by ten. In addition, this feat bypasses the normal 60 second duration that prevents healing after a character has taken damage.

Signature Call:  Empower <Healing Amount> Life

Power Boost (Life, Magic)

Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to increase their basic healing call related to this Path by 5 points for ½ hour. The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.

Signature Call:  Power Boost (Life)

Regrowth (Life, Magic)

Type: Magical
Target: Self, Other
Duration: 1 Minute
Delivery: Touch

This Feat allows the character to regrow and heal crippled or missing limbs on a single target after 1 minute.  All crippled or missing limbs are regrown at the end of the duration.  Should the character be interrupted during this time, the Feat will fail; however the Feat is not considered expended.

Signature Call:  Regrowth

Restore (Life, Magic)

Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to fully restore the health points of a single target.  The target may be injured or dead.  Targets which have popped to spirit may also be brought back in this way, however a body is required.  Restore does not cure any effects which persist through death.

Signature Call:  Restore

Turn Undead (Life, Magic)

Type: Magical
Target: Other Only
Duration: 10 Minutes*
Delivery: Directed

This Feat allows the character to hold off unintelligent undead.  Turn Undead is a single target, directed feat PHYS REP’ED by the player pointing a finger at another player to denote targeting.  So long as the character points a finger at a target, that target may not approach closer than 5 feet, perform melee attacks, nor perform ranged attacks against the character.  The character may not advance on the single target, but is free to retreat or hold their ground.  The character may choose to switch to another single target through a change in direction. *This effect lasts for 10 Minutes or until the character lowers their pointed finger.

Signature Call:  Turn Undead

Epic Life Feats

Epic Feat Name Type Target Duration Delivery
Life-Giver E S 30 T
Spiritual Refresh E S, O I T, P

 

Life-Giver (Life, Magic)

Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Epic Feat grants the character the ability to restore anyone to full health regardless of the 1-minute rule or whether or not the target is in combat for ½ hour.  Life-Giver is uninterruptable, as though the character were also under the effects of Combat God.  This Feat does not allow the character to heal them-selves in this fashion.

Signature Call:  Life-Giver, Full Life

Spiritual Refresh (Life, Magic)

Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Epic Feat grants the character the ability to reset all of a single target’s standard and epic feats—with the exception of Spiritual Refresh.

Signature Call:  Spiritual Refresh