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Biomancy




Also called "life magic," biomancy controls biological processes and living systems, allowing mages to heal, alter, enhance, or transform living beings. It governs growth, disease, mutation, and the structure of living bodies. Conceptually, biomancy is the manipulation of organic patterns and the processes that define living organisms.



Analyze Biomancy
Breath of Life
Clone
Contagion
Cure Disease heals disease
Cure Poison heals poisons
Bestow Nightvision
Deeper Breath
Elongation
Enhance Constitution
Enhance Dexterity
Enhance Strength
Enlarge Creature
Flora Growth (as plant growth but can affect fungi as well)
Heal Wounds heals physical wounds
Invigorate heals fatigue and malnourishment and sleep effects
Life Sense
Object Form
Resurrection
Shrink Creature
Soothe heals mental and emotion effects
Transformation (Replaces all Polymorph powers except those listed on this site)
Tree Shape



Beast Tongue
Biomancy | Concentration | Discovery
Action full (3 actions)
Target 1 creature or mass of organic lifeforms up to Large size
+1 Reach: The subject may communicate with all animals,
instead of only a single species.



Self-sustaining: You consume
Hold Breath: You consume 1/3 the amount of air normally neded or can hold your breath for x3 as long. Tier 2 x10 or 1/10th. Tier 3 you don't need to breath ast all.

Toxin resistance: toxin effects double intervals for you

Fast Healing

Control Bodily Functions
You can control a creatures bodily functions such as causing their body to produce dopamine or serotonin or adrenaline. This can allow you to manipulate their emotions or instinctual compulsion as if using Enchantment. This functions like any Enchantment (Emotion and/or Pain and/or Sleep) effect that targets a creature but it can only affect living organic creatures and they make a Fortitude save instead of Will save to resist. It cannot emulate Compulsion, Confusion, or Linguistic effects.
Allure
Antipathy
Command (living organic beast only)
Daze
Fear
Haste
Hunger
Rage
Sleep
Beast Minion +1 gain ability to use compulsion but only on mindless and bestial organic living creatures.


Mutable Body
You can manipulate a creature's sex and appearance adjusting things such as eye, hair, and skin color, bone structure, height, weight, sex organs and other sex characteristics, voice, etc. This functions like any Illusion with the Glamer type but it can only affect living organic creatures and they make a Fortitude save instead of Will save to resist.


Bleed
Bruise
Lacerate
Self Corrosion (you cause the target's own internal corrosive fluids to attack itself)
Bone Spur (you cause the target's bones to pierce their own flesh)
Clumsy
Weaken
Drain

Enhance Strength
Enhance Dexterity
Enhance Constitution
Enhance Speed

Many Faces (+1) you can impersonate specific indidivudals ith your transofrmation
Deep Fake (+1) Your transformation is fertile and affects you emotionally so that you empathize with subtle details taking no penalties to disguise for being a different age, sex, species, etc.
Adjusted weight and fitness


Accelerate Growth (Life ••••)
Practice: Patterning
Primary Factor: Duration
Withstand: Stamina
Suggested Rote Skills: Animal Ken, Medicine, Science
With this spell a mage can greatly accelerate the growth of a
living being. The subject’s growth rate doubles for each level of
Potency. At Potency 5, the subject grows 32 times faster than
normal — a human infant would reach adulthood in a little over
half a year, if the spell’s Duration lasts long enough. When the
spell expires, the subject returns to its actual age. The targets gain
no life experience beyond that which they undergo during the
spell’s Duration, so a human child made into an adult by means
of this spell will likely behave as a child unless other magic helps
him learn quickly, and the mage or someone else sees fit to teach
him. If the subject exceeds its natural lifespan, it dies of old age.
+1 Reach: When the spell’s Duration lapses, its effects wear
off at an even greater rate than they took hold, rapidly de-aging
the subject within a matter of minutes. This places great stress
on the mind and body of the target, requiring a Stamina roll to
avoid falling into an induced coma for a number of days equal
to Potency. Subjects that have been aged to death do not return
to life when they de-age, instead appearing to be their original
age and yet having died of natural causes.


Regeneration
Life magic can regenerate lost organs, limbs, repair fire-scarred
tissue, and restore function to dead tissues, provided the subject
is still alive when the spell is cast. This spell can even cure brain
damage, infertility, and birth defects. Potency determines the
extent of the organs that may be regenerated. Affected body parts
regenerate (growing from nothing if the limb or organ has been
completely removed) at a rate of about one minute per level of
Potency required.


Shapechanging (Life ••••)
As transformation but use preselected animals instead of customizing (stronger but less customizable).

Transmutation (+1): The subject’s gear changes to fit her new
form.
153 life
+1 Reach (with Matter ••••): The subject’s gear becomes part
of her new form, taking on appearance as odd scars, fur, or scales.
+1 Reach: The subject takes on a swarm form and maintains
control of hundreds or thousands of tiny creatures. See the
sidebar on p. 151.
+1 Reach: The subject retains full control of her reason and
doesn’t have to fight instinctive urges.


Create Life (Life •••••)
Practice: Making
Primary Spell Factor: Duration
Suggested Rote Skills: Medicine, Science, Survival
A Master of Life may create a new living organism of nearly
any variety: plant, fungus, animal, even complex organisms like
humans and cetaceans. The created being is mindless without
the conjunctional use of the Mind Arcanum to give it intelligence, acting purely upon instinct. It will be a simple creature,
even for its kind, but otherwise fully functional and even capable
of procreation.
What a mage can create is limited by little other than her
imagination, though truly fantastical creatures are beyond the
scope of this spell. She cannot create a winged dragon, for
instance, and expect it to fly in defiance of physics. The Size of
Target Scale factor determines the maximum Size of the created
organism. The creation has all the basic characteristics of an
organism of its type; the mage need not impart the ability to
breed or move in ways normal to that species.
When the spell’s Duration expires, so does the created organism, which may count as an Act of Hubris against Enlightened
Wisdom. Simply creating the living creature knowing this may
also count as an Act of Hubris. Some mages use this spell to
create bodies they can possess or alter with other Life magic, use
to bribe spirits looking for a host body, or create a companion
(often done with an Indefinite Duration). Created human
bodies are soulless and thus immediately gain the Soulless
Condition (see p. 318).
Add Mind •••••: The caster gives her creation a true mind
as appropriate for the organism’s type.
+1 Reach: The organism may be created with additional
features for every level of Potency above the base required, as
per Transform Life (see p. 150).



BLIGHT
This destructive spell rips the very life-force from an area or an
individual, rendering it incapable of sustaining life. Plants, animals,
and even fungi in the area die. The use of this spell even temporarily
halts decomposition in an area based upon microbial breakdown of
dead cells, as it kills all microscopic organisms as well. Finally, the
spell prevents anything affected from becoming fertilized, though
existing pregnancies stay if the organism survives. The spell creates
an Extreme Environment effect equal to Potency.
+1 Reach: Individual living things that survive the assault
on their vitality will find themselves unable to grow or heal
naturally, and suffer an additional �“1 from any wound penalties
they currently bear.