Biomancers channel magical energies to cause direct and specific change in an existing object or creature. Alterations can affect a subject's form, weight, abilities, or even his physical well-being. Biomancers are typically curious, sharp-minded, and deeply analytical. They are fascinated by putting things together and taking them apart again, but aren't prone to profound philosophic insights, as their minds are more attuned to how things work than how a society functions. The only constant in the universe is change; concepts of good and evil are relative, dependent on existing conditions and seldom permanent.
| Step 1: Attributes | ||
| Roll attributes as normal but raise INT to 15, or if already over add +1 instead. Hit points = CON +4, +4 per level. | ||
| Step 2: Skills | ||
| Choose skills in
the normal manner but also gain the following free ones; Knowledge Artifacts Knowledge Demons Knowledge Fauna Knowledge Geomancy Knowledge Magic Science Biology |
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| Step 3: Abilities | ||
| Biomancers gain all the
following free; Spellcast - The first sphere the mancer learns from is free and must be from Biomancic, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from Biomancic, Transmutanic, Common, Chaotic and Necromantic. Mancers can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Sanity save at levels 2, 4, 7, 11, 15 and 19. +1 Willpower save at levels 1, 3, 5, 9, 13, and 17. +1 Spell Bonus at levels 4, 7, 10, 16 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19. Additionally Biomancers start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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| Ability | Cost | Notes |
| Alter Attributes | 5 | The Biomancer can at any time rearrange points between any of his physical attributes. This includes STR, DEX, CON, MR and in an emergency HPs. No attribute can ever be reduced to below one, and there will be consequences for any low attributes. |
| Alter Body | 5 | The Biomancer can alter his appearance or any part of his body to resemble anything from his imagination or anyone that he has seen but may it be no less than half or more than double of his original size. |
| Contact | 5 | The player may have 1 contact per 5 CHA and this may be in any country. The player should determine this with the GM. Add an equal amount of contacts each time rebought. The contacts should be involved in medicine or pharmacy. |
| Damage Bonus | 5 | +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Extend Duration | 10 | Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Familiar Link | 5 | The Biomancer may summon and permanently psionically link with a small animal of the character's choice. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact. |
| Graft | 5 | The Biomancer learns how to take the flesh of one creature and graft it onto another, in order to impart the abilities of one creature with another. He may perform this operation on any living corporeal creature. The operation requires a portion of the remains from another living corporeal creature that has the ability that will be added to the base creature. He can only attach grafts that have been removed from their creature of origin for no longer then 1 day per level of the Biomancer. After completing the graft the base creature can heal any damage it sustained and gains the use of the grafted ability, usable in the same manner as the original creature from which the graft was harvested. |
| HP Bonus | 10 | CON +6 HP instead of 4, +6 per level. |
| Range Boost | 10 | +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| True Sight | 10 | Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic. |
| Step 4: Careers | ||
| Possible related careers include; CSI, Pathologist, Mortician, Surgeon, Microbiologist, Gravedigger and Academic Researcher (specialising for instance in Undead, etc). | ||