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Biomancer

The Biomancer

Born of the harmonious union between magic and nature, the Biomancer is a master of life itself, shaping and manipulating living organisms with their arcane powers. Through their deep connection with the natural world, they command the very essence of life, fostering growth, healing wounds, and even altering the very forms of living creatures. With each gesture, they breathe vitality into the world, weaving intricate webs of symbiosis and evolution that transcend the boundaries of traditional magic. In their hands, the cycle of life and death becomes a canvas upon which they paint the wonders of creation, their mastery over the living world unmatched and revered by all who witness their artistry.

Commencement Package

One spell from the class spell list.
+4 Knowledge of Arcane, +4 Knowledge of Nature, +4 Use Device, +4 Alchemy, -4 Wrestling, -4 Charm, -5 Athletics

Level 1

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Alchemy
+1 Knowledge of Nature
+1 Use Device

Level 2

1 Free Stat point
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Knowledge of Arcane
+1 Sense Magic
+1 Scroll Writing

Level 3

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Sense Magic
+1 Mettle
+1 Knowledge of Nature

Level 4

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Alchemy
+1 Knowledge of Nature
+1 Use Device

Level 5

2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Knowledge of Arcane
+1 Sense Magic
+1 Scroll Writing

Level 6

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Sense Magic
+1 Mettle
+1 Knowledge of Nature

Level 7

2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Alchemy
+1 Knowledge of Nature
+1 Use Device

Level 8

1 Free Stat point
2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Knowledge of Arcane
+1 Sense Magic
+1 Scroll Writing

Level 9

1 Master Feat
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Sense Magic
+1 Mettle
+1 Knowledge of Nature

Spell List

Mountification

Level 1 Green, Black Spell (1)

Element: Fuana, Necrotic

Mechanics:Cast on a target creature 6 spaces away causing it to evolve into a size and shape fit to be ridden by them. The target’s Hp is increased by 5 if it was a small creature, but if it was a big creature it’s movement is increased by 2 instead. (tags: M, Hp)

Cost:3mp, 1PPU

Cast time:Addition Spell

Modality: The target beast evolves into a form suitable for riding.

Notes: The caster may spend level 5 green magus chalk to cast this as a permanent ritual.


Gator Form

Level 4 Green Spell (8)

Element: Fuana

Mechanics: adds bite and hand to hand to the caster’s weapon focus list and then ups your weapon focus by one, blocks 2 points of physical damage, and gains water warrior, within.) (tags: ic, U, Neg)

Cost:12mp, 1PPU

Cast time:1AA,1MA

Modality:The caster changes to have alligator-like skin, sharp teeth and becomes able to breath and fight normally under water.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if cast by a body of water.


Acid Orb

Level 5 Green Spell

Element: Acid

Mechanics:The Caster conures a ball of acid and launches it at the target dealing a d12 acid damage at a 6 space range, with destruction level 2.

Cost:15mp

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if in a location they have been before.


Frog Form

Level 5 Green, Gray Spell

Element: Fuana, Transmutation

Mechanics:The Caster changes the willing or subdued target to have toad-like skin, mouth and eyes. They are able to breathe and fight normally under water. And can jump as far as the movement. (tags:M, Neg)

Cost:15mp, 1PPU

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 12mp if cast by a body of water and cast outside of a structure.


Hornet Form

Level 5 Green, Gray Spell

Element: Fuana, Transmutation

Mechanics:The Caster changes the willing or subdued target to have a hornet like body and wings. They can fly and deal a d10 poison/pierce damage with a 8 round cool down, they also take double damage from wind attacks.. (tags:CD, U, M, M)

Cost:15mp, 1PPU

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if cast outside of structures.


Arachnid Form

Level 3 Green, Gray Spell

Element: Fuana, Transmutation

Mechanics:The Caster changes the willing or subdued target to have a spider-like body with extra spider-like legs.They can crawl up walls and conjure webs 30 feet of webs each round.(tags:M)

Cost:9mp, 1PPU

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if cast inside of structures.


Eye Tentacle

Level 1 Green, Black Spell

Element: Fuana, Necrotic

Mechanics:The Caster grows a flesh tentacle that has an eye on it. The eye may move up to 6 spaces from the caster and share senses with the caster. Level 1 ward. The caster may use the eye as a cast point for their spells. within

Cost:3mp, 3hp 1SS

Cast time:1MA

Modality: ^^^

Notes: The caster may spend 2BA at any time to absorb an eye tentacle destroying it and then gaining a d8 hp.


Tri Split Arm

Level 4 Gray, Black Spell

Element: Transmutation, Necrotic

Mechanics:The Caster’s arm splits into 3 toothy tentacle-like semi hands and adds split level 2 to all their attacks.Within (tags: Aa, Aa) The caster can easily switch which appendage is split, including their head. Their hand to hand deals a d8 hack damage at base instead of the norm.

Cost:12mp, 1PPU

Cast time:1AA,1MA

Modality: ^^^

Notes: As long as this power up is one, The caster may spend 2BA to Absorb a corpse with their tentacles healing a d6hp.


Flesh Petals

Level 1 Gray, Black Spell

Element: Transmutation, Necrotic

Mechanics:The Caster grows petal-like flaps of skinless tissue that hangs off and absorbs sunlight and mana (heals a d8hp and mp.). But during this time they take double damage from all attacks. At the end of each round they may choose to retract the “petals” if they don’t then up the hp and mp healing dice roll by one the following round.

Cost:0mp

Cast time:1AA,1MA

Modality: ^^^

Notes: the caster may spend 2BA each round to block 4 points of magic damage from attacks.


Prying Eyes

Level 1 Gray, Green, Black Spell

Element: Transmutation, Fauna, Necrotic

Mechanics:The caster puts a personal power up on the willing or subdued target.The target may spend 1AA or 2BA+1MA to grow another eye for the battle. each additional eye adds 1 accuracy mod. Each time an eye is grown, put 3 black, green, gray counters on the caster. (tags: Ac)

Cost:0mp, 1PPU

Cast time:1AA

Modality: ^^^

Notes: the caster may spend 2BA if they or the target have 8 extra eyes or more to lose 8 eyes and summon a level 6 spider beast. ¼ chance that the lost eyes grow back that round. If the caster doesn’t have a summoning slot available the creature is neutral summoned instead.


Plant Zombie

Level 4 Green, Black Spell

Element: Flora, Necrotic

Mechanics:The Caster summons a level 3 plant zombie from a corpse. The plant goes into the body and takes 2 rounds to grow, during the rounds it grows it is flat footed and dormant. When it springs up it does not have summoning sickness.

Cost:12mp, 1 corpse

Cast time:1AA,1MA

Modality: ^^^

Notes: the caster may spend 2BA to reduce this spell’s cost by 9mp if the caster is missing at least 5hp.


Euphoric Gel

Level 6 Green Spell

Element: Acid

Mechanics:The Caster sprays a sticky yellow liquid out of their hand. Level 2 cone, The liquid swiftly absorbs into the target’s skin causing them to feel euphoric and jolly. this dazes (The target can't act or dodge until another unit engages them)  them with a potency of 18 vs mettle/personality

Cost:18mp

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if outnumbered.


Pheromone Cloud

Level 5 Green Spell

Element: Poison

Mechanics:The Caster emits a level 1 cloud of powerful pheromones that cause the targets to fall in love with them. Infatuate level 2 (target cannot attack the caster and will protect the caster if necessary. If the caster intentionally attacks the target the effect is lost.)  potency of 18 vs mettle/personality. The cloud lingers 1 round.

Cost:15mp

Cast time:1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to add a level 2 ring to the effects of this spell.


Flesh Golem Arm

Level 3 Brown Spell

Element: Physical

Mechanics: double your strength mod then add 3.

Cost:9mp

Cast time: 1AA

Modality:the caster’s arm turns into a large powerful skinless looking arm.

Notes: The caster may spend 2BA to add a 6 spaces to any thrown attacks.


Elastic Spear Arm

Level 2 Brown Spell

Element: Physical

Mechanics: deal a d8 pearce damage. 6 space range

Cost:6mp

Cast time: 1AA

Modality:the caster’s arm stretches into a skinless looking arm with a bone blade for a hand. That can stretch up to 30 feet.

Notes: The caster may spend 2BA to add interrupt to this attack.


Elastic Blade Arm

Level 2 Brown Spell

Element: Physical

Mechanics: deal a d8 slash damage. 6 space range

Cost:6mp

Cast time: 1AA

Modality:the caster’s arm stretches into a skinless looking arm with a bone blade for a hand. That can stretch up to 30 feet.

Notes: The caster may spend 2BA to add split level 2.


Detach

Level 1 Brown Spell

Element: Physical

Mechanics: The caster’ brain splits from it’s host in a makeshift body as a unit of their own. Taking their whole character sheet with them. Spell potancies or ill spell effects do not follow you. The caster must return to their host before 5 rounds plus their toughness mod or else they die.

Cost:3mp

Cast time: 2BA

Modality:the caster’s leaps out of their host and crawls about.

Notes:

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Infest

Level 2 Brown Spell

Element: Physical

Mechanics: deal a d16 Brown tower counters, 6 space range

Cost:6mp, 8 round cooldown

Cast time: 1AA

Modality:

Notes: The caster may spend 2BA to join with a target subdued by brown tower magic. Making them the new host. Add a d2 brown counters to the spell.


Hook Shot Arm

Level 3 Brown Spell

Element: Physical

Mechanics: requires that it hits a sturdy target, otherwise the target will be pulled to the caster. 6 space range, the caster is pulled to the location where the spell makes contact. Deals a d2 hack damage. (if targeting a unit and misses, it still pulls the caster to the location)

Cost:9mp

Cast time: 1AA

Modality:the caster’s arm stretches into a skinless looking arm with a bone claw for a hand. That can stretch up to 30 feet. It latches on and pulls the caster to the location as it returns back to normal size.

Notes: The caster may spend 2BA to add 6 space range to the attack.


Bone Missiles

Level 1 Brown, Black Spell

Element: Physical, Necrotic

Mechanics: deal a d8 piearce/necrotic damage, in a level 1 cone.

Cost:3mp, 3mhp

Cast time: 1AA

Modality:the caster’s arm stretches into a skinless looking arm with a bone blade for a hand. That can stretch up to 30 feet.

Notes: The caster may spend 2BA to add 2 more levels to the cone.


Devour

Level 3 Brown Spell

Element: Physical

Mechanics: d8 hack damage, deals double damage to terminal foes. If it kills the target, then the caster heals hp equal to the hp the target had remaining before the attack.

Cost:9mp

Cast time: 1AA

Modality:the caster morphs large alien-like jaws and attempts to eat the target.

Notes: The caster may spend 2BA to reduce the cost of this spell by 9mp if the target is terminal.


Absorb Flesh

Level 2 Brown Spell

Element: Physical

Mechanics: if the target dies gain 5mhp and 5hp.

Cost:6mp

Cast time:Addition spell

Modality:the caster morphs large alien-like jaws and attempts to eat the target.

Notes: The caster may spend 2BA to cast this on a corpse only healing a d4 hp and mhp instead.


Superficial Morph

Level 3 Brown Spell

Element: Physical

Mechanics:The caster looks, sounds, and feels like anything they want. Potency 20 vs Sense intent/personality. Within.

Cost:9mp

Cast time:1AA

Modality: The caster disguises themselves by morphing around their flesh.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp outside of battle.


Viral Fringe

Level 8 Black, Green Spell

Element: Disease

Mechanics:The caster flings (6 space range) a small bottle at the target which shatters and infests them with a viral fringe which reduces their accuracy by 2 and deals a d4 disease damage each round. Potency 20 vs mettle/toughness. This also has contagious level 2 (Anyone in a level 1 ring of the target catches the effects.)

Cost:24mp, 3OBP

Cast time:1AA.1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if outnumbered.

OBP: the caster must spend 1hour channeling the virus into a small bottle worth 50 gold.


Amphibian’s Spear Tongue

Level 2 Green, Brown Spell

Element: Fauna, Ability

Mechanics:6 space range, d6 pierce damage, ignores silence level 1, conducted.

Cost:6mp

Cast time:1AA, 1MA

Modality: The castres tongue stretches up to 30 feet and strikes a target with the power of a spear.

Notes: The caster may spend 2BA to increase the damage of this spell by a d6 vs unarmored foes.


Toxic Swamp Breath

Level 4 Green Spell

Element: Poison

Mechanics: level 1 cone, knock down, Daze potency 16 vs mettle/toughness (Daze: The target can't act or dodge until another unit engages them.) Every round the target fails the check, the check increases by 2 and the target takes a d2 green counters.

Cost:12mp

Cast time:1AA, 1MA

Modality: The caster sprays a paralyzing toxin from their mouth that drops foes in their tracks.

Notes: The caster may spend 2BA to give this spell linger level 1.


Toxic Leap

Level 3 Green, Brown Spell

Element: Poison, Ability

Mechanics: The caster is able to jump equal to their movement and deal a d4 poison damage in a level 1 ring in both the area that they leave and land. Within.

Cost:9mp

Cast time:1MA

Modality: The caster emits a poisonous smog causing them to leap into the air. The smog follows them and plums out where they land.

Notes: The caster may spend 2BA to add another d4 poison damage to this spell.


Elastic Strike

Level 2 Brown, Black Spell

Element: Ability, Necrotic

Mechanics: The caster stretches their limbs adding 6 space conducted range to their melee. Each time they cast this spell this battle, add 3 space range to the range of this spell.

Cost:6mp

Cast time:1MA

Modality: The caster magically stretches their limbs.

Notes: The caster may spend 2BA to add beam and ignore armor to the effects of this spell.


Elastify

Level 5 Brown, Black Spell

Element: Ability, Necrotic

Mechanics: The caster puts a spell on the target that allows them to stretch their melee range by 6 spaces, conducted. (Aa, Aa)

Cost:15mp, 1PPU

Cast time:1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if they have counters on them.


Acid Pool

Level 6 Green Spell (11)

Element: Acid

Mechanics: d14 acid damage, ignore amor, destruction level 2, level 3 cone, linger level 3.

Cost:18mp, 2OBP, 8 round cooldown

Cast time:2AA,2MA

Modality: The caster raises their arms up for sometime and acid slowly seeps out of the ground forming a large pool with very corrosive acid.

Notes: The caster may spend 2BA to make the acid pool last the entire battle.

OBP: the caster must spend 30 minutes magically neutralizing a 50 gold or more bottle of acid, then they drink it to put 1 charge on this spell.


Crawling Acid

Level 6 Green Spell (10)

Element: Acid Fuana

Mechanics:  Deals a d2 acid damage which is uped each round. Disarms and destroys 1 non magical non metal item each round, Potency 22 vs reflex/agility. If it kills its target it gains ward level 2 and now has the ability to destroy non magical metal items as well.

Cost:18mp, 2OBP

Cast time:1AA,1MA

Modality: The caster flings their bottle of acid releasing a living ooze that melts items away and finds new victims after it kills.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the initial target is a humanoid.

OBP: the caster must spend 30 minutes channeling part of their life energy into a bottle of acid worth 50 gold or more. To put 1 charge on this spell.


Gelatinous Ooze

Level 3 Green Spell (11)

Element: Acid, Fauna

Mechanics: d6 acid damage and freeze potency 22 vs swimming/strength. The ooze has the target inside it and can move a d4 spaces each round. Contagious level 1: anyone who interacts with the target while in its melee zone, catches the spell’s effects.

Cost:9mp, 2OBP

Cast time:2AA,2MA

Modality:The caster flings their bottle of acid releasing a living ooze that captures and melts any who touch it.

Notes: The caster may spend 2BA to add 6 space range and a level 1 ring to the effects of this spell.

OBP: the caster must spend 30 minutes channeling part of their life energy into a bottle of acid worth 50 gold or more. To put 1 charge on this spell.


Seafoam Servant

Level 3 Green, Gray Spell (6)

Element: Fauna, Transmutation

Mechanics: Deal a d6 green and gray counters, 6 space range.

Cost:9mp

Cast time:1AA

Modality:The caster transmutes sea foam around a creature to give it a new form. This creature then serves its new master loyalty.

Notes: If the caster has this spell then they may cast this ritual. A transformation symbol must be made using a level 1 green and blue magus chalk. Then turn a level 0 unit into a level 1 humanoid unit that is an ally. This unit looks like a person mixed heavily with the initial creature and is as intelligent as a human. This process takes 10 minutes. This form is permanent; the unit can be thralled so that EXP isn’t split with it. If it is not thralled it gains EXP like any other unit and can level up. If this unit dies then it turns into seafoam and the original creature crawls out of the foam unscathed. If the same creature is used for this ritual again it gains back the memories it had from before.


Raise a Slime

Level 2 Green, Blue Spell (5)

Element: Acid, Animation

Mechanics: The caster summons a level 1 slime.

Cost:3mp, 1OBP, 1SS

Cast time:1AA

Modality: it has 12hp, -1 agility, +3 toughness, benefits and negatives of full plate armor. It deals a d6 green counters as its attack. Upon attack the slime has a ⅙ chance to add a d10 green tower counters to it’s attack. If a unit is hit with this attack and is subdued by green counters it will turn into a level 1 slime with hp equal to the number of green tower counters on it times 2, then remove the counters.

Notes: The caster may spend 2BA to remove the OBP and 3mp cost of this spell. Doing so makes the spell orange/summoning instead of blue/animation.

OBP: the caster must spend 30 minutes channeling magic into 1 use of a viscous substance (e.g. honey, jam, syrup, melted sugar)


Cocoonify

Level 4 Green, Brown Spell (8)

Element: Fauna, Ability

Mechanics: The caster hits a target (willing or not) within 30 feet (6 space range). Trapping them in a cocoon (freeze potency 20 vs strength/lifting). If the target remains in the cocoon for 3 rounds, it bursts open as a winged were-moth. The target gains the feat flight with full movement and resists 3 points of shadow and light damage. (Tags: M, M, Resi). and counts as an insect in addition to its other types.

Cost:12mp, 1PPU

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if cast outside of battle. If the target already has Maxed the tags associated with the spell, then only gain the feat or feats they are able from it.


Acceleration Pod

Level 0 Green, Gray Spell (0)

Element: Fauna, Manipulation

Mechanics: The caster chooses another spell with beneficial effects then pays that spell’s cost/cast time -15mp in addition to this spell’s cost/cast time. Then the caster hits a willing target within 30 feet (6 space range). Trapping them in a cocoon (freeze potency 20 vs strength/lifting). If the target remains in the cocoon for 3 rounds, it bursts open auto hit with the chosen spell’s effects.

Cost:0mp

Cast time:Addition Spell

Modality: ^^^

Notes: The caster may spend 2BA to change the chosen spell to a summon/raised spell and reduce the chosen spell’s cost by an additional -3mp.


Evolution

Level 5 Green, Brown Spell (9)

Element: Fauna, Ability

Mechanics: The caster hits a willing target changing their anatomy to allow for an additional basic feat. The feat can be any basic feat but the player/DM should be able to explain how the body would be altered to accomplish the ability, even if it is super bizarre. (e.g. Three pairs of external gill stalks (rami) originate behind their heads and are used to move mana/energy. The external gill (rami) are lined with filaments (fimbriae) to increase surface area for mana accumulation.).

Cost:15mp, 1PPU

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the target has the highest strength mod on the battlefield.


Shed Skin

Level 4 Green, Black Spell (8)

Element: Fauna, Necrotic

Mechanics: The caster’ body tears open revealing a new body underneath. This removes all potencies and wounds (wounds, not damage or counters) from themselves. within

Cost:12mp, 8 round cooldown.

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to also have this spell remove enemy places counters if the caster is terminal.


Exfoliate

Level 2 Green, Black Spell (6)

Element: Fauna, Necrotic

Mechanics: The caster hits a target reduces all potentcies on the target by 4 for 3 rounds.

Cost:6mp

Cast time:1AA,1MA

Modality: Piece of the target grow anew and the old falls off in an attempt to purge the body.

Notes: The caster may spend 2BA to give this spell friendly fire and a level 1 ring.


Life Surge

Level 1 White Spell (4)

Element: Holy

Mechanics: The caster hits a target within 30 feet (6 pace range) with a d12 healing, if the healing does not bring the target to max hp or more, then it heals the target 0hp.

Cost:3mp

Cast time:1AA

Modality: The caster uses the somatic energy of the target’s body to try and regenerate damaged tissue.

Notes: The caster may spend 2BA to give this spell friendly fire and a level 1 ring.


Detect Life

Level 2 Green, Purple Spell (5)

Element: Fauna, Flora, Space

Mechanics: The caster can sense anything living even through obstacles. 9 space range.

Cost:6mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to remove this spell’s cost.


Alluring Aroma

Level 5 Green Spell (8)

Element: Fauna, Flora

Mechanics: The caster conjures an oil on a target, or object. After one round the oil evaporates and emits a gas that draws anything on the entire battlefield that is able to smell to the target location. Delay 1 round. (Lure level 1, potency 12 vs willpower/mettle : target uses their move action to come toward something. unless there is harm like a cliff, or if they have to leave a melee zone.)

Cost:15mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to remove 9mp from this spell’s cost if hidden.


Exoskeleton

Level 1 Green, Brown Spell (4)

Element: Fauna, Ability

Mechanics: The caster hits a target within 30 feet (6 pace range) that is willing or subdued. The target grows chitinous armor that can either count as heavy, medium, or light armor with all armor’s normal effects and or weaknesses. The target i also immune to the last damage type they were hit with. (tags: imu)

Cost:3mp, 1PPU

Cast time:1AA

Modality: The caster uses the somatic energy of the target’s body to try and regenerate damaged tissue.

Notes: The caster may spend 2BA to give this spell friendly fire and a level 1 ring.


Quillform

Level 3 Green, Brown Spell (7)

Element: Fauna, Ability

Mechanics: The caster hits a target within 30 feet (6 space range) that is willing or subdued. The target grows sharp quills out of their body. The target can use their attack action to shoot a large quill that deals their weapon’s damage as pierce damage and strength mod, with a 6 space range. Whenever the target is attacked they have a ¼ chance to shoot quills out around them and deal a d4 pierce damage in a level one ring (uses accuracy mod to hit). (tags: C, Aa)

Cost:9mp, 1PPU

Cast time:1AA, 1MA

Modality: The caster uses the somatic energy of the target’s body to try and regenerate damaged tissue.

Notes: The caster may spend 2BA to add the feat Water Warrior(: Remove all penalties from being under water. Also can breathe under water. (Neg, uw)) to this spell if cast while in water.


Corrosive Acid

Level 4 Green Spell (8)

Element: Acid

Mechanics: The caster sprays in a level 1 cone an acid that deals a d4 acid damage, and destroys the armor on target units. If it is enchanted armor it only disables it until the end of battle. Delay 1.

Cost:12mp

Cast time:1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to add destruction level 6 and add another level of cone if there are no units in the area of effect.


Crusher Claw

Level 3 Green, Brown Spell (7)

Element: Fauna, Ability

Mechanics: The caster hits a target within 30 feet (6 space range) that is willing or subdued. The target’s dominant arm grows a large crab claw that deals a d10 hack damage +strength mod, and has a ¼ chance to add their strength mod again to damage. (tags: U, S)

Cost:9mp, 1PPU

Cast time:1AA

Modality: The caster uses the somatic energy of the target’s body to try and regenerate damaged tissue.

Notes: The target under the effects of this spell may spend 2BA to gain destruction level 2 for the round.


Fever Rage

Level 5 Green, Black Spell (9)

Element: Disease

Mechanics: The caster sprays a level 1 cone that frenzies (Frenzy forces the target to use their attack action to attack the nearest unit. if units are equal distance from the target you must random who he/she attacks.) the targets. Any time the target attempts to attack they take a d4 disease damage. Any time they take damage, they gain 1 strength mod and lose 1 accuracy mod until the effects are cleared. These spell effects have contagious level 1: (anyone who interacts with the target while in it’s melee zone, catches the spell’s effects.) potency 14 vs mettle/toughness.

Cost:15mp

Cast time:1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to add to move levels to the cone.


Brain Rot

Level 4 Green, Black Spell (7)

Element: Disease

Mechanics: The caster sprays a level 2 cone that silences and deals a d4 disease damage potency 14 vs mettle/toughness.

Cost:12mp

Cast time:1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to increase the potency of this spell by 2 and give it contagious level 1: (anyone who interacts with the target while in it’s melee zone, catches the spell’s effects.)

Osteomyelitis (AKA Brittle Bones disease)

Level 4 Green, Black Spell (7)

Element: Disease

Mechanics: The caster sprays a level 2 cone that makes it so the targets take 2 more damage from physical damage and their wound threshold is 2 points lower. contagious level 1: (anyone who interacts with the target while in it’s melee zone, catches the spell’s effects.) potency 14 vs mettle/toughness.

Cost:12mp

Cast time:1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to give this spell friendly fire and another level of cone.


Athletes Foot

Level 4 Green, Black Spell (7)

Element: Disease

Mechanics: The caster sprays a level 2 cone that deals 1 disease to the targets for each space they move. Potency 12 vs mettle/toughness.

Cost:12mp

Cast time:1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to increase this spell’s potency by 4.


Fungal Corpse Disease

Level 3 Green, Black Spell (6)

Element: Disease

Mechanics: The caster sprays a level 2 cone that deals a d4 disease damage and reduces agility mod by 1 every time the check is failed. contagious level 1: (anyone who interacts with the target while in it’s melee zone, catches the spell’s effects.) Potency 12 vs mettle/toughness.

Cost:9mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to add a d10 damage to this spell’s effects vs undead units.


Dense Flesh

Level 8 Black, Brown Spell (12)

Element: Necrotic, Ability

Mechanics: The caster grows dense muscle tissue around themselves that defends against most physical attacks. Blocks 6 points of physical damage. (tags, BL, BL, BL) within. The caster also swaps their strength mod with their highest mod while under the effects of this spell.

Cost:24mp, 8 round cooldown, 1PPU, 2OBP

Cast time:1AA, 1MA

Modality: ^^^

Notes: If the caster has this spell in their list, the caster may spend 2BA with interrupt to become immune to blunt damage if they are falling. They may do this without casting the “Mechanics” section of this spell.

OBP: the caster must spend 1 hour studying their own personal anatomy to put a charge on this spell.


Paralyzing Venom

Level 6 Green Spell (10)

Element: Poison

Mechanics: The caster bites, claws, or stings the target, paralyzing them potency 12 vs mettle/toughness. (Paralyze: The target loses both attack and move action. The target can’t dodge.)

Cost:18mp

Cast time:1AA, 1MA

Modality: ^^^

Notes: If the caster may spend 2BA to increase the potency of this spell by 6 and reduce its cost by 6mp if the effects of the spell only last 2 rounds max.


Metastoma (AKA barbed tail)

Level 6 Green Spell (10)

Element: Poison

Mechanics: The first time this spell is cast in during the battle, the caster grows a barbed tail that remains until the end of battle. It deals a d6+strength mod and has reach level 1. It takes an attack action and 3mp to use. If it is used on free hits it deals an extra d4 damage. The tail can be targeted/wounded like any other body part, if it is then this spell is silenced for the battle.

Cost:9mp (to initialize) 3mp for each use after)

Cast time:

Modality: ^^^

Notes: after this spell is initialized, the caster may spend 2BA to give this spell 6 space range and conducted for the round.


Stink Spray

Level 3 Green Spell (6)

Element: Poison

Mechanics: The caster emits (level 2 cone) a stinking cloud that causes targets to flee from it. Repel 18 vs mettle/toughness. (The targets run away with their move action the first round after that if they are still under its effect they can't move any closer to the area of effect. unless there is harm like a cliff, or if they have to leave a melee zone.)

Cost:9mp

Cast time: 1AA

Modality: ^^^

Notes: the caster may spend 2BA to give this spell linger level 1.


Venom

Level 3 Green Spell (6)

Element: Poison

Mechanics: The caster strikes the foe with their teeth, or claws, or tail, etc. and poisons them dealing a d4 poison damage 16 vs mettle/toughness. Every time the target fails to clear the check the damage dice roll is upped and the potency increases by 2.

Cost:9mp

Cast time: 1AA

Modality: ^^^

Notes: the caster may spend 2BA to give this a 10 poison damage on impact. If the caster is terminal. This added damage is outside of the potency.


Enervating Breath

Level 3 Green, Black Spell (6)

Element: Disease

Mechanics: The caster breathes out a disease filled fume that deals a d10 disease damage to the target. If it deals a net damage of 6 or more to the target they suffer a unique wound that reduces their toughness mod by 2. This wound is treated the same as other wounds.

Cost:9mp

Cast time: 1AA

Modality: ^^^

Notes: the caster may spend 2BA to give a level 2 cone to this spell.


Bio-Blister

Level 3 Green, Black Spell (3)

Element: Disease

Mechanics: interrupt, 6 space range, target a source of damage, delay it on its target 2 rounds. Then reroll the damage only the dice roll is upped twice and now counts as hack/disease damage. If this spell is cast on an ally unit, the damage is pure damage. If the battle ends while the damage is still on delay, the damage doesn’t occur. This spell can only be cast on a unit with living flesh.

Cost:9mp

Cast time: Addition Spell

Modality: The caster converts the incoming damage into a bizarre energy that enters the target's body and grows into a large blister that swells until it bursts or calms and dissipates.

Notes: the caster may spend 2BA to cause the delayed damage to have a ¼ chance to heal instead of harm the target.


Raise a Thing

Level 1 Blue, Green, Black Spell (2)

Element: Animate, Fuana, Necrotic

Mechanics: The caster may cast this spell on a target limb within 30 feet (6 space range). If the limb is wounded, double the wound’s effects and dismember the limb. The limb cannot be mended until the end of battle. Then raise a level 3 “Thing”. From the dismembered limb. The “Thing” is under the control of the unit the limb belonged to.

Cost:3mp

Cast time: 1MA

Modality: ^^^

Notes: the caster may spend 2BA and 2FHS to give this spell split level 2. The additional splits of this spell can target different limbs on the same body.


Clone

Level 5 Green, Black, Blue Spell (5)

Element: Fauna, Necrotic, Animate

Mechanics: The caster raises a duplicate of the target. The duplicate has the same character sheet as the target. The spell requires and consumes a piece of the target's DNA that must be in the possession of the caster.

Cost:15mp, 1SS, 5OBP, 8 round cool down

Cast time: 1AA, 1MA

Modality: ^^^

Notes: This spell may be cast outside of battle as a ritual. Requires 1 use of DNA from target, a 10,000 gold lazarus tank (non consumed), 2 use each of carbon, hydrogen, nitrogen, calcium, and phosphorus. 30 hours in the tank (no supervision required). This ritual makes a living clone with all the capabilities of the target.

OBP: 1 use each of carbon, hydrogen, nitrogen, calcium, and phosphorus.


Plague Burn

Level 1 Green, Black, Red Spell (4)

Element: Disease, Fire

Mechanics: The caster breathes out a disease filled fume (level 2 cone) that deals a d2 fire/disease damage. Every time this spell successfully hits the target, the target takes 2 more damage from this spell.

Cost:3mp

Cast time: 1AA

Modality: ^^^

Notes: the caster may spend 2BA to add a d2 red and black counters to the effects of this spell.


Botanical Arms

Level 2 Green Spell (5)

Element: Flora

Mechanics: The caster grows from their body an extra set of arms that gives them an additional attack action, the attack action doesn’t have to be used right away. Once the attack action is used the arms wither away and fall off. The caster has 6 green tower counters on them until the arms wither away. within.

Cost:6mp

Cast time: 1AA

Modality: ^^^

Notes: the caster may spend 2BA to give the arms 2BA in addition to their 1AA.


Life Drain

Level 4 Black, Green Spell (8)

Element: Necrotic, Acid

Mechanics:The caster drains the life force of the target. (d8 necrotic damage, caster heals equal to the damage dealt.) the target loses 1 strength mod for the battle. Only works on “living units”

Cost:12mp

Cast time: 1AA,1MA

Modality:The spell causes the target to rapidly age and weaken. The caster absorbs the life force drained from the target, restoring their own health and vitality.

Notes: the caster may spend 2BA to reduce the target’s agility mod for the battle by 1 as well, if the target is humanoid.

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