Biomancy - Will and Body Become One
Aug 12, 2018 12:52:27 GMT -6
Post by Traskus on Aug 12, 2018 12:52:27 GMT -6
Biomancy 1
Bio-lightning
Biomancy 1
Test: Biomancy + Wisdom
Target Number: 15
Action: Half Action
Keywords: Attack, ranged touch, somatic
Duration: Instant
This spell deals 1k1 E damage per effective biomancy level to cast this spell. It has a range of 5m.
Disguise
Biomancy 1
Test: Biomancy + Wisdom
Target Number: -
Action: Half Action
Keywords: Material, Social, Somatic
Duration: Concentration (reaction)
Material: A pinch of rouge.
You may use this spell instead of the Disguise Skill in order to disguise yourself, the result of the Magic Test being the quality of your disguise. You must spend one reaction action per turn to maintain this disguise.
Endurance
Biomancy 1
Test: Biomancy + Wisdom
Target Number: 15
Action: Half Action
Keywords: Somatic, touch, verbal
Duration: one scene
The target of the spell ignores all effects of critical damage until end of scene, at which point all of them immediately take effect.
Seal Wounds
Biomancy 1
Test: Biomancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Somatic, material, touch, verbal
Duration: Instant
Material: a spool of thread
If this spell is used on a target that is suffering from blood loss, the blood loss condition immediately ends.
Biomancy 1
Test: Biomancy + Wisdom
Target Number: 15
Action: Half Action
Keywords: Attack, ranged touch, somatic
Duration: Instant
This spell deals 1k1 E damage per effective biomancy level to cast this spell. It has a range of 5m.
Disguise
Biomancy 1
Test: Biomancy + Wisdom
Target Number: -
Action: Half Action
Keywords: Material, Social, Somatic
Duration: Concentration (reaction)
Material: A pinch of rouge.
You may use this spell instead of the Disguise Skill in order to disguise yourself, the result of the Magic Test being the quality of your disguise. You must spend one reaction action per turn to maintain this disguise.
Endurance
Biomancy 1
Test: Biomancy + Wisdom
Target Number: 15
Action: Half Action
Keywords: Somatic, touch, verbal
Duration: one scene
The target of the spell ignores all effects of critical damage until end of scene, at which point all of them immediately take effect.
Seal Wounds
Biomancy 1
Test: Biomancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Somatic, material, touch, verbal
Duration: Instant
Material: a spool of thread
If this spell is used on a target that is suffering from blood loss, the blood loss condition immediately ends.
Biomancy 2
Detox
Biomancy 2
Test: Biomancy + Wisdom
Action: Half Action
Keywords: material, subtle, touch, verbal
Duration: Instant
Material: a glass of cold water
This spell may be cast on any target addicted to a substance except the caster themselves. The TN of the spell equals the TN to resist addiction, and if passed reduces the addiction level by one step plus one per two raises, possibly curing the addiction.
Gender Reassignment
Biomancy 2
Test: Biomancy + Wisdom
Target Number: 20
Action: Full Action
Keywords: Combo-OK, Social, Somatic, Touch
Duration: Instant
There are over fourteen billion genders in my dimension. Imagine the paperwork! The caster changes the target's gender to another. The target takes on the physiology of another gender of the caster's choosing, down to their chromosomes. Their appearance changes intuitively and according to their race's physical characteristics, the plumbing works, and identifying marks such as fingerprints, dna, and retinal scans will still identify them as themselves. I don't know what happens if the target is pregnant. I suggest you not try to find out.
Spasm
Biomancy 2
Test: Biomancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Attack, Mind-affecting, Saving Throw, Somatic
Duration: Instant
The psyker causes a target's muscles to spasm. This spell has a range of 50m. The target may perform a Arcana + Composure Test to resist. On a failure, the target twitches in an uncontrollable and possibly amusing way. The target loses all benefits of concentration (aiming, spells, etc.). If the target is carrying any ballistic weapon, the weapon goes off - make a Ballistic Skill Test as normal to hit the closest creature. In addition, the target immediately falls to the ground and must use a Stand Action to regain their feet.
Truth
Biomancy 2
Test: Biomancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Material, Mind-Affecting, Saving Throw, Social, Subtle, Verbal
Duration: One scene
Material: 1 mL Sodium pentothol
The caster taps into the frontal lobe of the target, and weakens it. The target must resist this spell with Arcana + Willpower every time they wish to say a falsehood for the duration of the spell. If they wish to stay silent instead, they gain +2k0 to resist.
Biomancy 2
Test: Biomancy + Wisdom
Action: Half Action
Keywords: material, subtle, touch, verbal
Duration: Instant
Material: a glass of cold water
This spell may be cast on any target addicted to a substance except the caster themselves. The TN of the spell equals the TN to resist addiction, and if passed reduces the addiction level by one step plus one per two raises, possibly curing the addiction.
Gender Reassignment
Biomancy 2
Test: Biomancy + Wisdom
Target Number: 20
Action: Full Action
Keywords: Combo-OK, Social, Somatic, Touch
Duration: Instant
There are over fourteen billion genders in my dimension. Imagine the paperwork! The caster changes the target's gender to another. The target takes on the physiology of another gender of the caster's choosing, down to their chromosomes. Their appearance changes intuitively and according to their race's physical characteristics, the plumbing works, and identifying marks such as fingerprints, dna, and retinal scans will still identify them as themselves. I don't know what happens if the target is pregnant. I suggest you not try to find out.
Spasm
Biomancy 2
Test: Biomancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Attack, Mind-affecting, Saving Throw, Somatic
Duration: Instant
The psyker causes a target's muscles to spasm. This spell has a range of 50m. The target may perform a Arcana + Composure Test to resist. On a failure, the target twitches in an uncontrollable and possibly amusing way. The target loses all benefits of concentration (aiming, spells, etc.). If the target is carrying any ballistic weapon, the weapon goes off - make a Ballistic Skill Test as normal to hit the closest creature. In addition, the target immediately falls to the ground and must use a Stand Action to regain their feet.
Truth
Biomancy 2
Test: Biomancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Material, Mind-Affecting, Saving Throw, Social, Subtle, Verbal
Duration: One scene
Material: 1 mL Sodium pentothol
The caster taps into the frontal lobe of the target, and weakens it. The target must resist this spell with Arcana + Willpower every time they wish to say a falsehood for the duration of the spell. If they wish to stay silent instead, they gain +2k0 to resist.
Biomancy 3
Distortion
Biomancy 3
Test: Biomancy + Wisdom
Target Number: 15
Action: Full Action
Keywords: Subtle
Duration: One scene
The caster makes their features difficult to discern. Their face changes slightly, their voice becomes garbled yet still intelligible. The caster gains the unremarkable feat for the duration of this spell, and may end the spell at any time. However, if someone closely inspects the caster (like scrutiny or a called shot to the head) they must test against Fear 1.
DNA Surgery
Biomancy 3
Biomancy + Wisdom
Target Number: 25
Action: Full Action
Keywords: Combo-OK, Focus, Material, Social, Touch
Duration: One day
Focus: an injection syringe
Material: dna of desired species
The caster turns the target into something else. Non-violently, of course. Use the syringe to inject the material to the target.
The target qualifies as any race other than their own for the duration of the spell (a human could be a vespid, an aasimar could be a tiefling, etc.). Their appearance changes intuitively and according to the chosen race's physical characteristics, and identifying marks such as fingerprints, dna, and retinal scans will still identify them as themselves. This does not change the effectiveness of any racial feats they have, but gene-specific machinery treats them as the new race for the duration of the spell and not their normal self. In addition, mechanics such as feats that reference race treat the target as the new race (ex. the hatred (elves) feat would apply to a human who has been turned into an elf by this spell).
The target may not take racially specific feats, assets, hindrances, or other such mechanics that specifically mention race in reference to their non-original race.
Mute
Biomancy 3
Test: Biomancy + Wisdom
Target Number: 25
Action: Half Action
Keywords: Attack, Somatic, Touch, Saving Throw, Verbal
Duration: Five rounds or five minutes
The caster calms the vocal apparatus of the target. Forcibly. The target resists with Arcana + Fellowship. If target loses, they become mute. They cannot use their voice at all, for any reason including spells with the verbal keyword.
Polymerization
Biomancy 3
Biomancy + Wisdom
TN: 20
Action: Full Action
Keywords: Somatic
Duration: instant
Lore? Dancing? Who has the time to learn that? You learn magic and use that like a normal person. This spell may be cast in place of the forbidden lore roll and the perform roll to form a gestalt.
Biomancy 3
Test: Biomancy + Wisdom
Target Number: 15
Action: Full Action
Keywords: Subtle
Duration: One scene
The caster makes their features difficult to discern. Their face changes slightly, their voice becomes garbled yet still intelligible. The caster gains the unremarkable feat for the duration of this spell, and may end the spell at any time. However, if someone closely inspects the caster (like scrutiny or a called shot to the head) they must test against Fear 1.
DNA Surgery
Biomancy 3
Biomancy + Wisdom
Target Number: 25
Action: Full Action
Keywords: Combo-OK, Focus, Material, Social, Touch
Duration: One day
Focus: an injection syringe
Material: dna of desired species
The caster turns the target into something else. Non-violently, of course. Use the syringe to inject the material to the target.
The target qualifies as any race other than their own for the duration of the spell (a human could be a vespid, an aasimar could be a tiefling, etc.). Their appearance changes intuitively and according to the chosen race's physical characteristics, and identifying marks such as fingerprints, dna, and retinal scans will still identify them as themselves. This does not change the effectiveness of any racial feats they have, but gene-specific machinery treats them as the new race for the duration of the spell and not their normal self. In addition, mechanics such as feats that reference race treat the target as the new race (ex. the hatred (elves) feat would apply to a human who has been turned into an elf by this spell).
The target may not take racially specific feats, assets, hindrances, or other such mechanics that specifically mention race in reference to their non-original race.
Mute
Biomancy 3
Test: Biomancy + Wisdom
Target Number: 25
Action: Half Action
Keywords: Attack, Somatic, Touch, Saving Throw, Verbal
Duration: Five rounds or five minutes
The caster calms the vocal apparatus of the target. Forcibly. The target resists with Arcana + Fellowship. If target loses, they become mute. They cannot use their voice at all, for any reason including spells with the verbal keyword.
Polymerization
Biomancy 3
Biomancy + Wisdom
TN: 20
Action: Full Action
Keywords: Somatic
Duration: instant
Lore? Dancing? Who has the time to learn that? You learn magic and use that like a normal person. This spell may be cast in place of the forbidden lore roll and the perform roll to form a gestalt.
Biomancy 4
Bind Corruption
Biomancy 4
Test: Biomancy + Wisdom
Target Number: 30
Action: Full Action
Keywords: Focus, Social, Somatic, Touch, Verbal
Duration: Instant
Focus: a silver-woven scarf
The caster binds whatever poison, venom, corruption, or what have you. It doesn't always cure the problem, merely restricts it until further treatment can be obtained. Any toxin or disease the target has is cured unless it is magical in nature. Mutations, magical diseases, and the like are suppressed for two weeks and count as having 0 corruption points.
Blood Boil
Biomancy 4
Test: Biomancy + Wisdom
Target Number: 30
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal
Duration: Concentration (half action)
The target resists with an arcana + constitution test. If failed, they gain 1 level of fatigue. Should this render them unconscious or they be immune to fatigue, they lose 1 hp per two raises remaining.
De-Fusion
Biomancy 4
Biomancy + Wisdom
TN: 30
Action: Half action
Keywords: attack, saving throw, somatic, touch
Duration: instant
It starts with an "f" and ends with an "n", and you learned this spell because you don't much care for it. A gestalt affected by this spell may resist with an Arcana + Willpower test. If the gestalt loses, they lose (biomancy) harmony, plus (biomancy) per two checks to resist.
Shape Flesh
Biomancy 4
Test: Biomancy + Wisdom
TN: 30
Action: Full Action
Keywords: Material, social, somatic, touch
Duration: Concentration (reaction)
Material: a biological (or equivalent) sample of the person you wish to impersonate.
This spell works as the disguise spell, taking on the dna markers of the material and physical characteristics of its source.
Biomancy 4
Test: Biomancy + Wisdom
Target Number: 30
Action: Full Action
Keywords: Focus, Social, Somatic, Touch, Verbal
Duration: Instant
Focus: a silver-woven scarf
The caster binds whatever poison, venom, corruption, or what have you. It doesn't always cure the problem, merely restricts it until further treatment can be obtained. Any toxin or disease the target has is cured unless it is magical in nature. Mutations, magical diseases, and the like are suppressed for two weeks and count as having 0 corruption points.
Blood Boil
Biomancy 4
Test: Biomancy + Wisdom
Target Number: 30
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal
Duration: Concentration (half action)
The target resists with an arcana + constitution test. If failed, they gain 1 level of fatigue. Should this render them unconscious or they be immune to fatigue, they lose 1 hp per two raises remaining.
De-Fusion
Biomancy 4
Biomancy + Wisdom
TN: 30
Action: Half action
Keywords: attack, saving throw, somatic, touch
Duration: instant
It starts with an "f" and ends with an "n", and you learned this spell because you don't much care for it. A gestalt affected by this spell may resist with an Arcana + Willpower test. If the gestalt loses, they lose (biomancy) harmony, plus (biomancy) per two checks to resist.
Shape Flesh
Biomancy 4
Test: Biomancy + Wisdom
TN: 30
Action: Full Action
Keywords: Material, social, somatic, touch
Duration: Concentration (reaction)
Material: a biological (or equivalent) sample of the person you wish to impersonate.
This spell works as the disguise spell, taking on the dna markers of the material and physical characteristics of its source.
Biomancy 5
Choke
Biomancy 5
Test: Biomancy + Wisdom
Target Number: 35
Action: Full Action
Keywords: Attack, Saving Throw, Touch
Duration: Instant
The caster gains control of the target's lungs or similar organs just long enough to make them secrete a fluid. The saving throw is Arcana + Constitution. If the target fails, they begin to suffocate. They may spend a full action to roll the saving throw again to end this spell's effect with a tn of 20.
Investiture
Biomancy 5
Test: Biomancy + Wisdom
Target Number: 30
Action: Half Action
Keywords: Focus, Material, Somatic
Duration: 7 turns
Focus: an injection syringe
Material: dna of the desired race
DNA Surgery was just step one. You have mastered genetic manipulation. Use the syringe to inject the material into yourself. This works as DNA Surgery, except the caster can only affect themselves. The caster also gains +1 to the two characteristics and skills outlined by the race they choose to emulate, and gain the racial power of the chosen race. They take on racial appearances of the race as well. The caster may not take racial feats, assets, hindrances, or other such mechanics specific to races other than the race the caster actually is.
Biomancy 5
Test: Biomancy + Wisdom
Target Number: 35
Action: Full Action
Keywords: Attack, Saving Throw, Touch
Duration: Instant
The caster gains control of the target's lungs or similar organs just long enough to make them secrete a fluid. The saving throw is Arcana + Constitution. If the target fails, they begin to suffocate. They may spend a full action to roll the saving throw again to end this spell's effect with a tn of 20.
Investiture
Biomancy 5
Test: Biomancy + Wisdom
Target Number: 30
Action: Half Action
Keywords: Focus, Material, Somatic
Duration: 7 turns
Focus: an injection syringe
Material: dna of the desired race
DNA Surgery was just step one. You have mastered genetic manipulation. Use the syringe to inject the material into yourself. This works as DNA Surgery, except the caster can only affect themselves. The caster also gains +1 to the two characteristics and skills outlined by the race they choose to emulate, and gain the racial power of the chosen race. They take on racial appearances of the race as well. The caster may not take racial feats, assets, hindrances, or other such mechanics specific to races other than the race the caster actually is.