Monday, October 17, 2022

Glog biology wizard. my take on the biomancer

Well here’s my take on biomancers and necromancers. I’m trying to theme my wizards around schools of science. Expect a chemistry, physics, and psychology wizard relatively soon. Maybe also a historian wizard, its not as inherently sciencey but it is scholarly .

 

Equipment:

Petri dishes with unpleasant things growing in them, a small jar with a fleshy cadaver fragment reeking of formaldehyde, a doctors bag full of scalpels, bone saws, sutures and other things, a spell book

Your spell book is filled with:

Anatomical drawings, cell diagrams, dna sequences, the codon table, obscenely complex Punnett squares, and cladistic charts. Accompanying essays of explanatory information.

Peasants don’t like your lot because:

You cause plagues raise the dead and make monsters.

 

Perk:

You never suffer the worst effects of a diseases

Drawback:

If you directly end the life of a macroscopic organism, you cannot cast spells for the rest of the day. Murder by proxy is fine. Try not to step on any bugs.

 

Cantrips:

1 smell, taste and prod a sample with genetic material to determine what kind of organism it came from.

2 Cosmetic changes to organism, such as changing the colour or shape of a body part. This has no mechanical effect. Each creature can only have one such cosmetic change.

3 You may attempt to remember something from your genetic memory. You have a 1/2 chance of successfully remembering something your parents knew before conceiving you, a 1/4 chance for remembering something your grandparents knew before they conceived your parent, a 1/8 chance for great grandparents and so on, halving every generation.

 

Spells:

1 Balance humours

R: touch

T: organism

D: [sum] days

You remove the symptoms of all diseases in the organism you touch for [sum] days. they are still infectious.

2 Miasma cloud

R: 30’

T: [dice] 10’ cubes

D: 24 hours

Choose a disease you have samples of, You conjure a jet of foul smelling smoke, anyone who breathes the smoke must save or become infected with the disease you chose.

3 Galvanism

R: touch

T: dead creature with a nervous system

D: 0

Each [dice] you invest increases the effects. One [die] allows you to animate the corpse it obeys a single simple command before becoming inert again. two [die] allows you to raise a dumb and hungry 1 HD zombie with poor motor control that obeys you commands 90% of the time. Three [die] allows you to raise a 1 HD ravenous zombie about as smart as a chimp, with fine motor control that obeys your commands 70% of the time. Four [die] allows you to raise someone who has died within the last hour to half hp as an intelligent undead. They act as they would in life but have strong cravings for raw meat. They cannot be forced to obey commands. If the target no longer has a brain you may only invest up to two [die].

4 Decompose

R: 50'

T: object/creature

D: 0

Target takes [sum] damage as ambient fungus and microbial mushi rapidly decompose it. No Save. Can be used to rot out a centre section of a wooden door wide enough for passage, or rot the shaft of a wood-hafted weapon. Doesn't work on anything immune to rotting.

5 Accelerate healing

R: touch

T: creature

D: 0

Target creature heals [sum] HP. It costs 2 HP to remove 1 negative HP and 4 HP to remove 1 Fatal Wound. This spell cannot restore missing parts or cure diseases.

6 Graft

R: touch

T: creature

D: permanent

You attach or implant a piece of biomatter you possess to target creature, such as a limb or organ. The grafted biomatter is fully functional. E.g. if you implanted an additional eye the target would be able to see using it.

7 Monsterise

R: touch

T: organism

D: 10 min

Target saves or becomes a horrible monster version of itself. Monsters get +1 HD (+4 max HP, +1 to hit, +1 to save). Player characters have their Strength raised to 15 (unless it was already higher). The target also flies into a rage, and becomes incapable of tactics, kindness, or retreat, even if urged by friends.

8 Mutate

R: touch

T: organism

D: permanent

Save negates. Save once per mutation. Target gains [dice] random mutations. If the creature chooses to fail its Save, roll double the number of mutations, and the caster chooses which half are gained.

9 Alter disease

R: touch

T: infected organism or petri dish

D: permanent

You alter [dice] traits of a disease in an infected organism or cultivated in a petri dish

10 Sterilisation

R: touch

T: creature

D: [sum] hours

Sterilises creatures or surfaces. When cast on creatures they must save or become unable to heal naturally, regenerate, or reproduce for one month. Alternatively it may be lifted in the same way as a curse. The target creature is cured of any diseases or parasites they might be harbouring. When cast over a surface the same is true of any plants or small animals in the area, and anything that might harbour diseases or parasites is cleansed.

11 Gestate chimera

R: 5’

T: a seed, spore, or embryo

D: -

You combine genetic material from the target and from [dice] other organisms of a species different to the target, when it grows it possesses features all the organisms involved. Growth speed is dependant on the species used.

12 Disassemble

R: touch

T: creature

D: [sum] minutes

Target creature saves or disassembles. A person turns into a mass of skittering fingers, slithering organs, and quivering flesh. The target can no longer attack though it may attempt to grapple as it envelops someone. It is immune to slashing, piercing and bludgeoning damage and can fit through one-inch holes.

 

Mishaps:

1. MD only return to your pool on a 1-2 for 24 hours

2. Take 1d6 damage

3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.

4. Agony for 1d6 rounds

5. Ravenously hungry. Cannot cast spells until you eat.

6. Slough skin. Takes 1d6 rounds to remove. Is disgusting.

 

Doom of the biology wizard:

1. Your appearance shifts and randomizes for one day

2. Save at the start of each day or gain a mutation. Save at the end of each day or that mutation becomes permanent.

3. You become a Chaotic Psychoplasm

 

Quest obtainable spell:

Clone homunculus:

R: touch

T: a flask filled with egg whites or amniotic fluid.

D: -

Grow a homunculus a flask from a genetic sample of a person. The homunculus has all of the knowledge that the person had when you collected the genetic sample. The homunculus appears as a baby and does not age while in the flask. If removed from the flask the homunculus will age and grow to exactly resemble the genetic donor within a week. Grown homunculi have all the physical attributes and skills a person had when the genetic sample was taken.

 

 

Elements were taken from these blogs

https://coinsandscrolls.blogspot.com/2018/01/osr-class-biomancer.html

https://goblinpunch.blogspot.com/2015/04/biomancers.html

https://coinsandscrolls.blogspot.com/2022/06/osr-alloy-wizard-civic-wizard-and.html

https://goblinpunch.blogspot.com/2014/07/necromancers.html

http://archonsmarchon.blogspot.com/2021/06/glog-class-necromancer-wizard.html

 

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