Biomancy

From Aethier
Revision as of 22:08, 16 March 2021 by RedAttendant (talk | contribs) (Created page with "The discipline of Biomancy encompasses manipulation of plants and animals, but not people. Spell Name: Basic Biomancy Mana: 1 per Turn Discipline: Biomancy Concentratio...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

The discipline of Biomancy encompasses manipulation of plants and animals, but not people.


Spell Name: Basic Biomancy

Mana: 1 per Turn

Discipline: Biomancy

Concentration: Low

Cast Time: 1 Turn

Spell Duration: Channeled

Range: 15 Meters

Spell Effect: The caster can freely manipulate plant life in the environment, moving and molding it into different shapes. This spell is not harmful and is solely for manipulating and moving things. This spell cannot be used to create custom items.


Spell Name: Woodworking

Mana: 1 per Turn

Discipline: Biomancy

Concentration: High

Cast Time: 2 Turns

Spell Duration: Channeled

Range: 5 Meters

Spell Effect: The caster is able to freely manipulate wood in range (i.e. shaping, sharpening, etc). This can only be done for wood that the caster has a proficiency to work with. Items can be created by this spell, but are subject to the CIT requirement sheets as per usual when creating an item. This spell does not alter CiT requirements in any way, nor does it provide more material that is manipulated than would be obtained mundanely. Creating any kind of weapon or shield with this spell requires at least 2 turns.


Spell Name: Knock Down

Mana: 2

Discipline: Biomancy

Concentration: Low

Cast Time: 2 Turns

Spell Duration: Instant

Range: 5 Meters

Spell Effect: The caster creates roots that raise up from the ground and flings them 5 meters away. These roots smash into anything in range, knocking creatures down when hit. Creatures on mounts will fall over with the mount. The only injuries obtained by this spell are injuries that happen from the falls.


Spell Name: Oaken Shield

Mana: 2

Discipline: Biomancy

Concentration: Low

Cast Time: 2 Turns

Spell Duration: 15 Turns

Range: Self

Spell Effect: The caster creates a shield made out of thick roots and branches. It can be no larger than a kite shield and blocks three attacks before crumbling.


Spell Name: Animalspeak

Mana: 2

Discipline: Biomancy

Concentration: Low

Cast Time: 1 Turn

Spell Duration: 15 Turns

Range: Self

Spell Effect: The caster can understand and verbally communicate with animals for the duration of this spell. The creatures may or may not elect to respond. The knowledge and awareness of many creatures is limited by their intelligence, but at minimum, beasts can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. The caster might be able to persuade a beast to perform a small favor, at the DM's discretion.

[Use of this spell requires a DM to roleplay the creature(s).]


Spell Name: Slowing Spores

Mana: 3

Discipline: Biomancy

Concentration: Medium

Cast Time: 2 Turns

Spell Duration: 2 Turns, 3 Turns

Range: 5 Meters, 5x3 Meters

Spell Effect: The caster releases noxious spores into the area in a 5 meter radius around the caster or sprays the spores in a 5x3 meter direction. The spores will remain in the area for 2 turns after casting. Anyone who breathes in these spores will have their movement speed cut in half for 3 turns, rounding down.


Spell Name: Pestilence

Mana: 3

Discipline: Biomancy

Concentration: Medium

Cast Time: 3 Turns

Spell Duration: 5 Turns

Range: 15 Meters

Spell Effect: The caster summons a swarm of rodents or insects to target a creature or location. These swarms can only overwhelm one target at a time, though may be utilized to move others away from a location. The swarm disperses once the spell ends.


Spell Name: Snake

Mana: 3

Discipline: Biomancy

Concentration: Medium

Cast Time: 2 Turns

Spell Duration: 1 Turn

Range: 15 Meters

Spell Effect: The caster creates a snake that wraps around and slithers up a target of the mage’s choosing. This snake fully encases the target and squeezes, rendering the target stunned for the duration before the snake is dissipated.


Spell Name: Ensnare

Mana: 3

Discipline: Biomancy

Concentration: Medium

Cast Time: 3 Turns

Spell Duration: 3 Turns

Range: 15 Meters

Spell Effect: The caster summons a barrage of vines to entangle a target of the mage’s choosing. These vines bind the feet of the target, restraining their movement and rendering them rooted for the duration.


Spell Name: Calm Creature

Mana: 3

Discipline: Biomancy

Concentration: Medium

Cast Time: 2 Turns

Spell Duration: 5 Turns

Range: 10 Meters

Spell Effect: The caster calms all non-sentient creatures in a 10 meter radius for the duration of this spell. This spell will only work against creatures of the dangerous tier or below.


Spell Name: Thorn Whip

Mana: 3

Discipline: Biomancy

Concentration: Medium

Cast Time: 3 Turns

Spell Duration: 5 Turns

Range: 5 Meters

Spell Effect: The caster creates a whip-like vine in their hand with large thorn-like spines at the end of the vine. The mage uses the whip as if it was a real one, however upon lashing a target, it will slice more harshly than the average whip. The whip itself is five meters long. When striking a target in metal armor, it will dent the armor. When striking a target in cloth armor such as a gambeson, it will rip the material and expose the area hit as unarmored for a second strike. When striking an unarmored target, the target will receive a deep laceration wound.


Spell Name: Sedate

Mana: 4

Discipline: Biomancy

Concentration: Medium

Cast Time: 3 Turns

Spell Duration: 5 Turns

Range: 15 Meters

Spell Effect: The caster selects up to three targets and causes them to fall into a magically induced coma that leaves them unable to wake up or feel pain for the duration of the spell. If the target is unwilling, they may roll a 1d20 to attempt to remain awake against the effects of the sedative. A roll of 14 or higher will avoid the effects. If a sleeping target is harmed, the sedative will immediately wear off. The only exception to this is consensual surgery/medical procedures.


Magecraft Disciplines
AeromancyAlterationBiomancyElectromancyErebomancyHealingHydromancyMana
PsionicsPyromancySanguimancySoulsSoundSpaceTerramancy
Aurum Types
DivinityDemonbrandsMagecraftRunesmithingFeyspeakShamanismThe Fallen
The World of AethiusThe Multiverse of Aethier