BioMancers


Biomancer

Biomancers are dedicated to the health of the body. A manipulator of the energies stored within the body, theirs and their patients.



  1. Spell list: Same as it had
  2. Chi the power used to fuel spells. ½ con score times level.
  3. HD: d8
  4. To Hit: As Cleric
  5. Saves: As Cleric
  6. Weapons: Dagger, Staff, Club/Mace
  7. Armor: Leather
  8. Shield: None



Cleric


Saves






Spells








Lvl

Experience

death

wand

poly

breath

spell

+ to hit

1st

2nd

3rd

4th

5th

6th

7th

Feat

1

0

10

14

13

16

15


1








2

1500

10

14

13

16

15


2








3

3000

10

14

13

16

15


2

1







4

6000

9

13

12

15

14

+2

3

2






+1 Feat

5

13000

9

13

12

15

14


3

3

1






6

27500

9

13

12

15

14


3

3

2






7

55000

7

11

10

13

12

+4

3

3

2

1





8

110000

7

11

10

13

12


3

3

3

2




+1 Feat

9

225000

7

11

10

13

12


4

4

3

2

1




10

450000

6

10

9

12

11

+6

4

4

3

3

2




11

675000

6

10

9

12

11


5

4

4

3

2

1



12

900000

6

10

9

12

11


6

5

5

3

3

2


+1 Feat

13

1125000

5

9

8

11

10

+8

6

6

6

4

3

2



14

1350000

5

9

8

11

10


6

6

6

5

3

2

1


15

1575000

5

9

8

11

10


6

6

6

6

4

2

1


16

1800000

4

8

7

10

9

+10

7

7

7

6

4

3

1

+1 Feat

17

2025000

4

8

7

10

9


7

7

7

7

5

3

2


18

2250000

4

8

7

10

9


8

8

8

8

6

4

2


19

2475000

2

6

5

8

7

+12

9

9

8

8

6

4

2


20

2700000

2

6

5

8

7


9

9

9

8

7

5

2

+1 Feat












1stlevel spells

Bio Rhythm (1.5) enhances the bodies working. +1 to saves. D8+1 level rounds

Change Scent ( 1) effect smell of body. Lasts a day.

Cleanse(1.5): A biomancer gains the ability to cleanse or restore the body. You may only use cleanse for the ailments you have unlocked by lvl. This process takes d8 melees when used on others.

At 2ndlvl Cleanse Blindness: A biomancer gains the ability to cleanse blindness/deafness once per day, as if casting a remove blindness/ deafness spell.

At 5thlvl Cleanse Paralysis: A biomancer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell.

At 8thlvl Cleanse Disease: A biomancer gains the ability to cleanse disease once per day, as if casting a remove disease spell.

Delay Sleep (1) allows someone to continue on without rest. One night. Caution nesting for more than three days will cause a feedback to caster and target.

Dense Skin (1) tightens and makes the skin more dense +1 AC for D8 melees

Dragon Sleep (1) Light sleep for one night. Allows for guarding and sleep healing

Equalize wound (1) takes part of the wound onto yourself. Take your damage, plus patient's damage average and give to both characters. Both of you must be wounded. This spell can take time: 1-25 points being moved 1 melee, 26-50 2 melees, 51-75 3 melees, etc.

Endure Elements (1)

Healing Hands (1) Whenever a biomancer casts a spell that cures hit point damage, add Constituion modifier to the total damage healed.

Inflict Light Wounds (1.5)

Luminous Gaze (1) eyes emit light

Purge (1) cause vomiting. Your Level *10 % chance of clearing a bad effect from consuming or drinking a poison/whimsey/etc. Must be done within a hour of consumption

Remove Fear (1) returns heartbeat to normal

Slow Breathing (1)

Tattoo (1) can mark a skin with designs or patterns

Wholeness of Body (1) Cure light wounds, self only. D8 cure


2nd level spells

Deathsense(2): You know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.

Bulls Str (2)

DarkVision (2) see in darkness

Delay Poison (2.5) Cost to self (1.5)

Eagle's Splendor (2)

Equalize Poison (2.5) takes part of the poison wound onto yourself. Take average of poison damage. between the two of you.

Gentle Repose (2)

Greater Bio Rhythm (2.5) enhances the body's working, +1 to hit and damage D8+2 rounds + 1/level

Inflict Moderate Wounds (3)

Simulate Death (2)

Take wound (2.5) takes up to 10 points of a patient's wound to yourself.

Wholeness of Body Moderate (1.5) cure moderate wounds, self only 2d8


3rd Level Spells

Alter Self (2) change your looks

Blindness/Deafness (3)

Clear Memory (3) recall one memory, every detail.

Contagion (3)

Cure Light Wounds (1.5) Biomancers can cure other people with a touch. d8+level (max +5)

Cure Serious Wounds Cost to self (2.5) self healing only

Haste (4) extra action. Self +d4 people

Inflict Serious Wounds (4.5) touch

Inner Pocket (3) makes an internal inner pocket in which to keep something. Lasts 1 week/level

Protection from Energy (3)

Remove Blindness/Deafness (3)

Remove Disease (3.5)

Take moderate wound (4) up to 25 points

Water Breathing (2.5)


4th Level Spells

Cure Moderate Wounds – Other (3) 2d8+level (max +10)

Damage Reduction (6) shrug off some of the injury from each landed attack. Subtract one from damage dealt to you for one encounter.

Fumble Feedback – (4.5) prevents spellcaster from spell fumbles lasts d6+level

Inflict Critical Wounds (5.5) touch based

Neutralize Poison (5)

Poison (4.5)

Restoration (7)

Stone skin (4.5)

Take greater wounds (5) can take up to all your hit points

Vulcan Nerve Pinch (6) Chance of neutralizing a target. You and GM roll %. You get +level *10, target gets the same.

Wholeness of Body Critical (3) cure critical wounds to self only 3d8


5th level Spells

Death Throes (5.5) Body explodes on Death

Cure Serious Wounds – Other ( 4.5) Biomancer can cure other people 3d8+level (max +15)

Polymorph (6) this is a limited flesh shaping sort of thing.

Speak with Dead (5) A complicated process of trying to access the dead's memories. Ritual (takes time). Level *10 % of success.

Wrack (5.5) Wracked with pain. No physical damage.




The rest of these are not yet fleshed out - just put here as place holders and ideas


6th level Spells

Greater Cleanse(??)cleanse the body of greater effects. You may only use the ones you have unlocked by lvl. This process takes d8 melees when used on others.

At 11thlvl Cleanse Poison: A biomancer gains the ability to cleanse poison once per day, as if casting a neutralize poison spell.

At 14thlvl Cleanse Spirit: A biomancer gains the ability to restore a creature to health once per day, as if casting a greater restoration spell.

At 17thlvl Cleanse Petrification: A biomancer gains the ability to restore a petrified creature to health once per day, as if casting a stone to flesh spell

Wholeness of Body - After Death (Not Yet researched ??) the ability to have your body try and correct the damage even after you have died!


7th level spells

Death Ward (??): Once per day, a biomancer gains the ability to protect himself or another from the depredations of death magic and life-draining attacks. This ability functions exactly like the spell death ward (see page 217 of the Player’s Handbook), save that the duration is 1 hour per biomancer level.

New Limb (??): Once per week, a biomancer gains the ability to regrow a creature’s lost or damaged body part once per day, as if casting a regenerate spell

New Life (??): Once per week, a biomancer can bring a dead creature back to life. There might be a problem with the actual soul returning... but hey, zombie city!




Please note that your character can help to develop aura spells for this class. As the class is rare, not much is known for their capabilities. Feel free to look through other spells lists for ideas. Stop Heart might be a cool spell.

Spells can be research with time and meditation. Characters do not adventure when researching. The idea is to think of the spell, write it down and talk with the GM. Dice are rolled.