BIOMANCER
EQUIPMENT AND SPELLS
By Silver Fox
Since the Jungle Elves arrival in South America, they call their new home the "Mother Forest". With the constant threat of monsters from the rifts, the following is a number of new spells, biomancer weapons and plants newly created or discovered. As well as explaining biomancy and bio-wizardry and offering a new philosophy of biomancy.
Biomancy versus Bio-Wizardry: A Comparison
As a player, I've noticed that when playing a biomancer, many others first reaction is that it is bio-wizardry being used. Especially if that other(s) has not purchased or ever looked through South America One. Most, not realizing that there is a difference between the two, or is there? To start with, biomancy comes from South America One with the jungle elves living on Maga Island. Biomancy is a system of magic that allows the jungle elves and biomancers to live in harmony with nature through a symbiotic union transforming plants and animals into anything necessary to survive and live in the wilds. All this without disrupting or harming nature. Now, I can hear many of you saying "WAIT! Isn't that what bio-wizardry is too?" And perhaps you're right. After all, given the similarities between the two forms of magic. Bio-wizardry is a science and magic system that allows the Splugorth and their minions to enslave other races through genetic manipulation, by augmentation, transformation and mutilation of the victim. Of course, the thing to remember is that the Splugorth and their minions have little regard for life and take great pleasure inflicting torture, misery and suffering on others. Bio-wizardry is also very destructive of life, thus showing the Splugorth's disregard for life. As it often over time will cripple, cause chronic pain, insanity and shorten the life span of the user or victim as the case may be.
So how did the Splugorth develop bio-wizardry? According to Rifts Atlantis, bio-wizardry was perfected eons ago by the Splugorth. But also looking too, at the jungle elves and their history, they come from a planet known only as the Green World having lived there peacefully for thousands of years till a Splugorth Invasion caused them to have to flee destroying their world. Some of the jungle elves who fled, found their way to Rifts Earth and other places in the Megaverse. Those who stayed behind and fought to the death, fell to the hands of the Splugorth where the secrets of biomancy was stripped from the survivors becoming what is known as bio-wizardry. So, while yes both biomancy and bio-wizardry share a common history and background. One must remember that bio-wizardry is a corruption of biomancy and not to confuse the philosophies and high regard for life of a biomancer with that of the Splugorth's complete disregard for life and would seek to enslave and torture others with it. So, for one not familiar with biomancy, they would be correct in first fearing that it is bio-wizardry they're confronting until the jungle elf or biomancer can explain that there is a difference. That biomancy is not the more corrupting version that bio-wizardry is.
New Philosophy of Biomancy
The Reclaimers are a fourth and new philosophy of Biomancy branching off from the defenders. Where the defenders take an active role in stopping the destruction and crimes against nature and avoidance of technology. The reclaimers formed from those defenders who went so far as to fight back against the cities and those destroying nature. Like defenders, the reclaimers reject the "ways of death" and technology. Even to the point of refusing to use it in extreme circumstances. Reclaimers are the ones who will actually take the battle to the cities before they encroach further on nature. Most reclaimers are humans and other D-bee biomancers who have returned to a natural way of living and try to an extant force that believe on to others. Given a jungle elf's regard for nature and respect for life, none are reclaimers. The reclaimer gets along best with other reclaimers, defenders and nature loving people.
Extended Available Spell List
The following are spells available to biomancers from Spirit West and Federation of Magic. These are additional spells that have an equivalent effect when used as biomancy spells. Either with working nature or combating technologically advanced opponents.
Animal Spells SPIRIT WEST
Animal Companion
Ears of the Wolf
Nose of the Wolf
Spirit's Blessing
Plant Spells SPIRIT WEST
Animate the Forest Floor
Animate Tree
Call Forest Guardian
Dowsing
Magic Stick
Nourish Plants
Plant Growth
Plant Travel
FEDERATION OF MAGIC
Level One
Lantern Light
Level Two
Cleanse
Shatter
Throwing Stones
Level Three
Create Wood
Life Source
Light Healing
Level Four
Deflect
Watchguard
Level Five
Aura of Death
Featherlight
Influence the Beast
Distant Voice
Instill Knowledge
Lifeblast
Mend the Broken
Superhuman Endurance
Sustain
Level Six
Create Water
Energize Spell
Fortify Against Disease
Level Seven
Heal Self
Negate Mechanics
Level Eight
Greater Healing
Invincible Armor
Lifeward
Magical-Adrenaline Rush
Winged Flight
Level Nine
Beat Insurmountable Odds
Purge Self
Wall of Defense
Level Ten
Giant
Illusory Forest
Purge Other
Restore Limb
Super-Healing
Level Eleven
Illusory Terrain
See in Magic Darkness
Level Twelve
Heavy Air
Ironwood
Null Sphere
Level Thirteen
Collapse
Restore Life
Level Fifteen
Circle of Travel
Summon Ally
NEW BIOMANCY SPELLS
Level One:
Rabbit's Trail
Range: Self or one by touch
Duration: Two minutes per level
Saving Throw: None
P.P.E.: 2
With this spell, the biomancer or recipient is able to run swiftly and silently through any heavily forested or jungle area without having to avoid trees. Provides plus five (+5) to speed and +10% to prowl for the duration of the spell.
Level Two:
Plant Armor: Simple
Range: Self or others by touch
Duration: Two minutes per level
Saving Throw: None
P.P.E.: 10
Similar to the Chitan spell, instead, the caster or receiver is covered in a protective covering of tree bark. Armor provides the following: A.R.14, S.D.C.: 20+5 per level. Spikes and Thorns 1D4 S.D.C. punch or impact.
Level Three:
Rust
Range: Touch/100 feet plus 100 per level
Duration: Instant
Saving Throw: None
P.P.E.: 12
Causes all metal objects within a 10 foot radius of the spell to rust becoming brittle and useless while M.D.C. alloys take 2D4 +2 M.D.C. damage.
Level Four:
Plant Armor: Major
Range: Self or others by touch
Duration: Two minutes per level
Saving Throw: None
P.P.E.: 20
This a more advanced version of the Plant Armor: Simple spell. Provides the following advantages: M.D.C.: 40 +5 per level. Spikes and thorns inflict 2D4 M.D.C. per punch or impact.
Thorn Wall
Range: 20 feet per level
Duration: 10 minutes per level
Saving Throw: None
P.P.E.: 15
This spell basically creates a wall of bramble and thorns forming a barrier between the caster and her enemies. The wall has 30 M.D.C. per level of experience. Magic and M.D.C. damage fires will inflict only half damage while cold based attacks have no effect.
Level Five
Poison Sting
Range: Touch
Duration: One minute per level
Saving Throw: Save versus poison 18
P.P.E.: 20
The victim of a poison sting attack spell will suffer the following effects: -5 on all combat bonuses, -10 initiative, 4D4 H.P./M.D.C. and the number of attacks per melee will be halved.
Shelter of the Trees
Range: One tree per touch
Duration: Two hours per level
Saving Throw: None (standard for Millennium Trees, Trees of
Wisdom and Memory Trees).
P.P.E.: 20
By casting this spell upon a tree, the biomancer is able to create a temporary hiding place within a tree. It creates an opening that the spell caster can crawl inside of and hide either from enemies or sleep in during the night or heavy weather. The biomancer can even close up the entrance behind them leaving a small air hole to breath. The only restriction is that the tree be tall and wide enough for the caster to hide in. Also of note, when the spell's duration is nearly up, the tree will inform the caster that it is time to leave the safety of the tree or caster another spell.
Level Six
Biorhythms
Range: Self or others 10 feet
Duration: 2 minutes per level
Saving Throw: 14 unwilling or as a curse
P.P.E.: 30
When used to benefit, the person is +4 to initiative, +2 to strike parry and dodge, +3 to roll and pull, +10% to save versus Comma/Death. The benefactor is also +1 to their attacks. However, when used as a curse, the spell causes the victim of the spell to lose initiative, half their attacks, -4 to strike parry and dodge, -3 to roll and pull, -10% to save versus Comma/Death.
Level Seven:
Serenity
Range: 10 feet 15 foot radius +2 feet per level
Duration: 5 minutes per level
Saving Throw: 14
P.P.E.: 25
Causes all those caught in the radius of the spell except for the caster to lose initiative, -10 to strike, parry and dodge. Cause victims to be passive and uncaring about fighting. Characters will still be able to defend themselves from an attacker not effected by the spell, but they won't be able to rouse themselves to care.
Level Eight:
Summon Fairies
Range: 10 miles
Duration:
Saving Throw: 12
P.P.E.: 75
Summons 1D4 fairies per level of experience to come and help aid the Biomancer in defending the forest. This is generally an alert to the fairies that the caster needs aid and not to command or force the fairies to do their bidding. Also of note, the type of fairies summoned will reflect the caster's alignment. Since most biomancers of good alignments, the fairies summoned will also be of good alignment.
Level Ten:
(Ritual) Guardian of the Mother Forest
Range: Self/Touch
Duration: One Month/Permanent
Saving Throw: Standard (to see if spell even works)
P.P.E.: 80
Turns character cast upon into a M.D.C. creature, H.P. and S.D.C. added together plus 1D4x10 M.D.C. The wings, usually reflective of character's alignment, Flight speed is land based speed x2. +1 attack per melee in flight, + 2 parry and +6 dodge in flight. The person benefiting from this spell becomes wrapped in a cocoon for a period of one month as the mystical transformation takes place. After that time, they emerge, changed and an even more powerful defender of the Mother Forest.
Level Eleven:
Force of Nature
Range: 100 feet +100 feet per level; radius 100 feet +50 per
level
Duration: Instant
Saving Throw: None
P.P.E.:100
By calling up the very powers of nature, the Biomancer causes the forest to come to life destroying her foes. This is a very potent spell inflicting 4D4x100 M.D.C. as trees, plants, animals and the land itself destroy the interloper(s).
Parting the Forest
Range: Two miles per level
Duration: Two melees
Saving Throw: None
P.P.E.: 100
Allows the Biomancer to part the forest in any one direction for two miles per level of experience and see any approaching danger.
Level Fifteen
(Ritual) Transformation Tree of Wisdom
Range: Self
Duration: Permanent
Saving Throw: None
P.P.E.: 1,000
Jungle Elves only. It said that the oldest and wisest Jungle Elves are transformed into Trees of Wisdom. Those wishing to take this option, this is the spell that allows for the transformation. The elf performing this ritual must be near or on a Ley Line to cast this spell.
NEW BIO-WEAPONS
Lesser Bio-Weapons
Why should the only enchanted bio-weapons of Biomancers be limited to Spears, Swords and Clubs? While those Biomancers and Jungle Elves who have not ventured beyond the protection of the Mother Forest may still use such weapons. What's to prevent those who are more adventurous from creating similar weapons from other lands and cultures that they have encountered? Still requiring 80 P.P.E. to create, these weapons are still made of fire-hardened wood with 1D6x100 M.D.C. each. Generally, just about any type of weapon can be made into a bio-weapon. My ruling is that a weapon that inflicts 1D6 S.D.C., when activated will inflict 2D6 M.D.C. and 2D4 S.D.C. will do 3D6 M.D.C. Obviously double the damage in M.D.C. when activated or +1D6 to damage. Remember, these weapons can still only be activated to inflict mega-damage six times before requiring another 30 P.P.E. to recharge. An additional feature to include for these bio-weapons, is that for another 50 P.P.E. in the creation process, the weapons get a bonus of +6 to strike.
Bolas: 1D4 S.D.C. or 2D4 M.D.C. with aura activated.
Boomerangs: 2D6 S.D.C. or 4D6 M.D.C. with aura activated.
Staffs: 2D6 S.D.C. or 4D6 M.D.C. with aura activated.
Major Bio-Weapons
Bio-Sheild: (350 P.P.E.) 1D4x100 +100 M.D.C. regenerates 4D6 M.D.C. per hour. +4 parry, light weight and flexible. Can be made of generally any type of natural material.
Biomancer Staff: (400 P.P.E.) 2D4x100 M.D.C. regenerates 4D6 M.D.C. per hour. Adds +2 to the biomancer's (any spell caster's) spell strength. Also halves the P.P.E. cost of spells cast when using the staff. As a weapon, the staff inflicts 4D6 M.D.C. Doubled against supernatural monsters.
Grigleaper Whip (300 P.P.E.)
Just as the name implies, these weapons are created from growing
the tails of Grigleapers (See Rifts New West). The whips vary in
size from 7 to 9 feet long. Only by striking an opponent with the
barbed end of the whip will it inflict 6D6 M.D.C. The whip can
also be used to entangle like other whips and is +3 to all
strikes. The whip also has 1D6x100 M.D.C. (this applies only if
an attacker targets the whip) and regenerates 4D6 M.D.C. per
melee round.
Venom Knife (250 P.P.E.)
The Venom Knife is created from the tooth and venom sac of any
type of poison animal be it reptile or mammal. The knife inflicts
4D6 M.D.C. per strike and the victim must make a save versus
lethal poison 16. Those who fail their saving throws will suffer
intense dizziness for 1D4 minutes with the following penalties of
-4 to strike, parry and dodge. The knife also has 1D6x100 M.D.C.
(this applies only if an attacker targets the knife) and
regenerates 4D6 M.D.C. per melee round.
Bio-Armor: The following are a number of variations of armor created through the use of biomancy. Plate Armor is basically like that of armadillos or other animals with natural hide and plate armor like the rhinos of Africa. Scale armor comes snakes and other reptiles making the wearer look like a lizard man or other reptilian d-bee.
Plate/Hide Armor Light (175 P.P.E.) Horns 2D4 M.D.C. ramming, 55 M.D.C. -5% prowl penalty (big and bulky), regenerate 3D6 M.D.C. per 24 hours.
Plate/Hide Armor Superior (700 P.P.E.) Horns 4D6 M.D.C. ramming, 150 M.D.C. -15% prowl penalty (big and bulky), P.S. Supernatural 20 +4 parry, regenerate 3D6 M.D.C. per hour.
Scale Armor Light: (100 P.P.E.) Fangs 1D4 M.D.C. strike, *Venom- Paralysis save versus 16 4D4 melees, Claws- 1D6 M.D.C. strike HF: 8, 30 M.D.C. -0% prowl penalty, regenerate 2D4 M.D.C. per 24 hours. When not worn the armor is shedded like snake skin. To wear again, just pull it back over self. Often mistaken for lizard men/d-bees when worn.
Scale Armor: Superior (500 P.P.E.) Fangs 2D4 M.D.C. strike, Venom - Paralysis save versus 16 4D4 melees, Claws 2D6 M.D.C. Horror Factor: 14, P.S. supernatural 18 +3 strike, parry and dodge, 80 M.D.C. regenerate 2D4 per hour exo-skeleton.
Bionetics (250 P.P.E.)
Bionetic limbs are grown from a living tree and magically grafted
onto the recipient. Bionetics are used to replace missing limbs
such as arms and legs that have been lost. If a Magic O.C.C., the
mage is still able to cast magic without any ill effects. The
P.P., P.S. and Spd. of the limb is the same as that of the
original limb lost. As a living part of the recipient, there is
no loss of touch or articulation. Bionetic limbs have 1D6x100
M.D.C. and regenerate 4D6 M.D.C. per melee round.
Note: Game Masters and Players, Bionetics are not Bionics! They
are not intended for the use of "Borging" out a
character. Bionetics are intended to serve the same functions as
Cybernetics do.
New Plants
Blood Trees
The Blood Tree is a new menace from the Rifts making their first appearance about thirty years ago in South America. Unlike the Millennium Trees (Rifts England) and Trees of Wisdom (Rifts South America), the Blood Tree does not need to live off of the P.P.E. energy. The danger presented from Blood Trees come once a month when the tree reproduces. Surprisingly this is the only time the trees need P.P.E. energy for the germination of seeds which also require the use of blood in the process. To achieve this, the trees through the use of telepathy and empathy lures its victims to fall asleep beneath it where the tree can drain them of their P.P.E. and blood later at night. Once that's done, the Blood Tree remains dormant for the rest of the month until it is time to seed once again. Blood Trees get their name from the deep red bark of the trunks.
Alignment: Considered Anarchist
Attributes: Most physical attributes are
meaningless. Low Animal I.Q. 2D4, M.E. 4D6, M.A. 2D4, P.S. 20
(Branches), P.P. 4D6+4 (Branches Only), P.S. is considered
supernatural.
Hit Points: 4D4x10 (for S.D.C. worlds)
S.D.C.: 2D4x100 main trunk. 2D4x10 per branch
(for S.D.C. worlds).
A.R.: 16 (for S.D.C. worlds)
M.D.C.: 2D6x100 main trunk. 2D4x10 per branch.
Horror Factor: None
P.P.E.: 2D4x10
Natural Abilities: Fire does half damage
including magical fires, takes half damage from energy attacks.
Cold based attacks will do double damage and triple damage from
magic.
Bio-regenerates 1D6x10 M.D.C. per hour.
Creating Seeds: Once per month, a Blood Tree can
create 1D4 seeds. The process requires blood from a living being
draining the victim of 3D6 P.P.E. and 2D6 H.P./M.D.C. per hit.
Each seed requires 1D4x10 P.P.E. and H.P./M.D.C. to create. Magic
characters and Supernatural Creatures will feel fatigued and
unable to regenerate their P.P.E. for 1D6+3 hours. Each seed will
have 1D4x10 P.P.E. and 5 M.D.C. It can also store an additional
2D4x10 P.P.E. making them perfect P.P.E. batteries used by
various Mages and especially the Splugorth of Atlantis, Lagarto
and Cibola. Note: Once the P.P.E. of the seeds has been drained,
the seed crumbles to dust. The P.P.E. of the seeds can also be
consumed by Psi-Stalkers without any ill effect.
Magic: None, other than the creation of the
seed.
Psionics: All equal to a 10th level Psionic.
Telepathy, empathy, mind block, alter aura and induce sleep.
I.S.P.: 1D4x10.
Combat: 4D4 attacks per melee round. The number
of attacks equals the number of branches on the tree. Damage is
considered supernatural. Three attacks by psionics. The tree also
only attacks at night.
Bonuses: Cannot dodge, +3 to strike and parry in
addition to any attribute bonuses.
Damage: Entangle, choke, branches can also hit
for 2D6 M.D.C. per strike.
Average Life Span: 10,000 years.
Habitat: Found mostly primarily in South
America, but can be encountered anywhere.
Enemies: None per say, animalistic predators.
Allies: None.
Size: 1D6+6 feet high.
Weight: 500 pounds per foot.
Blut'ents
Blut'ents are the result of genetic engineering from another unknown dimension for warfare. Unfortunately, the plants worked a little too well and soon overran their home dimension destroying the previous inhabitants. Since then, by means of dimensional magic and travel, the blut'ents have begun spreading across the megaverse. These plants have a very distinctive appearance with long straight stalks and woody bole at the base with four small "sticks" growing up beside the stem. These sticks are actually in-fact the plants roots that allow the foul things to move from place to place. Long leathery leaves grow around a funnel-like formation at the top of the plant. This conical cup secretes a sticky fluid to trap flies. Inside this cup is a flexible whorl that the plant can shoot out to hit its prey fifteen feet away. The roots at the base of the plant are able to move and allow the plant to walk with a shuffling movement.
Alignment: Considered an Anarchist Predator
Attributes: I.Q.: 2D4 (High Animal/Low Human),
M.E.: 1D4, M.A.: 1D4, P.S.:1D6, P.P.: 3D6, P.E.: 2D6, P.B.: 6D6,
Spd: 4D6.
Hit Points: 2D4x10 (for S.D.C. worlds)
S.D.C.: 1D4x100 (for S.D.C. worlds)
A.R.: 14 (for S.D.C. worlds)
M.D.C.: 1D4x100+100, +50 M.D.C. per foot/meter
for M.D.C. worlds.
P.P.E.: 1D4
Horror Factor: 9 upon realization of the danger
Natural Abilities: Prowl 70%, 90% undetectable
when remaining motionless. Resistant to cold, fire and energy
damage (half damage, magic inflicts full damage).Remain
motionless for days, sometimes even years. Does not radiate heat.
Bioregenerate 2D4 M.D.C. (1D4x10 S.D.C. worlds) per day. Sense
motion/sounds. Impact, area effect (1/3 damage).
Combat: Three Stinger attacks per melee.
Bonuses: +5 to strike, +4 initiative, +3 to
parry and dodge.
Damage: Stinger strike 2D6 M.D.C.
Note: Always aims for the head with uncanny
accuracy or other unprotected parts of the body. Singer has
poison sacks that release upon contact/striking target. Victims
must save versus poison 16 or be blinded when struck across the
face. Death is inevitable within the next 1D4 minutes if a save
comma is not made. Range: 15-20 feet depending on the height of
the plant. Range is increased when the plant physically leans
forward: +5 feet.
R.C.C.: Predator
R.C.C. Skills: None applicable. "Talk"
or communicate with each other through a series of tapping.
Possess simple problem solving skills.
Magic: None
Psionics: None
Enemies: All life, whom the plants prey on.
Allies: Other Blut'ents.
Value: 10,000 credits for those who keep them.
Habitat: Able to thrive in just about any
climate except for extreme desert regions and cold areas.
Height: Grow 7 to 10 feet tall.
Weight: 350 pounds average.
The Ways
The Ways are a species of plants only recently discovered. Like the Millennium Trees and Wisdom Trees, the Ways feed on P.P.E. energy. Fortunately the plants don't require ambient amounts of mystic energy to thrive so dozens and even hundreds can grow close together forming what can only appear as a tangled mass of vines. Ways are used by numerous intelligent species for their ability to teleport beings from one place to another, even dimensions. Among the elite, the plants are highly prized for this ability.
Alignment: Scrupulous or Principled only.
Attributes: I.Q.: 2D4, M.E.: 4D6, M.A.: 3D6,
P.S.: 1D4, P.E.:2D4, P.B.: NA, Spd.: 1D6.
P.P.E.: 1D4x10 I.S.P.: 2D4x10+M.E.
M.D.C.: 4D4 per foot of vines, seeds 2D6
Natural Abilities: Bioregenerate 2D4 M.D.C. per
hour, immune to horror factor, immune to fire and cold (magic and
M.D.C. fire and cold inflicts half damage).
Magic: None, Teleport only; special. The Ways
are able to teleport beings it wraps around to another place
where the Ways are also growing. This works not only for location
to location, but across dimensions as well. The limit is only
where another Way is growing.
Psionics: Considered Master Psionics, Telepathy
and Empathy only.
Combat: either one physical or four psychic
attacks per melee.
Bonuses: +4 to save versus Magic and Psionics.
Allies: Any who do not wish them harm.
Enemies: None, except those that try to harm
them.
Skills: Magically knows all languages, otherwise
meaningless. Tend to have a very naïve understanding of the
world around them.
Value: Anywhere from 10,000,000 to hundreds of
billions of credits in the right market.
Homeworld: Is filled with vines growing
everywhere, even in the sky. It is also a dimension known to have
Water, Air and Earth Elementals dwelling there. Note: Never ask
the ways to take you home, as you will end up in their home
dimension. The Ways are great when teleporting from one place to
another where Ways are also growing. But it tends to be rather at
random that one teleports.
Height: Grow to lengths of 10 +2D4 feet.