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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
Introduction
Adepts of this college use their intimate knowledge of primal forces
of life to create, mutate, and ultimately enhance living things. They
serve as the magical antipode to the practice of Necromancy, whose dark
skills they abhor. Despite this conflict, Vivimancers are equally
loathed by most good folk because of the abominations they have created
and the child monstrosities for which they are often blamed. Hence,
Vivimancers are rarely found in civilized places, instead preferring to
rule their remote nature enclaves with an iron will.
Because life is inherently chaotic, the practice of Vivimancy has
risks for the adept. Whenever a spell from this college is improperly
applied, the Vivimancer suffers a primal backlash from the life force.
While this backlash may sometimes prove beneficial, more often than not
the adept will mutate into a less capable life form. These mutations
include bodily growths, new limbs, changes in skin, bone, and organs,
enhancements or loss of senses, and even a complete mutation into an
entirely new life form. Such mutations have a horrific effect on the
appearance of the Vivimancer, so these wizards are rarely seen without
heavy green robes.
Due to the inherent conflicts between the two magical forms,
Vivimancers are prohibited from employing the powers of Necromancy, and
vice versa. Spells cast from the college of Vivimancy are accompanied by
a healthy yellow-green glow, a fresh smell of plant growth, and a sound
like a thousand tiny life forms crawling through the dirt. However,
Vivimancy will never function on barren ground, such as desert sand, a
field of snow, or land blighted by evil.
Typical Disadvantages: Gestures (-1/4), Incantations (-1/4),
Requires (Magic) Skill Roll (-1/2), Casters must have at least 30 points
in spells from Vivimancy College (-3/4), OAF - various life-related
objects (-1/4), Limitation: does not work on barren ground (-1/4), Side
Effects (2d6 Cumulative Minor Transform: Caster mutates) (-1/2).
Due to the abhorrent nature of these spell, this college is
unsuitable for use by heroic characters. Vivimancers are rarely
encountered outside their enclaves, and the acknowledgement word of
their secret existence will be occasional rumors, most of which are
quite implausible.
Com'neal, the Basin of the Vivimancer
Deep within the rugged mountains of this range is a secluded forest
basin that is home to the Vivimancer Baroness Yardley. Merely accessing
this well hidden valley is a difficult task, as the route has no worn
trails and meanders through rugged terrain with many pit-falls and
obstacles. The basin is home to a unique spring of life force that gives
rise to towering trees and many unique life forms found nowhere
else.
This strong life force has allowed Baron Yardley to bend the wildlife
in the basin to his will, adding defenses and unique organisms that
serve his whims. At the core of this refuge is a huge tree that bears
many of the intelligent aspects of an Ent, although it is quite
immobile. Baron has shaped the interior of this immense tree to form
many chambers in which she can dwell and continue her studies.
The great tree is the center of a village of forest elves who dwell
in harmony within the basin, and provide protection to the Baroness.
Hanging bridges and tree houses sprout within the heights of this
forest, and the elves rarely have need to even travel down to the forest
floor in order to fulfill their need.
In addition to the elves, the Baroness has other defenses designed to
hinder and drive away invaders. Her sanctuary is ringed by a dense wall
of thorn trees that create an all but impermeable barrier to outsiders.
Within the ring of trees is an area of swampy woodlands that is
patrolled by Ogre-like, half-animal half-plant creations known as the
Sentinels. These have been specially bred by the vivimancer for this
purpose.
Adventure hooks
- A Vivimancer was hired by the local noble to aid his wife in
bearing a child. Unfortunately the Vivimancer discovered that the child
was flawed and he used his magic to attempt to heal the crippled infant.
When the child was born, it was discovered to be a monster that lived
for only a few weeks. When the child was banished, the Vivimancer was
banished from the land and was relentlessly pursued by
assassins.
- For a lengthy dark fantasy campaign outline involving the
vivimancer Krepine Wold, click
here.
Basic Spells
Hemorrhage
Upon completing this spell, the Vivimancer can inflict bleeding
wounds deep inside the body of the target creature. While not
immediately fatal, these hemorrhages can continue to bleed unchecked and
may ultimately render the victim unconscious or worse. The blade of a
chirurgeon is required to cast this spell.
Power: 1d6 RKA versus PD
Modifiers: +2 Increased STUN Multiplier (+1), Invisible Power
Effects (Sight) (+1/2), Penetrating (+1/2); Gestures (-1/4),
Incantations (-1/4), Requires (Magic) Skill Roll (-1/2), Casters must
have at least 30 points in spells from Vivimancy College (-3/4), OAF -
chirurgeon's blade (-1), Limitation: does not work on barren ground (-
1/4), Side Effects (2d6 Cumulative Minor Transform: Caster mutates) (-
1/2). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2
Phase.
Real Cost: 10.
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Living Shield
The outer flesh of the Vivimancer begins to thicken and grow a hard,
segmented shell. This chitinous outer mass will protect the Vivimancer
from most attacks. A live insect is required to serve as the model for
the hard exoskeleton.
Power: +3 PD / +3 ED Armor
Active Cost = 9 points.
Power: +5 PD / +5 ED Damage Resistance
Modifiers: Linked to Armor (-1/2). Active Cost = 5
points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires (Magic)
Skill Roll (-1/2), Casters must have at least 20 points in spells from
Vivimancy College (-1/2), OAF - live insect (-1), Limitation: does not
work on barren ground (-1/4), Side Effects (2d6 Cumulative Minor
Transform: Caster mutates) (-1/2).
END Cost: (1); Magic Roll: -1; Casting Time: 1/2
Phase.
Real Cost: 2.
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College Spells
Abomination
The spell for which the Vivimancers are infamous, Abomination will
allow the caster to experiment upon the form of a child within a womb.
These mutations are usually simple changes, such as an extra arm, stubby
legs, asymmetrical face, and so on. A live animal egg is consumed during
the casting of this spell. Note that while this spell can be used to
cause birth defects, it can also be used to cure the same - a fact that
is rarely brought up by lay persons.
Power: 1d6 Minor Transform
Modifiers: Any Mutation (+1/4), Indirect (Any Distance) (+1/2),
Cumulative (+1/4); Only on live fetus (-2). Active Cost = 30
points.
Power: N-Ray Vision
Modifiers: Linked to Transform (-1/2), Costs END (-1/2), Only to
view inside womb (-2). Active Cost = 20 points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires (Magic)
Skill Roll (-1/2), Casters must have at least 30 points in spells from
Vivimancy College (-1/2), OAF - live egg, consumed (-1), Limitation:
does not work on barren ground (-1/4), Side Effects (2d6 Cumulative
Minor Transform: Caster mutates) (-1/2), Extra Time - Full Phase (-
1/2).
END Cost: 5; Magic Roll: -5; Casting Time: 1
Phase.
Real Cost: 7.
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Advance Rot
This spell will create a yellow-green cone that accelerates the
rotting of dead flesh. Tiny scavenger organisms in the target area have
their life force greatly sped up. As a result, any dead matter within
the cone will rapidly decay into fine dust. This spell will operate on
any dead animal or plant matter, but will not further decay already
rotted matter such as dirt. The rot has absolutely no effect on living
matter, including freshly cut wood and seriously ill but still living
creatures. It will also fail to operate in a sterile environment, such
as a pure vacuum. Casting this spell requires a handful of mulch.
Power: 6d6 Energy Blast versus PD
Modifiers: Area Effect (Cone) (+1); Only versus dead organic
matter (including undead) (-1), Gestures (-1/4), Incantations (-1/4),
Requires (Magic) Skill Roll (-1/2), Casters must have at least 30 points
in spells from Vivimancy College (-3/4), OAF - handful of mulch (-1),
Limitation: does not work on barren ground or a sterile environment (-
1/4), Side Effects (2d6 Cumulative Minor Transform: Caster mutates) (-
1/2), Extra Time - Full Phase (-1/2). Active Cost = 60
points.
END Cost: 6; Magic Roll: -6; Casting Time: 1
Phase.
Real Cost: 10.
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Ancestral Form
An interesting effect that has been the subject of much
experimentation in the living laboratories of the Vivimancer, this spell
will cause the ancestral traits of the subject to express themselves.
The target will quickly revert to a more primitive life form at some
point along the chain of evolution. For example, a human could revert to
an ape, a tree shrew, or a simple amphibian. Variations of this spell
exist for different species, each spawning separate ancestral forms. A
live egg is required to complete this spell. Ancestral Form is also
known as the Devolution spell.
Power: Multiform (100 points, One of 3 Ancestral Forms)
Modifiers: Persistent (+1), Uncontrolled (+1/2), Useable Against
Others (-1), Range (-1/2); Costs END to cast (-1/4), Gestures (-1/4),
Incantations (-1/4), Requires (Magic) Skill Roll (-1/2), Casters must
have at least 30 points in spells from Vivimancy College (-3/4), OAF -
live egg (-1), Limitation: does not work on barren ground (-1/4), Side
Effects (2d6 Cumulative Minor Transform: Caster mutates) (-1/2), Extra
Time - 1 Minute (-1-1/2). Active Cost = 40 points.
END Cost: (4); Magic Roll: -4; Casting Time: 1
Minute.
Real Cost: 6.
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Animate Living
The Vivimancer can use his intimate knowledge of living matter to
control the actions of a life form. This animation will override the
normal bodily control of the target, but it can be resisted. Due to this
natural resistance of the life form, the Vivimancer will only have crude
control of the subject. A pair of tongs are required to manipulate the
target creature.
Power: 20 STR Telekinesis
Modifiers: Indirect (Any Distance) (+1/2); Only to control living
creature (-1/2), Gestures Throughout (-1/2), Incantations (-1/4),
Requires (Magic) Skill Roll (-1/2), Casters must have at least 30 points
in spells from Vivimancy College (-3/4), OAF - tongs (-1), Limitation:
does not work on barren ground (-1/4), Side Effects (2d6 Cumulative
Minor Transform: Caster mutates) (-1/2), Extra Time - Full Phase (-1/2).
Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1
Phase.
Real Cost: 8.
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Bone Snap
When experimenting with life forms, the Vivimancer may need to
arrange body parts to create new structures. This spell will snap apart
a bone or exoskeleton, allowing the caster to easily separate the
surrounding tissues without causing extensive damage. A hammer is needed
to complete the spell cast.
Power: 3d6 RKA versus PD
Modifiers: Armor Piercing (+1/2); Only for placed shot (-1/2), No
Range (-1/2), Gestures (-1/4), Incantations (-1/4), Requires (Magic)
Skill Roll (-1/2), Casters must have at least 30 points in spells from
Vivimancy College (-3/4), OAF - hammer (-1), Limitation: does not work
on barren ground (-1/4), Side Effects (2d6 Cumulative Minor Transform:
Caster mutates) (-1/2). Active Cost = 67 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2
Phase.
Real Cost: 12.
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Create Homonoculus
The Vivimancer use this lengthy ritual to create these useful
creatures for use as servants or spies. The Homonoculi are created with
a built in chemical dependency that only the Vivimancer will know how to
satisfy, allowing the mage to maintain control over their creation.
Constructing such a creature requires a specially prepared vat of
organic fluids that must be monitored throughout the spell casting
process. This requires the almost constant attention of the Vivimancer,
so any major disturbances will almost certainly ruin the ritual. Once
the creature has been created, the Vivimancer will still need to train
it on the tasks to be performed.
Power: Summon Homonoculus (-20 points)
Modifiers: 1/2 DCV Concentrate (-1/4), Gestures (-1/4),
Incantations (-1/4), Requires (Magic) Skill Roll (-1/2), Casters must
have at least 30 points in spells from Vivimancy College (-3/4), OAF -
Vat of Organic Fluids, Bulky, Fluids are Expendable (-1-3/4),
Limitation: does not work on barren ground (-1/4), Side Effects (2d6
Cumulative Minor Transform: Caster mutates) (-1/2), Extra Time - 10-20
Minutes (-2). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 10-20
Minutes.
Real Cost: 4.
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Diagnosis
By carefully laying on hands, the Vivimancer can sense the subtle
currents of living energy within an organism. This spell allows the
caster to detect any flaws within this energy flow, and use his
knowledge of anatomy to diagnose ailments. The effectiveness of this
spell is limited by the physical knowledge of the Vivimancer, so an
experienced adept will use every opportunity to learn more of the
physiological makeup of his subjects. A pair of soft gloves made from
natural materials is required for this spell.
Power: Detect Ailment by Touch, Discriminatory, N-Ray (living
matter)
Modifiers: Costs END (-1/2), Visible (-1/4), Gestures (-1/4),
Incantations (-1/4), Requires (Magic) Skill Roll (-1/2), Casters must
have at least 30 points in spells from Vivimancy College (-3/4), OIF -
soft gloves (-1/2), Limitation: does not work on barren ground (-1/4),
Side Effects (2d6 Cumulative Minor Transform: Caster mutates) (-1/2),
Extra Time - Full Turn (-1). Active Cost = 28 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1
Turn.
Real Cost: 5.
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Dwarfism
This curious spell will cause the individual cellular components of a
life form to shrink in size, causing the creature to become permanently
dwarven in stature. The clothing and equipment of the target will remain
at their normal size, however, so they will probably need to be
abandoned. A piece of flesh from a dwarven member of any animal species
is required to complete this spell. This spell can only be applied once
to any specific individual, but the effects can be neutralized by means
of the Gigantism spell.
Power: Shrinking (10 points) (1/2 height, 1/8 mass, -2 to other's
sight PER roll, +2 DCV, +3" Knockback)
Modifiers: 0 END Persistent (+1), Uncontrolled (+1/2), Useable
Against Others (+1); Costs END to cast (-1/4), Gestures (-1/4),
Incantations (-1/4), Requires (Magic) Skill Roll (-1/2), Casters must
have at least 30 points in spells from Vivimancy College (-3/4), OAF -
flesh from dwarven member of a species (-1), Limitation: does not work
on barren ground (-1/4), Side Effects (2d6 Cumulative Minor Transform:
Caster mutates) (-1/2), Extra Time - 1 Minute (-1-1/2). Active
Cost = 35 points.
END Cost: (3); Magic Roll: -3; Casting Time: 1
Minute.
Real Cost: 6.
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Eternal Life Force
By drawing upon his own primal nature, the Vivimancer can enhance his
recuperative powers and make himself immune to the effects of normal
diseases and aging. This spell is especially difficult to learn, but
once mastered it will guarantee the adept an exceedingly long and
healthy life. A live chrysalis is consumed in the casting of this
spell.
Power: Life Support - Immune to Disease and Aging
Modifiers: Persistent (+1/2); Costs END to Cast (-1/4), Gestures
(-1/4), Incantations (-1/4), Requires (Magic) Skill Roll (-1/2), Casters
must have at least 30 points in spells from Vivimancy College (-3/4),
OIF - live chrysalis, consumed (-1/2), Limitation: does not work on
barren ground (-1/4), Side Effects (2d6 Cumulative Minor Transform:
Caster mutates) (-1/2), Extra Time - 1 Minute (-1-1/2). Active
Cost = 9 points.
END Cost: (1); Magic Roll: -1; Casting Time: 1
Minute.
Real Cost: 2.
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Gigantism
The Vivimancer can use this spell to activate the properties of an
organism that cause the growth factors to express themselves. The
subject doubles in size and their mass increases to eight times normal.
The clothing and equipment of the target will remain at their normal
size, however, so they will probably need to be abandoned. A piece of
flesh from a giant member of any animal species is required to complete
this spell. This spell can only be applied once to any specific
individual, but the effects can be neutralized by means of the Dwarfism
spell.
Power: Growth (15 points) (x2 height, x8 mass, +2 to other's
sight PER roll, +15 STR, +1" Reach, -3" Knockback)
Modifiers: 0 END Persistent (+1), Uncontrolled (+1/2), Useable
Against Others (+1); Costs END to cast (-1/4), Gestures (-1/4),
Incantations (-1/4), Requires (Magic) Skill Roll (-1/2), Casters must
have at least 30 points in spells from Vivimancy College (-3/4), OAF -
flesh from giant member of a species (-1), Limitation: does not work on
barren ground (-1/4), Side Effects (2d6 Cumulative Minor Transform:
Caster mutates) (-1/2), Extra Time - 1 Minute (-1-1/2). Active
Cost = 52 points.
END Cost: (5); Magic Roll: -5; Casting Time: 1
Minute.
Real Cost: 8.
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Graft Flesh
The Vivimancer can use this spell to extract a strip of flesh from
one being and attach it to another. This fleshy patch can be used, for
example, to heal a deep gash or a burn. Naturally, the subject providing
this patch will also suffer a deep wound when the flesh is removed, so
this spell is primarily used for healing an ally at the expense of a
foe. A blade of a chirurgeon is required to cast this spell.
Power: 1d6 Transfer BODY to Healing
Modifiers: Recover 5 per Month (+1+3/4), Useable by Another
(+1/4); Gestures (-1/4), Incantations (-1/4), Requires (Magic) Skill
Roll (-1/2), Casters must have at least 30 points in spells from
Vivimancy College (-3/4), OAF - chirurgeon's blade (-1), Limitation:
does not work on barren ground (-1/4), Side Effects (2d6 Cumulative
Minor Transform: Caster mutates) (-1/2), Extra Time - Full Phase (-1/2).
Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1
Phase.
Real Cost: 9.
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Graft Limb
This spell can be used to graft the limb from one creature onto
another. This limb can be from any living organism that is on the same
scale of the target creature. That is, the limb of a squid could not be
grafted onto a squirrel, but it could be attached to a Great White
Shark. The recipient of the graft will still require some time to learn
how to use the new limb.
Power: Extra Limbs
Modifiers: Persistent (+1/2), Continuous (+1), Uncontrolled
(+1/2), Useable Against Others (Maximum 6,400kg) (+1+1/2); New limb is
at 2d6 STR and 4d6 DEX Drain, Recover 1 per week (-1/2), Costs END to
Cast (-1/4), Gestures (-1/4), Incantations (-1/4), Requires (Magic)
Skill Roll (-1/2), Casters must have at least 20 points in spells from
Vivimancy College (-1/2), OAF - fresh limb (-1), Limitation: does not
work on barren ground (-1/4), Side Effects (2d6 Cumulative Minor
Transform: Caster mutates) (-1/2), Extra Time - 1 Turn (-1). Active
Cost = 22 points.
END Cost: (2); Magic Roll: -2; Casting Time: 1
Turn.
Real Cost: 4.
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Graft Sense Organ
A most useful spell under certain circumstances, this allows the
Vivimancer to attach a live visual organ to the target creature. The
subject must already possess sight in order to use the new organ, but
the additional eye does bestow a wider field of view.
Power: +2 PER to existing sight
Modifiers: Persistent (+1/2), Continuous (+1), Uncontrolled
(+1/2); Costs END to Cast (-1/4), Gestures (-1/4), Incantations (-1/4),
Requires (Magic) Skill Roll (-1/2), Casters must have at least 20 points
in spells from Vivimancy College (-1/2), OAF - fresh sense organ (-1),
Limitation: does not work on barren ground (-1/4), Side Effects (2d6
Cumulative Minor Transform: Caster mutates) (-1/2), Extra Time - 1 Turn
(-1). Active Cost = 12 points.
END Cost: (1); Magic Roll: -1; Casting Time: 1
Turn.
Real Cost: 2.
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Immunize
By magically accelerating the immune system, the Vivimancer can
greatly aid the subject in fighting a disease. While this spell can
eliminate symptoms of an ailment, it does nothing to heal the damage
that has already been inflicted. This spell is particularly exhausting
to cast, and requires the full attention of the Vivimancer. A bone or
ivory needle is required for this spell.
Power: 16d6 Dispel
Modifiers: Any Disease Symptom (+1/4); No Range (-1/2), x3 END
(-1), 0 DCV Concentrate (-1/2), Gestures (-1/4), Incantations (-1/4),
Requires (Magic) Skill Roll (-1/2), Casters must have at least 30 points
in spells from Vivimancy College (-3/4), OAF - bone or ivory needle (-
1), Limitation: does not work on barren ground (-1/4), Side Effects (2d6
Cumulative Minor Transform: Caster mutates) (-1/2), Extra Time - Full
Turn (-1). Active Cost = 60 points.
END Cost: 18; Magic Roll: -6; Casting Time: 1
Turn.
Real Cost: 8.
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Jaws and Claws
The subject of this bizarre spell will grow an extended jaw that is
lined with fangs. The nails will also lengthen and sharpen into iron-
hard claws. As a result, the subject is able to attack much like a beast
by biting and clawing his targets. While the Vivimancer is paying the
full energy cost needed to maintain the spell, the target will still
have to expend additional effort to use his newfound arsenal. A vial of
fresh blood is required for this spell.
Power: 1d6+1 HKA versus PD - Bite and Claw
Modifiers: Useable by Another (+1/4), Ranged (+1/2); Reduced
Penetration (-1/4), Gestures (-1/4), Incantations (-1/4), Requires
(Magic) Skill Roll (-1/2), Casters must have at least 30 points in
spells from Vivimancy College (-3/4), OAF - vial of fresh blood (-1),
Limitation: does not work on barren ground (-1/4), Side Effects (2d6
Cumulative Minor Transform: Caster mutates) (-1/2), Extra Time - Full
Phase (-1/2). Active Cost = 35 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1
Phase.
Real Cost: 7.
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Living Wall
Tiny spores of plant matter in the target area are mutated by this
spell, forming a solid wall of tough living matter. This fibrous barrier
can be maintained almost indefinitely, as long as proper care is taken.
The wall usually requires natural daylight for at least four hours per
day, and watering once per week. If the wall is attacked steadily, it
can be beaten down by a determined foe. Creating this wall requires a
handful of dirt.
Power: 4d6 Entangle
Modifiers: Area Effect (8" Line, Nonselective Target) (+3/4);
Ablative (-1), Must be watered and illuminated, or loses 1d6 BODY per
day (-1/4), Gestures (-1/4), Incantations (-1/4), Requires (Magic) Skill
Roll (-1/2), Casters must have at least 30 points in spells from
Vivimancy College (-3/4), OAF - handful of dirt (-1), Limitation: does
not work on barren ground (-1/4), Side Effects (2d6 Cumulative Minor
Transform: Caster mutates) (-1/2), Extra Time - Full Phase (-1/2).
Active Cost = 70 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1
Phase.
Real Cost: 11.
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Mutate Self
This spell can be used to temporarily mutate the Vivimancer's own
body into an entirely new life form. This form will not be fertile,
however, and he will revert back to normal once the energy cost is no
longer being maintained. Nevertheless, the Mutate spell is a core
component of the Vivimancer's repertoire, and he will often use this
ritual to try out new life forms. A live animal egg is consumed during
the casting of this spell.
Power: Shapeshift, Any Life Form
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires (Magic)
Skill Roll (-1/2), Casters must have at least 20 points in spells from
Vivimancy College (-1/2), OAF - live egg, consumed (-1), Limitation:
does not work on barren ground (-1/4), Side Effects (2d6 Cumulative
Minor Transform: Caster mutates) (-1/2), Extra Time - Full Phase (-1/2).
Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1
Phase.
Real Cost: 6.
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Numb
Despite their reputation, few Vivimancers are actually cruel and they
prefer to perform their experiments without adversely affecting their
patients. This spell will allow the caster to numb the flesh in the area
where the Vivimancy will be performed, allowing the operation to take
place without causing undue pain and distress. A vial of rubbing alcohol
is required to cast this spell.
Power: 3d6 Flash to Touch
Modifiers: Cal localize numbness (+1/4); Gestures (-1/4),
Incantations (-1/4), Requires (Magic) Skill Roll (-1/2), Casters must
have at least 20 points in spells from Vivimancy College (-1/2), OAF -
vial of rubbing alcohol (-1), Limitation: does not work on barren ground
(-1/4), Side Effects (2d6 Cumulative Minor Transform: Caster mutates)
(-1/2), Extra Time - Full Phase (-1/2). Active Cost = 37
points.
END Cost: 4; Magic Roll: -4; Casting Time: 1
Phase.
Real Cost: 9.
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Ooze
Microscopic organisms in the target area expand to many times their
normal size, and become a pile of semi-transparent ooze that will seize
any victims within its grasp and begin digestion by means of a powerful
acid. The ooze is incapable of movement, however, so any creatures who
escape the grasp of the organism are safe from attack.
Power: 3d6 Energy Blast versus PD
Modifiers: Area Effect (3" Radius) (+1), Penetrating (+1/2).
Active Cost = 52 points.
Power: 2d6 Running Suppress
Modifiers: Area Effect (3" Radius) (+1+1/4); Linked to Energy
Blast (-1/2). Active Cost = 32 points.
Combined: Continuous (+1); Not versus Water Elementals (-1/4),
Gestures (-1/4), Incantations (-1/4), Requires (Magic) Skill Roll (-
1/2), Casters must have at least 30 points in spells from Vivimancy
College (-3/4), OAF - vial of pond water (-1), Limitation: does not work
on barren ground (-1/4), Side Effects (2d6 Cumulative Minor Transform:
Caster mutates) (-1/2), Extra Time - Full Phase (-1/2).
END Cost: 8; Magic Roll: -8; Casting Time: 1
Phase.
Real Cost: 14.
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Raging Emotions
This spell will allow the Vivimancer to adjust the chemical balance
within the mind of the subject, inducing a powerful emotional state that
will often induce extreme behavior. While the victim is within this
emotional flux, his reactions are governed by primal forces that are
difficult for a rational mind to control. However, the raging emotions
may have unintended consequences, so the caster will need to take care
that he is protected during the outburst. In addition, the victim is
incapable of experiencing an emotional state that his mind is normally
unable to create. A vial of tears is required to cast this spell.
Power: 10d6 Mind Control
Modifiers: Telepathic Contact (+1/4); Only an emotional state (-
1/4), Mental Powers Based on CON (-1/2), Gestures (-1/4), Incantations
(-1/4), Requires (Magic) Skill Roll (-1/2), Casters must have at least
30 points in spells from Vivimancy College (-3/4), OAF - vial of tears
(-1), Limitation: does not work on barren ground (-1/4), Side Effects
(2d6 Cumulative Minor Transform: Caster mutates) (-1/2), Extra Time -
Full Phase (-1/2). Active Cost = 62 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1
Phase.
Real Cost: 11.
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Sense Life Force
With this spell, the Vivimancer has the ability to sense even minute
quantities of life force under less than ideal conditions. Life will
appear with an eerie green aura that assumes a form which can give a
knowledgeable caster certain knowledge about the entity. However, his
spell will not function for spirits, undead, automata, or corpses.
Power: View Life Force, Discriminatory, +5 PER
Modifiers: Costs END (-1/2), Gestures (-1/4), Incantations (-
1/4), Requires (Magic) Skill Roll (-1/2), Casters must have at least 20
points in spells from Vivimancy College (-1/2), OAF - vial of pond water
(-1), Limitation: does not work on barren ground (-1/4), Side Effects
(2d6 Cumulative Minor Transform: Caster mutates) (-1/2), Extra Time -
Full Phase (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1
Phase.
Real Cost: 4.
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Small Vision
This spell will focus and narrow the vision of the Vivimancer to such
an extent that he can readily view organisms that are much too small to
see with normal sight. Once so focused, the caster can use his magical
abilities to modify the form of any microbes he can view. While useful
for experimenting on benign organisms, however, the Vivimancy will need
to take care that he does not produce a toxic life form. A clear,
symmetrical crystal is required for this spell, which is used to focus
the vision of the caster.
Power: 1-pip Minor Transform
Modifiers: Any Microbial life form (+1/4). Active Cost =
19 points.
Power: x1000 Microscopic Vision
Modifiers: Costs END (-1/2), Linked to Transform (-1/2).
Active Cost = 9 points.
Combined: 0 DCV Concentrate Throughout (-1), Gestures (-1/4),
Incantations (-1/4), Requires (Magic) Skill Roll (-1/2), Casters must
have at least 30 points in spells from Vivimancy College (-3/4), OAF -
clear, symmetrical crystal (-1), Limitation: does not work on barren
ground (-1/4), Side Effects (2d6 Cumulative Minor Transform: Caster
mutates) (-1/2), Extra Time: 1 Turn (-1).
END Cost: 3; Magic Roll: -3; Casting Time: 1
Turn.
Real Cost: 4.
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Transplant Organ
When the internal organs of a Vivimancer eventually begin to fail due
to age, he can use the following spell to transfer a fresh new organ
from a donor to his own body. Of course, this transplant will most
likely prove fatal to the donor, so a suitable sacrifice must be
obtained prior to casting this spell. The blade of a chirurgeon is
required to cast this spell.
Power: 4d6 Transfer BODY to Healing
Modifiers: Only on same species and sex as caster (-3/4), Gradual
Effect (1 Turn) (-1/4), Costs END to cast (-1/4), 4 Charges (-1),
Gestures (-1/4), Incantations (-1/4), Requires (Magic) Skill Roll (-
1/2), Casters must have at least 30 points in spells from Vivimancy
College (-3/4), OAF - chirurgeon's blade (-1), Limitation: does not work
on barren ground (-1/4), Side Effects (2d6 Cumulative Minor Transform:
Caster mutates) (-1/2), Extra Time: 1 Hour (-2-1/2). Active Cost
= 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1
Hour.
Real Cost: 6.
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Unique Spells
Spawn Life
The ultimate spell of a master Vivimancer, this ritual can be used to
create an entirely new life form out of simple clay. In many cases,
however, this life will not prove to be viable, and several attempts
will be required before success is achieved. Even if a successful form
is created, it it is not likely to prove capable of self-perpetuation or
even survival. However, such is the toil of the Vivimancer, and he must
persevere in order to produce a successful lineage.
Power: Summon Life Form (100 points)
Modifiers: Any New Life Form (+2); 9- Activation Roll, Only if no
prior success with this species (-1), Gestures (-1/4), Incantations (-
1/4), Requires (Magic) Skill Roll (-1/2), Casters must have at least 40
points in spells from Vivimancy College (-1), OAF - lump of clay, bulky
(-1-1/2), Limitation: does not work on barren ground (-1/4), Side
Effects (6d6 Cumulative Minor Transform: Caster mutates) (-1/2), Extra
Time - 1 Hour (-2-1/2). Active Cost = 150 points.
END Cost: (15); Magic Roll: -15; Casting Time: 1
Hour.
Real Cost: 17.
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Unclean One
The Vivimancer can use an animated framework, such as a skeleton or
golem, and graft on a living sheath that will give the being the
appearance of a true life form. This covering must be provided with
nutrients and water, however, or it will wither and drop from the body.
A large pot or tank full of primordial life forms is required for this
spell, such as pond scum, mold, or fungi. This living soup must then be
gradually heated until the material is separated into its basic
components.
Power: Shapeshift, Any Living Sheath
Modifiers: 0 END Persistent (+1), Continuous (+1), Uncontrolled
(+1/2), Useable Against Another (Maximum 6,400kg) (+2+1/2); Sheath
Requires Life Support (-1/2), Costs END to Cast (-1/4), 1/2 DCV
Concentrate (-1/4), Gestures (-1/4), Incantations (-1/4), Requires
(Magic) Skill Roll (-1/2), Casters must have at least 40 points in
spells from Vivimancy College (-1), OAF - primordial soup, immobile (-
2), Limitation: does not work on barren ground (-1/4), Side Effects (6d6
Cumulative Minor Transform: Caster mutates) (-1/2), Extra Time - 5
Minutes (-2). Active Cost = 120 points.
END Cost: (12); Magic Roll: -12; Casting Time: 5
Minutes.
Real Cost: 18.
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Spell Determination
To randomly determine the spells known to an adept of the College of
Vivimancy, use the tables of scholarly disciplines below. An experienced
Vivimancer will have a broad repertoire of spells from the many schools,
with a particular emphasis on a primary discipline.
| 2d6 | School of Life |
|
| 2-3 | Spawn Life |
| 4-5 | Living Wall |
| 6 | Advance Rot |
| 7-8 | Create Homonoculus |
| 9-10 | Eternal Life Force |
| 11 | Ooze |
| 12 | Unclean One |
|
| 2d6 | School of Mutation |
|
| 2-3 | Abomination |
| 4 | Ancestral Form |
| 5-6 | Dwarfism |
| 7-8 | Living Shield |
| 9 | Mutate Self |
| 10 | Jaws and Claws |
| 11-12 | Gigantism |
|
| 2d6 | School of Preparation |
|
| 2-3 | Animate Living |
| 4-5 | Diagnosis |
| 6-7 | Sense Life Force |
| 8 | Small Vision |
| 9-10 | Immunize |
| 11-12 | Numb |
|
| 2d6 | School of Chiurgy |
|
| 2-3 | Bone Snap |
| 4-5 | Graft Flesh |
| 6 | Graft Limb |
| 7 | Graft Sense Organ |
| 8 | Transplant Organ |
| 9-10 | Hemorrhage |
| 11-12 | Raging Emotions |
|
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