Biomancer

Biomancer
One of the oldest Remnant traditions, as well as the source of greatest controversy, is the manipulation of life cycle energies. The ability to connect with the energies of life itself allows a biomancer to attune to the surrounding biosphere in its various stages of birth, growth, and death. Biomancers maintain that their discipline is not direct control over life, but rather channeling energy into the natural processes already inherent in nearby organisms. Such a distinction is necessary, for from this art came the shaping and creation of new life forms, including Alathans and Melali. But many chimeric creations sowed chaos, and the direct control and creation of new life, calling itself Zoarchy, was labeled a damnable heresy.
However, the Biomancers of today still exert a great influence over the swirling energies of life cycles. From the conjuring of tiny seeds and manipulation of nearby plants to communicating with animals and sensing through microbes, the natural world responds to the Biomancer’s channeling. Training as an apprentice under a learned master, Biomancy takes time and intense focus. Eventually though, its practitioners can heal the deepest wounds of life in the widest variety of ways, even bringing souls back to life in a fraction of the time that it takes for traditional rituals.
Biomancer Feats

Seed
You conjure a small orb of pure elemental life cycle energy.

Lifeball
You hurl an orb of pure life cycle energy at your target. Roll vs Agility.

Swarm
You raise forth a swarm of tiny creatures, covering your target. Roll vs Resolve. Condition.

Vinelash
You summon tendrils from the ground, whipping nearby foes. AOE.

Healing Wave
You exude a burst of regenerative energy, healing all nearby. Adjacent AOE. Heal 1 Stage of Strain

Deaden
You lessen the effect of a nearby life cycle.

Imbue Life
You channel healing into a nearby target. Heal 1 Stage of Strain or 2 if touching.

Lifeshield
You surround yourself in a spiraling orb, protecting you from damage. Condition.

Lifeguide
You channel into the raw element of nearby life, directing its energies. You exert less direct control and more empathic influence as creatures grow in sentience. This also allows you to aid in the healing of your target by most means.

Roothold
You call forth roots which bind opponents in place. Roll vs Body. Condition.

Resurrect
Your channeling returns a mortal target to life in 1D/2 turns. Requires their Soul Orb if they have one.

Lifelink
You extend your senses to feel the thoughts and senses of nearby life. You can also “speak”, as best as they are able, with nearby plants and creatures.

Enervate
You drain life cycle energy from your target, sapping their health and weakening their attributes.

Innervate
You channel life from Enervate into yourself, temporarily enhancing your own attributes. Condition. Requires successful Enervate.

Summon Elemental
You call forth a primal creature of raw elemental life who lasts for this encounter or until vanquished. It must come from an area with enough organic matter to compose it.
D Feat Tier Target Effect
2 Seed 1 Area Conjure a small orb of Life Cycle energy
3 Lifeball 1 Agility Does 3D+2 damage to Body.
3 Swarm 1 Resolve -1D to all non-defense rolls. Short Condition.
3 Healing Wave 1 Self Heal 1 stage of strain to adjacent characters. Adjacent AOE
3 Lifelink 1 Life You perceive nearby Life and sense through it.
3 Deaden 1 Life Lessen the effect of nearby life cycle energy
4 Lifeball 2 Agility Does 4D damage to Body.
4 Vinelash 1 Area Does 3D 2 damage vs Endurance to Body. AOE.
4 Swarm 2 Resolve -1D
2 to all non-defense rolls. Short Condition.
4 Imbue Life 1 Object Heal 1 stage of strain, 2 if in contact.
4 Lifeshield 1 Self Target gains +1D+1 to Body defenses vs attacks. Self Only. Condition
4 Lifeguide 1 Life Influence existing life and add 1D to First Aid or other’s healing rolls.
4 Roothold 1 Agility Hold target in place for 1D/2 turns. Short Condition
4 Enervate 1 Object Until this condition ends, target suffers 1 temporary strain. Condition.
4 Innervate 1 Self Requires Enervate. You gain 1D to the stat you drain on your Enervate target.
5 Lifeball 3 Agility Does 4D+2 damage to Body.
5 Swarm 3 Resolve -2D to all non-defense rolls. Short Condition.
5 Vinelash 2 Area Does 4D damage vs Endurance to Body. AOE.
5 Healing Wave 2 Self Heal 2 stages of strain to adjacent characters. Adjacent AOE
5 Lifeshield 2 Self Target gains +1D+2 to Body defenses vs attacks. Self Only. Condition
5 Innervate 2 Self Requires Enervate. You gain 1D to a stat of your choice.
6 Lifeball 4 Agility Does 5D damage to Body.
6 Vinelash 3 Area Does 4D+1 damage vs Endurance to Body. AOE.
6 Swarm 4 Resolve -2D to all non-defense rolls. AOE. Short Condition.
6 Imbue Life 2 Object Heal 2 stages of strain, 3 if in contact.
6 Lifeshield 3 Object Target gains +2D to Body defenses vs attacks. Condition.
6 Roothold 2 Area Hold objects in area in place for 1D/2 turns. Short Condition. AOE
6 Resurrect 1 Soul Orb You return your target to life in 1D/2 turns.
6 Summon Elemental 1 Life Summon Life Cycle Elemental 1x/encounter. Requires organic matter.

Biomancer

The Opened World Alatha Alatha