OSR: Biomancer
- seeroftheabyss
- Jul 16
- 18 min read
Updated: Jul 21
This is a sub-class for my Wizard class. See the base class here. Also, this post has of art that contains gore and boobs. Beware.

Biomancy is technically a term for using living creatures to predict the future, so say the Sages and scholars. Magi have never cared much for the nattering of scholars, however. Biomancy or as it is sometimes known, Flesh or Biologic Magic, is the art of using magic to manipulate living flesh. Biomancers are capable of shapeshifting, healing, mutating creatures and creating abominations and works of art in living, screaming meat.
Reputation:
Biomancers have a mixed reputation and their legal status depends on the nation where they live. Some nations consider them to be Outlaw Mages, for they meddle in God's domain. In such places, Biomancer must live in hiding or conceal their true nature, lest they be burned at the stake for being infidels.
In other nations, Biomancers are valued greatly as healers and preservers of life. In most places however, Biomancers are Outsiders, as many theories of magic do not have a school called Flesh Magic, but instead divide the various aspects of it, shapeshifting, healing and manipulating life, into different schools based on different theories of magic.
In most places, Magi would be surprised to hear that you practiced something called 'Flesh Magic'. They would likely regard that as quaint or provincial, in the same way that they consider Cat Wizards a bit silly. Still, no matter how neutral the institutions may feel about them, peasants and common folk usually regard Biomancers with suspicion. No matter how genial and helpful they are, the second someone sees a mutated animal or people start getting sick with a mysterious ailment, the Flesh Mage will be blamed, torches will be lit and an angry mob assembled.
This sort of prejudice is to be expected, however, as many, many Biomancers have turned their skills towards the goals of living forever, creating monsters out of animals (or people) and attempting to create super-soldiers to either conquer their enemies or sell to the highest bidder.
As such, peasants and officials alike keep an eye on any Biomancers they are aware of, just in case they start trying to turn the local goat population into monsters. It is also believed by many that many hybrid creatures, such as Centaurs, Griffons, Hippogriffs and Chimeras are a result of ancient Biomancers. This is rarely true, surprisingly.
Culture:
Biomancers tend to be reclusive and solitary creatures, usually pretending to be more "normal" types of Wizards when they travel through civilized areas. They prefer thinly peopled areas, frontiers or backwaters as places where they set up shop. They prefer to build their laboratories in places thick with life and hard to access, such as deep in forests, bogs or underwater near the coast. They greatly value their privacy.
As many of them can shapeshift or alter their appearances, Biomancers tend to either be either extremely beautiful or ruthlessly utilitarian. The more vain, or those who wish to interact more with people usually sculpt themselves into a vision of beauty, while those who have given up on civilization and devoted themselves entirely to research will alter their bodies in ways that make them better suited for their environment.
For example, if a Biomancer lives in an underwater cave, he may alter his body to resemble a Mermaid's when he leaves his lair just to prevent other fish-folk from trying to slit his throat, or perhaps he will simply stick with giving himself gills and fins.

Power: You can make minor cosmetic changes to yourself by touching your body. Want to make your nose more hooked, remove freckles, or change your hair color? Sure. This cannot dramatically alter the structure of your face or body, nor can it heal injuries.
Drawback: Every time you receive magical healing, you must save or be mutated.
Spell List:
1d20
1- Acid Spray
2- Animate Potion
3- Alter Self
4- Befriend Beast
5- Bone Grafter
6- Chameleon Skin
7- Enhance Senses
8- Face Dancer
9- Healing Touch
10- Induce Mutation
11- Infantilize
12- Inflict Paralysis
13- Life Finds a Way
14- Monsterize
15- Mucus Master
16- Speak with Animals
17- Speak with Plants
18- Strip Senses
19- Trigger Sensation
20- Venomous Fluid
Rare Spells:
1d8
1- Birth Cancer
2- Coma
3- Create Homunculus
4- Liquefy Self
5- Quadruped
6- Polymorph
7- Regeneration
8- Sculpt Flesh
Legendary Spells:
Aedic Wave
Assimilate
Total Cell Death

Spells:
Acid Spray
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R: touch T: [dice]*10' cone D: one action
One creature you touch causes a cone of acid to spray from it's mouth. This does [sum] acid damage, save for half. Creatures who fail their save are splattered with acid and take [dice] acid damage each round until they take an action to wash off the acid or neutralize it.
Animate Potion
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R: touch T: potion or liquid D: [dice] hours
You turn a potion or a small bottle of liquid into an obedient homunculus (HD 0). It is tiny (1' tall) and feeble (Str 1), but it can go where you direct and even bring you small items, such as keys. The potion can be delivered by touch or by drinking the homunculus. Despite the name, this spell works on any liquid except water.
Alter Self
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R: self T: self D: [sum] minutes
You alter your shape, color or appearance. Your stats remain the same, no matter what you change into.
Additionally, for every die used past the first, select [dice] of the options below:
- You grow gills and gain the ability to breath water for the duration.
- You grow natural weapons in the form of claws, fangs or horns that do 1d6 damage for the duration.
- You may alter your size by [dice] size categories. Your other stats do not change.
- You grow skin flaps or wings that enable you to glide. If you select this option twice, you gain a fly speed for the duration equal to your walking speed.
Befriend Beast
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R: 15' T: creature D: [dice] hours
An unintelligent animal or particularly stupid creature must save or be Charmed to you. On a failed save, it will treat you like a faithful dog treats it's owner. If you harm the creature or do something it does not approve of, it gets a new save to resist.
Bone Grafter
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R: self T: self D: one action
You can create new bony potrusions such as claws, spurs, fins, etc, but also things like keys, lock picks, screwdrivers, hammers, etc. Any weapons created as such do 1d6 damage, and act as normal bones for you.
Chameleon Skin
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R: self T: self D: [dice] minutes
You can change the color of your skin at will for the duration, painting yourself in glowing hues or blending in. This can give you +[dice] bonus to hide or be noticed, your preference.
Enhance Senses
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R: self T: self D: [dice] minutes
For the duration, you enhance any one sense of your choosing. This gives you a +[dice] bonus to detect things with that sense. If cast with 2 or more [dice], you can also give yourself senses that your race wouldn't normally have, such as night vision, the ability to sense sub-sonic vibrations, thermal vision, etc.
Face Dancer
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R: self T: self D: [dice] hours
You can change your face to look like a more beautiful version of your own, like the face of someone familiar to you, a face from memory or one you invent. This change lasts until the duration ends, and then you change back. You need to cast the spell again if you wish to change your face again past the initial casting.
Healing Touch
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R: touch T: creature D: one action
Heal target creature [sum] HP.
Induce Mutation
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R: 10' T: creature D: one action
Target creature must save or be mutated. The creature takes a penalty to it's save equal to [dice].
Infantilize
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R: touch T: creature D: [dice]*10 minutes
One creature within range must save. If the creature has more HD than [dice], it adds the difference to its save. If it has 3x more HD than [dice], it automatically passes. A creature may also choose to fail its save, if it wishes to.
On a failed save, target creature is transformed into an adorable baby version of itself for the duration. While in baby form, the creature is shrunk to the size of a baby for that species and loses any physical abilities relating to it's old body. It still retains it's personality and memories.
Inflict Paralysis
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R: 30' T: Creature D: [dice] minutes
Target creature must save or be paralyzed for the duration. The creature takes a penalty to it's save equal to [dice].
Life Finds a Way
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R: touch T: self D: [dice] hours
If you are in a hostile environment, your body will undergo rapid metamorphosis to survive in that environment. This can protect you from extreme cold or heat, being underwater, being in a vacuum or other extreme environmental conditions. Note that this cannot protect you from attacks by enemies. No amount of metamorphosis will protect you from being stabbed in the face.
Monsterize
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R: touch T: creature D: [dice]*10 minutes
One creature within range must save. If the creature has more HD than [dice], it adds the difference to its save. If it has 3x more HD than [dice], it automatically passes. A creature may also choose to fail its save, if it wishes to.
Target saves or becomes a horrible monster version of itself. Monsters get +1 HD (+4 max HP, +1 to hit, +1 to save). Player characters have their Strength raised to 15 (unless it was already higher). The target also flies into a rage, and becomes incapable of tactics, kindness, or retreat, even if urged by friends.
Mucus Master
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R: self T: self D: [dice] minutes
For the duration, you can secrete mucus that is slippery, sticky, gelatinous, pliable or hard. Can be used to make objects such as ropes, webs, glue, or knick-knacks. After the duration has ended, the mucus becomes hard and stiff, and cannot be further manipulated by your magic.
Speak with Animals
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R: self T: self D: [dice] minutes
Allows the Wizard to speak with Animals, as if they spoke the same language.
Speak with Plants
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R: self T: self D: [dice] minutes
Allows the Wizard to speak with Plants, as if they spoke the same language.
Strip Senses
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R: 30' T: Creature D: [dice] minutes
Target creature must save or lose access to [dice] of it's senses for the duration. The creature takes a penalty to it's save equal to [dice].
Trigger Sensation
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R: 30' T: Creature D: [dice] minutes
Target creature must save or experience a sensation of the caster's choice. The creature takes a penalty to it's save equal to [dice]. This sensation can be pleasurable, painful or anything in between. It does not do damage, but can be deeply traumatizing or unsettling, depending on what the creature experiences.
Venomous Fluid
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R: 30' T: [dice] creatures D: [dice] minutes
[dice] creatures immediately have their bodily fluids become highly venomous. This applies to everything, blood, spit, etc. Any who are not venomous who come in contact with this poison take [sum] damage, save for half.

Rare Spells:
Birth Cancer
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R: 10' T: creature D: one action
One creature within range must save. Creatures with 3x or more HD than [dice] are immune. Creatures with more HD than [dice] may add the difference to their saves. Creatures with less subtract the difference.
On a failed save, the targeted creature develops a cancerous tumor. This tumor will begin growing next round. Each round it will reduce the creature's STR, DEX and CON by [dice]. This will continue for 2[dice] rounds, until the tumor stops growing at an accelerated rate. It will then continue growing at a normal rate. Creatures reduced to 0 CON by the tumor die.
If cast at 3 or more [dice], the caster can also cause a tumor to form but it grows at a normal rate. This makes the tumor virtually undetectable without magic.
Note: The tumor continues to grow at a normal rate after the duration ends. If untreated, creatures with a tumor will live for a number of years equal to (remaining points of CON)-[dice]. A result of 0 or less means the creature has only 1d10 months left to live. This tumor can be treated via normal methods, such as surgery, powerful magic, exposure to radiation or drinking poisonous substances. And of course, the Verdaloths would be happy to remove it for you, for a small fee.
Coma
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R: touch T: creature D: varies
One creature within range must save. If the creature has more HD than [dice], it adds the difference to its save. If it has 3x more HD than [dice], it automatically passes. A creature may also choose to fail its save, if it wishes to.
On a failed save, a creature falls into an enchanted sleep. While asleep the creature does not need food or water and does not age. If cast with 1 [dice], this sleep lasts for [dice] days. If cast with 2 [dice], it lasts for [dice] weeks. If cast with 3 [dice], it lasts for [dice] months. If cast with 4 [dice], it lasts for as long as you wish or until a condition is fulfilled, as such as "true love's kiss" or "the coming of Zulin's Kingdom".
Create Homunculus
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R: 10' T: ingredients or pound of flesh D: one action
You create a humanoid body. The body can appear however you wish, but anything beyond the ken of a normal human is nonfunctional. If you do not have all the ingredients, mutilating yourself and taking 1d6 damage will do.
The humanoid body you create will be perfectly functional, but lack any sort of soul. If not protected, it could very easily be possessed by a Ghost or Outsider looking to enter our world.
Ingredients Required: 35 liters of water, 20 kilograms of carbon, 4 liters of ammonia, 1.5 kilograms of lime, 800 grams of phosphorus, 250 grams of salt, 100 grams of niter, 80 grams of sulfur, 7.5 grams of fluorine, 5 grams of iron, 3 grams of silicon. This shopping list usually requires a major city and about 1000gp, but not always. (For example, niter is extremely common in limestone caverns.
Liquefy Self
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R: self T: self D: [dice] minutes
You can liquefy your body with an action, and until the duration has ended, you remain a liquid. You can reconstitute yourself at any time, as long as all the liquid that makes up your body is in the same place. If any is separated from you, you will return to solidity missing some possibly vital parts.
Quadruped:
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R: touch T: creature D: [dice] hours
One creature you touch, (or yourself) becomes modified so that they can move on all fours. Unwilling creatures may save to resist this effect. This doubles their speed and gives them the ability to carry twice the amount of weight they normally do. While transformed like this, they cannot hold anything in their hands. If cast with four or more [dice], this spell becomes permanent until the caster ends it or it is dispelled.
Polymorph
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R: 30' T: creature D: [dice] hours
One creature within range must save. If the creature has more HD than [dice], it adds the difference to its save. If it has 3x more HD than [dice], it automatically passes. A creature may also choose to fail its save, if it wishes to.
On a failed save, the creature is transformed into an animal. If appropriate, Referee's discretion, the person transformed gains +[sum] FS when transformed. This should only be if the animal is something large and more difficult to kill then the creature's original form.
After the duration ends, or whenever the caster wishes to, the transformed creature returns to their original form. Alternatively, if this spell is cast with 4 [dice] or more, the duration can be permanent.
Regeneration
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R: touch T: creature D: [dice] hours
Target regenerates 1 HP every 5 minutes for [dice] hours. If a unicorn horn or troll heart is consumed by the creature affected by the spell during the casting, the recipient also regrows all missing limbs and body parts.
Sculpt Flesh
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R: touch T: creature D: [dice] rounds
For the duration, you may manipulate the skin or flesh of living creatures as if it was clay. You can rearrange, reshape and alter the appearance of flesh and sin.
For every [dice] past 1, you may select one of the following options:
- You can alter the color of any skin you touch if you so choose for the duration
- You can change tissue types, turning fat to muscle or vice versa.
- You can make a creature stronger, more flexible or tougher. You do this by reducing one of a creature's ability scores and moving those points to another ability score.
This only works for STR, DEX and CON.
- You can make any change to the creature's body done through another spell or magical source permanent
- You can manipulate bone as well, bending it without breaking it
- You can cause the body to grow additional appendages, fleshy root, tendrils, anything you wish.

Legendary Spells:
Aedic Wave
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R: 100' T: [dice]*100' circle centered on caster D: instant
You unleash a wave of life energy. All creatures within the targeted area recover [sum] HP and gain a new save against any poison or diseases they might be suffering from. All plant life is similarly healed and grows as if it had been allowed to do so for [dice]*10' years. The soil in the affected region is super-charged with life force and will become incredibly fecund for [dice]*10' years. All creatures within range of this spell will also become super-fertile, easily able to impregnate and reproduce, with a [dice]+50% of become pregnant each time they copulate.
Assimilate
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R: touch T: creature D: instant
One creature the caster touches becomes absorbed into the caster's body. Target creature must save or be assimilated. The target creature receives a penalty equal to [dice] to his save. When absorbed, the caster gains +[dice] traits of the assimilated creature and recovers +[sum] HP. If the caster was missing any limbs or appendages, then he absorbs the ones he is missing and replaces the missing ones.
Total Cell Death
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R: 30' T: creature D: instant
One creature within range must save. If the creature has more HD than [dice], it adds the difference to its save. If it has 3x more HD than [dice], it automatically passes. A creature may also choose to fail its save, if it wishes to.
On a failed save, the molecular bonds between a creature's cells fail, leading to them breaking apart. Essentially, the creature's flesh will peel off like wet clay and fall off their bones, leaving them a dripping skeleton. All living cells will be destroyed after that, leaving nothing but bones and a slurry of organic material. This is almost always fatal.

Chaos:
Triggered whenever you roll doubles on your magic dice. The Spell still goes through, but you get an additional effect.
Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.
1d20
1- The Wizard grows the functional genitalia of the opposite sex. If they are a male, they also receive a functional uterus. These are non-viable. If this result is rolled again, they instead become viable and fertilization becomes possible.
2- The Wizard grows 1d6 extra eyes.
3- The Wizard grows 1d6 feet taller.
4- The Wizard gains 1d100 pounds.
5- The Wizard grows 1d4 extra limbs. 50% chance of being arms or legs. These limbs have a 50% of being functional, otherwise they are vestigial.
6- The Wizard loses 1d20 inches in height.
7- The Wizard becomes bioluminescent.
8- The Wizard's bones all turn to cartilage.
9- The Wizard's lower body fuses into one great coil, like that of a huge serpent.
10- The Wizard grows a pair of vestigial wings.
11- The Wizard eyes change shape, color or appearance, become inhuman. Creatures who see them for the first time must save vs fear or be Frightened. When the Wizard's eyes are uncovered, he makes all reaction checks with a -2 penalty.
12- The Wizard consumes much more food then usual, consuming 1dX [1= 1 extra Ration; 2= 1d3 extra Rations; 3= 1d4 extra Rations; 4= 1d6 extra rations] per day. If he does not consume that many rations, the Wizard cannot gain the effects of eating lunch or taking a long rest.
13- The Wizard calls to plants. Whenever he sits near one, they reach out toward him with roots, runners, and branches. If they touch him, they pull him in and try to tell him something. This is usually unimportant (70%) relating to the local plant life, but sometimes (30%) it relates to important happening in the area, as plants perceive them.
14- The Wizard is loved by rats, and attracts them wherever he goes. The rats do not obey the Wizard, but do view him as an ally. He is also loved by cats, who will feast on the rats.
15- The Wizard believes that if anyone ever sees the back of his left hand, he will die. If anyone sees it, save vs death as he has a massive heart attack.
16- The Wizard believes that they can resurrect the dead. The ritual they describe is nonsense, but the Wizard is convinced it will work.
17- The Wizard becomes vulnerable to 1d4 [1= Fire; 2= Lightning; 3= Cold; 4= Acid] damage. The Wizard, when he takes damage from a source that deals that type of damage, enemies may roll their damage dice twice and choose the better result.
18- The Wizard's skin changes colour to 1d8 [1= White 2= Black 3= Brown-Red 4= Translucent White 5= Crimson 6= Blue 7= Green 8= Gold].
19- The Wizard develops a random mutation.
20- The Wizard begins to secrete pheromones that cause creatures within 30' of them to have to save or 1d4 [1= Become sexually aroused; 2= Become angry and irritable; 3= Become sleepy and tired; 4= Become frightened.] Creatures should only have to save after 1 minute of contact with the Wizard, though if a Wizard lives in an area for longer than 3 days, he will saturate the area he lives and sleeps in with these pheromones. Extended contact of 2 weeks or more can also render one resistant to these pheromones, granting advantage on all saves against them.

Corruption:
Occurs when you roll Triples. If you roll Corruption, the Spell fails.
Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.
1d20
1- The Wizard ages by an amount of years equal to the amount of Doom Points he has. If he is over 60, he must save or suffer the frailties of old age.
2- The Wizard gets younger by a number of years equal to the number of Doom Points he has. If he is under 7, he must save or suffer the loss of his memories (return to level 1).
3- The Wizard's touch becomes charged with life energy. Anytime he touches a female of the same species, that woman must save vs pregnancy. If he is a woman, he must save or become pregnant. If any children are born like this, they look like one of the Wizard's children.
4- The Wizard grows another head. This head has a 50% of having it's own sub-personality formed from the Wizard's mind, otherwise it is simply another head that the Wizard perfectly controls.
5- The Wizard becomes overcome with intense hunger for the next d100 days. For each day, he must eat ten times the normal amount. If he doesn't, he will begin starving. For each day he eats this much, he grows another inch.
6- The Wizard starts producing buoyant gases. Whenever he is carrying less then 10 heavy items, he gets -2 to all things relating to physicality.
7- The Wizard grows a parasite in their guts. Roll 1d8. This will be the Parasite's full HD when it is done growing. It will take 1d12 + HD days to grow, and for each HD, the Wizard will take that as a penalty each day, unless they eat more, or spend lots of time in warm water. The Parasite will periodically emerge from the Wizard during the night and do something dastardly, once it is fully grown. The parasite's goals are to grow larger and eat more food, while keeping the Wizard alive for as long as possible.
8- The Wizard develops leprosy. Anyone affected by one of their spells must make a save or develop it as well.
9- 1d3 of your Spells become incarnated as homunculi. They all have personalities equivalent to their spells, ie Fireball wants to melt people, Regenerate wants to heal people, Induce Mutation is a disgusting weirdo, etc.
10- The Wizard becomes astounding beautiful. Increase their Cha, unless it already higher, to 16. They become a paragon of physical beauty, and nothing can ever tarnish that. All who see them must save or be unable to hit them. This effect ends if The Wizard attacks first. Additionally, whenever a new person sees the Wizard's beauty, they must save or become obsessed with the Wizard. Those who are obsessed with the Wizard will want to spend all their time around them. Friends will want to spend all their time with you, lovers will want to worship and please you, enemies will simply want to lock you in a tower so only they can appreciate you. If the Wizard dies, they transform into a statue that is heart-wrenchingly beautiful.
11- The Wizard becomes hideously ugly. As above, but reversed. -2 to all reaction rolls. No one wants to be around the Wizard, he is rightfully thought to be impossibly, disgustingly ugly.
12- The Wizard's lower body transforms into 1d8+2 tentacles. If the Wizard takes the time, he can eventually learn to control and manipulate his tentacle-legs, but for the moment, the Wizard cannot properly move.
13- The Wizard grows 1d4 Breasts. These breasts produce milk that 1d6 [1= Is intensely addictive; 2= Is a powerful aphrodisiac; 3= Heals injuries, restoring 1d4 HP if you drink a cup of it; 4= Acts as a powerful sleeping aid; 5= Is incredibly poisonous, if consumed causes 2d6 poison damage; 6= Is ethereal, produces no physical liquid but makes you constantly feels wet. This milk also attracts spirits and outsiders, which will come to you in dreams to suckle from your teats.]
14- The Wizard's nerves become hyper-sensitive. Take +1 damage per dice, and whenever they touch something soft or ribbed must save or be stunned by the sensation.
15- The Wizard grows gills, fins and a tail. Now he can only breath water, and rapidly begins to suffocate.
16- The Wizard's flesh becomes translucent and gelatinous. He gains resistance to blunt damage, but a vulnerability to sharp damage.
17- The Wizard develops a bleeding disorder. His blood does not clot naturally. When he suffers an injury to HP, he takes 1 damage per turn as he continuously bleeds. Healing magic or a DC 15 Medicine check can stop this bleeding. This happens every time he bleeds.
18- One of the Wizard's senses stops working. He loses his 1d5 [1= Sight; 2= Hearing; 3= Smell; 4= Touch; 5= Taste.]
19- You transform into a flesh-tree that roots itself to the ground. You can still talk and cast spells, but cannot manipulate your limbs or move. Once a year, you produce strange meat-fruits that is 1d4 [1= Taste delicious; 2= Allow those who eat them to experience your memories; 3= Allows a creature to gain the ability to cast magic; 4= Cause hallucinations.]
20- Make a COG save. On a successful save, you can only use your magic to affect others and cannot affect yourself. On a failed save, your magic can only affect yourself, but cannot affect others. This is a Curse and can be broken by being impregnated or by transplanting one of your organs or tissues into another person.
Doom of the Biomancer:
When you suffer Chaos or Corruption, you gain Doom Points. When you gain 10, 20 or 30 Doom Points you suffer the Doom of Fools, Doom of Kings and the Ultimate Doom respectively. You can escape this Doom, but only if you go on a quest to save yourself.
Doom of Fools- You gain a minor mutation. Examples include: growing horns, your skin turning green, growing a tail.
Doom of Kings- You gain a major mutation. Examples include: growing a second pair of legs, your skin becoming transparent, growing a tail tipped with a living serpent's head that acts independently of you.
Ultimate Doom- You turn into a 1 ton mindless blob that eats everything and continuously spawns creatures from your shattered subconscious.
You can escape this Doom by extracting the essence of Cancer from your body or by achieving biological immortality.






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