Spells for the Vivimancer

Derek Holland

per caster level by 5' deep. This takes one turn to grow. More complex shapes, such as pyramids and buildings take longer but can be added on to with repeated castings. The resulting bone is dead (so it can't be turned). Each casting requires 2 corpses of Medium sized creatures that have boney skeletons.

Name Chemosynthesis

Level: 5th

Duration: 1 day per level

Range: touch

Similar to the 4th level Plant Metabolism spell, Chemosynthesis allows the recipient to survive on any energy source. It can be sound, lightning, acid (if 3e style energies are used) and even magic. As long as there is some form of energy around, the recipient will not starve.

Name Elemental Symbiote

Level: 8th level

Duration: 1 turn per level

Range: personal

The caster hosts a tiny elemental, thus providing them with minor elemental powers. The caster can use up to 1 spell level per caster of 1st and 2nd level elemental spells (another magic-user type in T&T). As soon as the maximum levels have been used or the duration ends, the elemental returns to its plane of origin. A 9th level version allows up to 3rd level spells.

Name Flesh Gardening

Level: 5th

Duration: special

Range: touch

The vivimancer can take a corpse and grow gear from it with this spell. Each power, quality, sense, etc. can be turned into a single object. This gear is not alive but has an organic look. Powers that are equal to or higher than 4th level spells can not be turned into gear with this spell (higher level versions do). The LL has to determine how often a particular object can work as well as its lifespan. The garden takes 1 month to mature and only one power, quality, etc. can be taken from a specific corpse.

Name Living Architecture

Level: 9th

Duration: permanent

Range: 100'

Living buildings and other infrastructure are created with this spell. The initial casting creates a seed or spore that must be planted into the desired location. The egg grows and splits when the building is finished growing. This spell can create something the size of a castle or 50 miles of road or aqueduct. It usually takes 6 months to 10 years before the structure is done growing, depending on its size and complexity. The advantages of a living building are internal heat, healing and detection. The structure reacts if it suffer harm (anything over 10 points) and will direct people to where it was hurt (by a voice or limbs as the vivimancer wishes). The structure heals up to 200 hit points per day. The downside of a living building is the food and water requirements. It needs as much as an half amount of humanoid mass. So if it weights as much as 10,000 humans, it needs 5,000 humans worth of food and water. Roads can draw water from the ground, drying out the area in the process, but still need to be fed every mile. Castles can eat food, and biological, waste but still need a significant source of water. The