Biomagic in Gates of Eternity | World Anvil

Biomagic

Biomagic is a common term for all sort of magic schools that focus on using magic to manipulate organic matter in a way that has little to do with the nature (so that are far from the Nature Magic as a whole). It is considered a part of Black Magic because, all of its schools, it is a travesty against natural order, though one that doesn't go as far as Profane Magic.   There are three main branches of the Biomagic, called Ways. One that deals with poisons, toxins and acids, one that focuses in blood and flesh, and one that focuses on empowering (or weakening) body by forcing it to undergo effects of certain drugs. Including hallucinogens, stimultants, and simple drugs.
 

Subschools of Biomagic

Way of Blood
Blood Magic [HX] - Blood Magic is a magic that allows its user to manipulate blood. This includes a weak 'healing' magic, that can for example stop blood loss, restore some of the already lost blood, or patch the wound (as long as it is not too big). Besides this, it also allows to create a variety of blood projectiles and blood-made nondaemonic servants, causing bodies to explode (as long as they are dead already).   Most of this is generally a supportive in role, since it firstly needs to have enough blood around to use. This forces many Blood Magic users to literally carry it around, and replacing it by using the bodies of slain enemies. The damages done by it are pretty meek, however.   Flesh Magic [HX] - An advanced form of Blood Magic, which is mostly used simultaneously with its original version. It allows for a directed changes to flesh, theoretically (if one is a master of this craft) to change body of living, sentient beings (nonsentient are SLIGHTLY easier). Which still needs a lot of time, unless it is about small 'fixes' to defficiencies of the flesh. Changing body temporarily (especially one belonging to the caster) is much easier. There is also a more stronger healing magic, that can theoretically heal even grave wounds... theoretically. It is heavily unreliable in stronger cases, mostly failing spectacularly, able only to heal relatively weak wounds, while causing more long-term damage or massive bleeding due to wrongly patched veins. It can also create nondaemonic servants from flesh.
 
Way of Poison
Poison Magic [HX] - Poison Magic is a magic that allows to synthesize and control a vast assortment of poisons, venoms and toxins. Hexes of this school allow to spray it around, cover one's fingernails - or weapon - with some magical poison, or even create a new weapon from solidified poisons, not to mention creating projectiles.   Quite powerful, unfortunately magically created poisons dissolves quickly when hex dissipates. An important factor in terms of power of Poison Magic users is the deadliness of the poisons he managed to gain and learn to materialize. Which requires quite a bit of poisons to learn.   Plague Magic [HX][P] - Subschool divided into two main groups. First includes hexes that allow to short termly 'synthesize' certain diseases and plagues... that can be massively accelerated with magic, giving symptoms nearly immediately. Which counts as powerful debuffs, that can jump from target to target.   Just as in case of Poison Magic, a personal, 'indepth' knowledge of disease is required, and since it is hard to survive being infected with bloodier, it also can't be used to infect enemies. This magic is more or less tolerated in Imperium, mostly because its diseases are temporary, dissolving together with hex. The second part are hexes that allow to modify, spread and accelerate a real diseases... that exist even after the hex itself runs out of magic power. And can still spread. It is considered a proscribed and heavily hunted magic, with only a few licensed users (left just in case someone else - other country, some surviving group of plague magicians and so on - tried something funny).   Acid Magic [HX] - Third school of the Way of Poisons, that can causes biggest ammount of damage in shortest time from all three types. It works by synthesizing and manipulating acid. Rather than the whole motive of searching and 'learning' new types of 'weapon', there is more old school wide variety of spells.   Accuracy is subpar, but damage dealt make up for it. It is good in quickly dissolving and destroying physical projections, but the damage caused to magical defenses are less that optimal. There are also some trap hexes. In short - useful, but not the first league when it comes to combat.
 
Way of Chemicals
Restoration Magic [SP] - A rare case of a purely spell-based subschool deep in the Black Magic. It is a subschool that focuses on using magic to simulate effects of some medicines on either the caster or the spell target. This can include poison antidotes, medicines to beat down fever or suppress a disease, painkillers etc. In short - everything that helps 'restore' the body to its rightful condition.   Unfortunately, as in all similar types of magic, effects last only for as long as the power of the spells last. So while it can suppress negative effects for the duration of the battle, they will return (though they might be weaker, because for example the body will partially dissolve the poison).   Enhancement Magic [HX] - A school of magic similar to Restoration Magic. It works by using magic to simulate effects of certain enhancers, stimulants etc. on a caster or a target. It's differed from the Restoration Magic by the fact that it is used to 'enhance' one's body, rather than restore it to the normal condition.   It can be overdosed. It works only temporarily. Overusing it might lead to addiction (though it's limited to some substances). In short, it's a school of hexes but one that are tolerated when used in moderation.   Inhibition Magic [HX] - A school of magic similar to Restoration and Enhancement Magic, but one that focuses on weakening and debuffs. Sedating, weakening, causing hallucinations, pain, blindness, confusion, putting enemy to sleep, making them drunk etc. is all a part of Inhibition Magic.   As in case of similar magics, effects are temporary but useful in combat. It is still a hex school.

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