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Terramancy

Copyright fred the panda

AKA: the hippy or the ecco warrior


You love Mother Nature and Mother Nature loves you....
All through out human history small sectors of human society have dedicated themselves to the
protection of the planet we live on and the creatures on it. Two common examples would be the
druid and the protestor you see every time nuclear waste is brought in to town. Ever questioned why
people do it? Most people would say either they have nothing better to do, or that they feel good
and righteous about what they are doing. Some how ever don’t do these selfless acts for status but
more for kin ship with their world or power. Indeed in the days of the past most people feared
“mother nature” for what she could do to them if mistreated and most of the ancient cultures viewed
animals to be sacred, or omens of coming events. And still nowadays people will look to animals
and plants as signs of what’s to come IE telling the direction of the wind by the direction of a cow,
the future through counting crows and relying on herbs to heal and relax. But there are some who
respect the planet and the power of our non human neighbours, and can in turn use this power, think
of all the protestors on the planet or even the cat widower who lives down the street, what’s to say
some of them aren’t Terramancers. It’s a known fact that some people preferred the outdoors to
cities, would rather spend hours in their green house rather then clubbing and some would rather
spend time with their non human companions finding that time more well spent then being part of
our human society.

Paradox
To gain the power of nature, one must love the world but hate the people in it.

Blast style
A terramancer’s blast consists of the natural plant and animal life around him/ her defending the
terramancer and targeting the terramancer’s enemy. In layman’s terms the enemy becomes the
enemy of the natural world. This blast is similar to the urbanmancer’s blast in the way it works, the
main difference is that instead of the target getting “attacked” by things that would be associated
with a city it follows a natural theme. This blast if used in a building or a house is not effective till
the targeted person / persons leave an unnatural area where nature is likely to be.

Stats

Generate a Minor Charge: Rescue an animal or protect a plant.


Generate a Significant Charge: Change or stop a medium-to-large large-scale plan that would harm
the natural world.
Generate a Major Charge: Permanently end a worldwide threat to the ecosystem.

Taboo: A Terramancer can never help or assist another human being. They can interact with them in
a neutral exchange, but can never show kindness or charity to a human being.

Random magical domain


Your power comes from the non human world, the better you treat it the more it opens up to you.
Giving you acsess , wisdom and in some instances control of the world around you. Just remember
that your their to protect it , do so and it will protect you.
Starting charges
4

Minor spells

Nature’s arm
Cost: 3 minor charge
Calls forth up to 3 near plant targets to “spring to life”, and serve the caster for short time. This
could be useful for defence, accessing areas or doing random things like say blocking doors or roots
uplifting to trip someone over. When the action has been done the plant will return back to its
natural spot as if nothing happened. This spell isn’t very usful in actual attacking as it is a short
lived spell meant to help the caster accomplish a task

Charm the wilds


Cost: 2 minor charges
This is a Terramancer’s minor blast spell. This causes local animal or plant life to befriend the caster
for an hour. In short no animal or plant will harm you. But if you are threatened nature will defend
you. If you are attacked nature attacks your attacker.

Sixth sense
Cost: 1 minor charge
Caster casts this on himself and the spell lasts for roughly 1 hours. Whilst this spell is cast the
Terramancer has improved vision, speed, hearing, smell and balance. (This includes cat like sight in
the dark)

Healing hand
Cost: 2 minor charges
This allows the Terramancer to cure physical damage using the herbs of the earth. The Terramancer
users 2 die to determined damage cured. This spell is best used overnight as it takes a few hours to
take effect. Usually this healing is administered in a herbal drink or remedy that is made from a leaf
of a plant that the Terramancer must have grown himself / herself.

Wisdom of the wild


Cost: 1 minor charge
The Terramancer talks with a plant or animal long enough to ask it questions or gain some
knowledge. Animals if loyal to their master would possibly lie, and there is a chance a plant /
animal might not understand the human actions it has seen but would try to describe it anyway.
When not an exact science for getting answers, it still can provide vital clues at times.

Significant spells

Earth be thy shield and sword


Cost: 1 Sig charge
Roots up lift, leaves blow violently, branches fall and the winds howl. A Terramancer can use this
spell when avoiding someone or trying to escape a foe or just trying to fight a foe. The Terramancer
identifies his/her target or targets when casting this. The plant life and element side of nature comes
to the casters aid. This is basically like “hand of nature” but stronger and geared more towards
fighting, rather then trying to meet an ends.

Natural conscripts
Cost:2 Sig charges
The Terramancers Significant blast spell. In this version of the blast you make the planet recognize
the target as an enemy of the planet. In short animals will hate him / her and attack. Plants will act
the same in their own subtle way. The person becomes an ememy of the natural world and the
natural world will attempt to destroy this person in a way that looks natural.

The Genesis touch


Cost: 2 sig ( plus days took working on the creation)
The art of gardening, and its true potential. The Terramancer using the art of breeding plants can
grow interesting plants taking one trait from one plant and putting it into another. This isn’t an over
night event and the more complicated the result the longer it would take, further more unless you
want to be working a long time id suggest keeping it to small plants such as flowers or fruits. This is
still a useful skill as you could make such creations as roses with poisonous thorns, poppies that
have pollen that actually sends intruders to sleep. The effects are not just flowers but can affect
fruits. Let your imagination run wild and remember the GM decides if that is possible and how long
it would take.

Lend me your body


Cost: 4 Sig charges
The Terramancer goes into a sleep like state which he cannot be woken from. In truth his soul is just
borrowing a body of one of his animal friends. He/She can hear and see everything the animal in
question can for up to 4 hours, the spell ends after that time or if the animal is killed , or returns
back to the caster.<br>

Natural advantages
Cost: 4 sug charges
The caster can “borrow” advantages of a certain animal for the day. These advantages could be
physical features like tiger’s claws or a porcupines spikes or even a tree frogs natural poison. Or one
could “borrow” quite useful abilities such as a chameleon’s ability to regenerate or an ant’s ability
to have doubled its body’s strength. Just remember that the GM can say no to what he/ she deems
over powerful and also the effects last a day, and you could look like a freak for a day using this.

Major effects
+ Turn someone or yourself into a plant / animal or alternatively turn a plant / animal into a human
(usually with bad social skills)
+ Make the planet literally open up and swallow somebody
+ Produce human like plant or animals (make your own species) or alter a human to give them
animal/plant like traits or features such as roots, ability to make web or fury skin.

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