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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
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.
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
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.
Significant spells
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.
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.