Skip to content

Terramancy

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 sacrifice most protect it at all costs. This means they have to reclycle goods, they have to cut up the rings off the beer holders ect.

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

Generating a Minor charge
Spend 4 consecutive hours of your day focusing on your Animals or plants; this could include gardening, taking care of a pet, or helping out at a conservation project/ animal shelter.

Generating a signifigent charge
This can be done by cultivating a new plant from an existing plant (potting a seed doesn’t count!) , or one of the animals in your care giving birth (again its only when actual birth takes place). Alternatively adopting a animal into your “family” would bring you a charge. Keep in mind that you must be able to keep that animal healthy and happy or you break the taboo.Another way would be to raise at least $150 for a conservation charity.

Generating a major charge
Do some conservation on a wide scale that is noticeable by the masses (such as make an forest an legally protected area, ban fox hunting, save a species from hunting/ testing or extinction. If you are feeling like a naughty boy or girl you could always free the animals from an animal testing facility (highly illegal but hey who cares about human law)….

Taboo
One must never concuncly hurt or mistreat an animal or plant more so then needed for the terramancer to survive. This doesn’t mean the terramancer has to wait for the fruits to fall off a tree to eat anything in food terms. They are aloud to hunt (hunting is a natural part of most creatures lives is it not?) but only to eat. Killing/ hunting per say for the fur or a body part (shark fins for example when they cut it off and leave the shark to die in the ocean) Is a vilolation of the taboo. A terramancer must be very careful that they live in moderation and not excess, as living in excess would be harming the natural world thus breaking the taboo.

Charging tips
Owning a large family of pets is fine as long as you can take care of all of them, the same with your greenhouse but remember leaving them alone for too long or not being able to keep all of them happy and healthy is breaking the taboo. This is why garden centres and pet shops are an ideal place for a terramancer to work. Alternatively a lot of terramancers protest and try to make the world a safer place for nature.

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.

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.

3 thoughts on “Terramancy

  1. fred the panda says:

    First if all… what do people think, its my first adept idea so it may be a tad off. If anyone has any coments or sujestions or even critisms for it then feel free 🙂

    Anyway i hope people like the idea
    🙂

    P.S.

    about the other copy of this idea o curently on the site… i apologize my pc submited this 2 times somhow my bad an d i apologize

    Reply
  2. TedPro says:

    Fred, the idea of an environmentalist school is a good one, and you’ve got a good sense of mood, but this school lacks contradiction, and the significant charge structure is too easy. Basically, it needs to cause the adept more pain and ambiguity.

    Here’s my suggestion.

    For charges, the terramancer should be forced to act to protect the natural world.

    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.

    That way, the symbolic tension can be that they love the world but hate the people in it.

    Reply
  3. fred the panda says:

    Hey thanks for your thoughts and critisms 🙂 i wasnt to sure on a fair way to charge up to be honest. Intresting Taboo as well it would explain the reason some cat widows actully lock themselfs in thier houses.

    chears mate 🙂

    Reply

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.