Hey everybody!
I know I promised the Mana Constructs this week (they're still coming), but I've got something even more exciting! A brand new spell school TERRAMANCY. It is a plant and earth based school that focuses on control, and big (slow) damaging spells. The plant spells deal low damage but offer strong controlling options at decent range; the earth spells are much slower but deal tremendous amounts of damage and reshape the battlefield in interesting ways.
It's still in alpha and I expect a few of the spells to need some balancing and tweaking but so far it really feels fun and unique. What's in it?
It introduces the first cantrip and reaction spells that costs 2 actions (expensive, yes— but they're VERY good)!
It also features a number of spells that have a dual use for those creative enough, many spells can be used against enemies or helpfully for your own allies in interesting ways (Vinelash, Pillar of Stone,).
It also introduces a new healing spell MENDBERRY that feels very unique and flavorful to the new spell school.
Cantrips that do extra die damage rather than flat damage (interacts with armor in new, interesting ways).
It features a spell EARTHWARD that fills in the gap for some tanks who wanted to be able to take a lot more hits in a round without worrying about the Defending limit (got to be careful about this, but I see Oathsworn and Stormshifter in particular really liking this).
It also includes simple rules for introducing Terramancy into your campaign without powercreeping your spellcasters. Hooray!
Some Terramancy utility and secret spells, as well as possibly more art, and lore. I'm also cooking up some alternate spells that may replace some of the existing ones—we'll see!
Hope you all enjoy, as always, I'm eager to hear your feedback 💪
Joe O
2025-09-10 19:42:01 +0000 UTCJoe Drozdik
2025-08-15 05:24:24 +0000 UTCEvan Diaz
2025-07-05 16:16:32 +0000 UTCGrantig
2025-07-05 16:04:34 +0000 UTC