Terra Formatum

The school of Earth Magic

The Path of Terra Formatum is for those who serve Nature. Followers of Nature accept and embrace their place in the natural universe and the cycle of life. Nature is both captivating and severe, as are her followers.

Earth magic has grown into three branches- druidry (bonding with Nature’s flora and fauna), summoning (unleashing Nature’s wondrous and terrible beasts), and abjuration (altering and shaping physical compounds).

Druid

Druids serve Nature as guardians of flora and fauna and protectors of life.

In tune with plant and animal alike, powerful druids can take the form of both.

Elder druids are said to take other forms and to take on their qualities, even age.

Summoner

Summoners answer a specific call of Nature to bond with spectacular beasts.

Each beast must be researched and understood before a summoner can confidently call it.

Fantastic beasts abound, and rarely will one summoner be similar to the next.

Abjuror

Abjurors are Nature’s mechanics, mixing and melding, sifting and shifting geology.

Dedicated abjurors have been known to imitate statues or move through stone.

The greater abjurors, all burwyn, can tremor earthquakes and call down avalanches.

Elder Druid

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Earthshaping requires ingredients – Nature’s gifts and resources. Categorized as earthly and primal, earthly ingredients include such things as seeds, mosses, minerals, barks and berries. Primal ingredients come from the creatures of the land, things like fur and feathers, scales and fangs. It is an art like cooking, requiring careful selection, patient preparation and a calm embracing of Nature’s magica.

Every type of ingredient brings a different essence to the magica. Seeds promote growth and fertility. Herbs provide medicinal value, soil links the magica to the terrain, and clay increases the malleability of the spell. Likewise, primal artifacts bring enhancement, amplification and vitality. Scales provide protection, horns strength, and whiskers perception.

Abjurors content themselves with mostly earthly ingredients, druids run the gambit, while summoners require more rare, specific and often exotic ingredients.

Druidry

Swift Form
Beast Form
Bird Form
Herbology

1 – Venomous Sting
2 – Mend
3 – Camouflage
4 – Regeneration

Verdant Growth

1 – Entangle
2 – Wild Growth
3 – Curated Growth
4 – Tree Form

Call of the Wild

1 – Stinging Swarm
2 – Murder of Crows
3 – Wolf Hunt
4 – Grizzly Ambush

Summoning

Dreaming

1 – Calm
2 – Pacify
3 – Charm
4 – Wonder

Fortune Hunting

1 – Luck Dragon
2 – Cursed Spirit
3 – Oracle
4 – Twisted Fate

Seeking

1 – Direction Sense
2 – Pathfinding
3 – Lairfinding
4 – Gatefinding

Hivemind

1 – Insects
2 – Vermin
3 – Birds
4 – Beasts

Deviance

1 – Overwatch
2 – Espionage
3 – Sabotage
4 – Infiltrate

Hunger

1 – Agitate
2 – Savage
3 – Berserk
4 – Rampage

Abjuration

Sculpting

1 – Stone Shield
2 – Rock Storm
3 – Earth Wall
4 – Stone Rain, Land Bridge

Harden

1 – Thorn Skin
2 – Stone Skin
3 – Iron Skin
4 – Diamond Skin

Metallurgy

1 – Locate Vein, Pull
2 – Smelt, Fuse
3 – Infuse
4 – Earth Forge

Crystalwork

1 – Locate Vein, Pull
2 – Crystallize
3 – Shatter
4 – Gemcraft

Tectonics

1 – Petrify
2 – Crumble
3 – Stonewalk
4 – Quake

Moss-weaving

1 – Moss Spread
2 – Moss Tarp
3 – Animate Moss
4 – Earth Golem