Faeneran Guide to Solarmancy - REVAMPED! (Patreon)
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Hello everybody! Combining all of the fun stuff I've been posting in the past regarding Solarmantic content alongside small fixes, changes, formatting differences and better suited art, I present the revamped Faeneran Guide to Solarmancy! It has all of the content before (which you can see the original text below), but now with 1 new subspecies, 4 new feats, 8 new spells, 1 new subclass, 12 new magic items, and a fancy table of contents!
Emerging deep from the WIP I gave awhile ago, I present to y’all, the Faeneran Guide to Solarmancy! An extensive guide that once again, provides a new avenue of Spellcasting that is meant to be offered to characters as a reward and not immediately available to the character upon creation and when choosing spells initially!
With 24 new spells that range from Cantrips to even a new 9th level spell, these Solarmancy spells are all about harnessing the power of the celestials and the Sun in an arcane fashion (Praise the Sun!).
Based upon my campaign setting as the discovery of Solarmancy sparked the creation of the largest Empire in Faenera, I decided to give it a bit of tweak and polish so it could be used by other DMs and players!
Yes, these spells are intentionally more powerful than other spells, and like I say in the Guide, they are not meant to be given to characters normally and require an NPC to teach it to the character (or found through Scrolls or Spellbooks!) Furthermore, all Solarmancy spells require a Sunstone, a new type of Magic Item that is the 'divine conduit' that replaces the divine connection one usually needs to cast divine-like spells!