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[✓] [Lore Submission] [Magic] Druidism


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The lore team was kind enough to let me know that there is no accepted lore whatsoever on Druidism.  So I am posting the original Druidism lore accepted by the MAT, who at the time were over the acceptance and revision of magics and subyptes/archetypes.  When a post was made calling for all lore not submitted, we, having submitted our lore through not just the MAT but to various LT several times thought we had nothing to worry about.   Anyways here's the lore.  Should you choose to accept it.

 

 

~ Druidism: A Comprehensive Guide ~

 

Forenote:: This revision to the original Guide by Arik has been carefully considered to further define and clarify Druidism and it's magic, helping Druids to better understand limitations, speed of progression, and their ability to be creative.  The original Guide was a solid foundation, and like all foundations they were meant to be built upon, as we have now done.

 

Druidism is an ancient form of magic, tied to the most ancient of all Guilds of Aegis, the Druidic Order.  Centuries of guarding secret knowledge and protecting nature has been this Order’s calling, bringing balance through healing land and spreading verdure with their unique arts.

 

Druidism is controlled in such a way, and taught, through a clever process of training that is designed to “indoctrinate” the student into a certain way of thinking, opinion, etc.  That is not to say it is always successful, but it is a powerful tool of regulating who has access to these arts.

 

As with any training, these things occur in stages.  The most commonly known one is Dedicancy.  This stage is most common because it is the one newcomers enter the Order as.  During this time they are given tasks and lectures over a period of time that teach them the Order’s culture, and an appreciation for all things natural.

 

This process, cleverly designed, to open the mind of the Dedicant to the flow of nature, through meditation, assistance and an understanding of ways.   When the Dedicant has finally completed their tasks, and their Guide has deemed them ready, they are instructed to devise and complete their Grand Task, a milestone task for a Dedicant that shows they are ready to take on the full mantle of responsibility of being a Druid.

 

Upon completing this task the Guide takes the Dedicant to the Attunement Pool, an area within the grove high in natural Druidic Energies, and begins the Attunement Process.

 

This process involves the Guide invoking an ancient knowledge to forge a connection to Nature within the mind of the Dedicant.  One could consider their initial training to be similar to opening a small hole to allow light to pass, and then the attunement process as using the small hole to bore a larger one, creating a ray of light-a connection.

 

Thus is the way one comes into Druidism.

 

The Arts:

 

Druidic Magic is broken down into several subtypes:

 

Control of Nature     Blight Healing

Healing    Nature’s Communion

Shapeshifting

 

Nature’s Communion

 

This is the starting point of all Druidic abilities. One is connected to the ebbing flow of life around them. They can feel, see, listen, and even speak to nature and creatures that inhabit it. Yet when just attuned, the connection itself is weak. Your abilities just beginning and through training, experience, and meditation, your communion will become stronger and your requests and abilities easier to manage. No Druid can advance in any druid magic subtype more than their current Communion Tier.

 

Spoiler

 

 

Defining the Tiers

 

Tier 1:
The Druid has gone through his attunement and has only from this point on had the possibility to connect to the aspects and nature. The connection is still primitive and weak but no fear!  Through mediation, the Druid is able to hear the calls and feel the pulse of nature faintly. Interaction with creatures is very hard and tiring as the Druid would only receive incomprehensible messages from the creature.



Tier 2:

The Druid reaches this stage after about three Elven weeks of continuous meditation and practice. The Druid's connection to nature has become stronger, allowing him to feel the pulse of nature after a shorter period of meditation. The Druid would have opened his ears and slowly but surely started to hear the calls of nature clearer than before. Upon hearing animals, the Druid would not be as lost as before but instead would understand a few words here and there.

 

Tier 3:

The Druid will reach this stage of his connection after about an  Elven month or two of practice and meditation. The Druid is now fully able to feel the pulse of nature and no longer needs to meditate to listen to its calls. Also animals are now almost fully understood, only a few words will appear strange to the Druid. Depending on the situation and demand, an animal might comply with his request.


Tier 4:

The Druid will reach this stage after about three or four Elven months of practice and meditation. The pulse of life has become a good friend to the Druid and the calls of nature are heard almost entirely clear. The Druid now entirely speaks the language of animals and understands every word of it. At this stage animals are more likely to comply with requests than before.


Tier 5:

Finally, the Druid has reached the last stage, after six Elven months of practice and meditation. Though a good Druid would know that he shouldn't stop here. There is no known limit to the acts these Druids can preform. This Druid has become one with nature, feeling the pulses without hesitation. Nature around the Druid reacts at his very presence, in some cases flowers sprout in the Druid's footsteps! Animals will take pause at the Druid, who understands them so well. Animals can be easily soothed and will comply with most of the Druid's requests.

 

 

Control of Nature

 

Control of Nature enables the druid to interact with the plants around them. Whether as simple as growing a flower or as difficult as controlling roots and trees to aid you when needed. Each tier here is determined by your Nature’s Communion. It is REQUIRED to be taught this by someone already highly learned in this subtype.  Once you are Tier 3 or above in Control of Nature, you can self improve through practice and meditation over time.

 

Spoiler

 

 

Defining the Tiers

 

Tier 1:

The Druid has meditated and gained skill after attunement. Soon they begin to learn to interact from the world around them and make requests of it. At this stage, most requests go unheard without a powerful Druid’s assistance, but with focus they may be able to shift a plant and coax it to grow slightly.

Tier 2:


After many lessons and hours of meditation, the Druid can now coax plants to obey more of their requests. With effort, the Druid can bless a small area of crops into a healthier state. They have also learned how life flows through these plants and can now coax them to grow slightly faster than normal, but not at an overly excellatered rate.

 

Tier 3:

The Druid has spent years in both meditation and lessons, and now plants will obey most of their requests. With focus, a Druid can coax a flower from its seed at a much faster rate, and their blessings on crops have begun to hold much more weight. The farther they excel into this tier the more and more they understand how to request things from plants, and even animals.

 

Tier 4:

The Druid has spent a few decades meditating and taking counsel from their peers and instructors.  They can manipulate roots, vines, and smaller plants with ease, and larger plants and trees with relative ease..  They can grow plants to full size with focus and effort over a fairly short period of time. Animals have begun to note your presence when you enter an area, and are more likely to respond to your requests.

 

Tier 5:

The Druid has spent several decades in lessons, and in meditation beyond these lessons, attuning to the intricacies of the living world around them.  Plantlife around you responds actively to your presence, flowers blooming even in their off-seasons as you pass by, crops seeming more vibrant, and plantlife healthier and lush with minimal attention from the Druid.  Nearly all requests that do not upset Balance will heed to the Druid’s call, even to the most ancient of plants and trees to some extent.

 

 

Druidic Healing / Herblore

 

 

 (title shamelessly ripped from Runescape Herblore but the lore is not)

 

 

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Druids are renowned for their healing prowess. Be it a leafy patchup or reattaching a limb, it is said that save for the monks or magical clerics, their natural abilities are unmatched. This art is so interesting as it combines with the practice of Druidic herbalism with their natural magic.

 

Druids are best known within the realm of healing for their unparalleled use of herbs, and even those who are not adept at performing the magic are able to use

the wonderful remedies crafted by other Druids to astounding effect.  The Druids love to build storehouses of bandages and poultices, salves and potions that others can benefit from in the event of a great healer's absence.

 

Tier 1:

The Druid has learned much of herbology and has begun to use this knowledge to create salves and poultices. They can then begin to enhance these salves with natural energies, though it is very tiring.  These augmentations last only an hour or so, and must be changed often for maximum effectiveness.

 

Tier 2:

The Druid finds powerful herbs with properties of healing (such as pennywort, calendula, marshmallow, gotu kola, chamomile, echinacea, etc) and meditate with them before preparing salves or poultices with them. They will boost the inherent properties of the plants. Sadly this augmentation fades after a few days, but it’s still a noticeable increase. Wounds can heal in about a third  the amount of time it would take normally to heal.

 

Tier 3:

The Druid can combine their bandages with herbs and plants that they have enhanced with magical properties to offer quicker healing to the patient. A Druid can give tea that will soothe a cold, even cure it with its enhancements to the leaves.  The Druid can also enhance potions or beverages at this point, with powerful augmentations that can last a respectably long time, even a couple years.   Druids can also perform different methods of treating wounds by combining control of nature with their healing abilities, and doing things such as closing wounds with bark (very painful for the patient), or creating casts from wood, etc.

 

Tier 4:

The Druid can enhance poultices without meditating with the plants. They can heal wounds in less than a day depending on severity, and their remedies can last several years unused.  These Druids pass on their knowledge to other Druids so that they too may learn the secrets of Druidic Medicine.

 

Tier 5:

The Druid has mastered the art of healing, and can heal most wounds within an hour or two. A Druid who is tier 5, and blesses or augments a plant or creates an augmented remedy, can be sure that this remedy can be passed along to other druids to use in the future and it will never wear off or fade.  Some Druids spend their entire lives creating remedies for other Druids to use, and when something bad happens its these Druids' bandages and salves that everyone tries to get their hands on.  Their healing has become a lasting legacy that will endure long after the Druid is gone, even.  

 

Points and Red Lines:

Wooden Replacement Limbs provide no advantage over any other artificial or natural limb, and is no more durable than any other limb.

Only a Druid of Tier 3 or higher Control of Nature can manipulate a wooden limb attached to themselves. To anyone lacking this skill, or druidism at all, it is just an immobile peg limb that a Druid happened to shape for them.

The limb is only living wood if attached to a Druid, it draws from their natural energies to sustain itself.

The effectiveness of the replacement limb is entirely up to the player receiving it. It can be a simple peg limb, or of some practical but limited use, or a fully functional replacement able to be manipulated as normal. These exist to enhance RP, and should be left to the recipient's’ discretion.

One cannot attach another animal part to someone as a replacement, such as a dog’s tongue to replace a severed tongue, or a spider eye to replace a lost eye. Only wooden limbs may be made and attached.

One cannot have more than two full wooden limbs (From the shoulder or hip down), or four half limbs (from the elbow or knee down). ((As a note, this does not negate characters that obtained their limbs before this change. This only affects people going forward. ))

 

 

Blight Healing

Blight healing is a most noble ability of the Druids.  Lands afflicted by blight, or plague, disease and death, decay or magical scarring are given new life, and in the place of the infertile soil there is verdure.

 

Spoiler

 

 

Defining the Tiers

 

Tier 1:

The Druid begins to slowly bring fertility to the soil.  Plagued or diseased plants cannot be revived, but spread of the disease can be halted with concentration and meditation.


Tier 2:

The Druid is able to heal plagued and diseased plants, though magically harmed plants seem to be beyond their ability.


Tier 3:

The Druid can, with their ability to Control Nature, reseed the dead and decayed wood, plagued plants or diseased flora, and grow them back into the ground.  This is an interesting way to treat extra lumber!  It is easier to heal decay in a large area, and fertility can be added to land at a much quicker pace.

Tier 4:

The Druid can now heal a large area of land quickly.  They can bring even the sickest ancient oaks back, grow a tree from a stump even.   


Tier 5:

The Druid has become a master of bringing life from the brink of total death.  If the Druid meditates for a long period of time it is said that they can grow a tree even from stone.

 

 

Shapeshifting

 

 

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Shapeshifting

The lore in book format:

 

~=~=~=~=~=~=~=~=~=~=~=)x(=~=~=~=~=~=~=~=~=~=~=~


 

[!] The tome is encased by enchanted bark. Its pages are of living wood that only display the words to a Druid with the ability to shapeshift.


 

(~)= Shapeshifting =(~)

 

Transcribed from Ancient Elven and the original Shapeshifting tome by Spirit Druid Saviticus

 

May the Aspects bless he who is deemed worthy to read this tome.


 

Prologue

 

 Shapeshifting is the ability of being able to physically transform into a bestial form. An ancient art only ever spread by whisper and rumor, it is not as nonexistent as portrayed by the races of Aegis. This secret and sacred power has been gifted only to the most pious and reverent Druids throughout history and is deciphered onto the pages of this single tome for only the choice few to ever lay eyes upon. The knowledge and ability of this gift has been kept only among these Druids, and this has been so since before the Druidic Order was formed.

 

 The only known lore of this sacred art is in this ancient tome, which dates back to the early times of Aegis. The tome's pages were originally scribed in ancient Elven, however a translation to common tongue was added to the tome by the Spirit Druid in Anthos. In common, the tome reads as follows...

 

Chapter 1

The Origin

 

 How Druids uncovered this ability is said to have involved Cerridwen herself gifting a single Druid with the ability to shift into an animal; she told him of the process that must be completed by the Druid to gain the Aspects’ blessing and to gain the ability to transform. Ever since the encounter, the gift was passed on only to the most pious and devout servants of Nature.

 

 A Druid after attunement must prepare his body and mind to shapeshift. He must survive two daunting tasks and complete a ritual while being watched over by the Aspects themselves. The process is called the Trials of Spirit, as it is a spiritual journey.

 

Chapter 2

The Trials of Spirit

 

 Acceptance begins the trials as the first task, known as the Task of Acceptance. Cernunnos, Lord of the Hunt, guides the Druid in his journey to find his spirit animal and gain its trust. This animal can be found only by instinct, and may take extended periods of time for the Druid to come across. The Druid will be granted a vision by Cernunnos upon spotting his spirit animal for the first time, assuring him the beast is truly it. After experiencing the vision, the Druid must pray to Cernunnos, asking for watchfulness over himself and his spirit animal as he progresses through the trials. The Druid then must come to fully understand his spirit animal by adapting to its natural ways of living. When the spirit animal finally accepts the Druid as one of its own, only then can the Druid progress onto the next task.

 

 The second task, known as the Task of Strength, is guarded by Nemiisae, the Shadow of Death. The Task of Strength must begin once the Druid has been granted acceptance from his spirit animal. This task forces the Druid to challenge his spirit animal in a quarrel. The spirit animal will accept, feeling only the highest honor to be challenged by the Druid. If the Druid is victorious, he must skin the carcass for its pelts. Nemiisae will then bind the spirit animal’s soul to its pelts, rendering them feasible for the ritual. Finally, the Druid must perform a ceremonial burial for the animal’s remains in tribute to its valor and in honor of Nemiisae.

 

 There is no third task. Instead, a ritual takes its place, known as the Ritual of Change. This ritual must take place inside a Grotto of Cerridwen - a secret shapeshifting cavern. The ritual requires the presence of the Druid seeking the ability to shapeshift along with a fellow shapeshifter. The ritual consists of the shapeshifter laying the pelt over the seeking Druid. Once this is done, the shapeshifter will read a passage displayed to them from the shapeshifting tome verbally-a passage displayed in ancient Elven which is hidden from sight by the tome unless in a grotto of Cerridwen during this ritual. The two will then bow their heads in prayer and wait. If the Druid is prepared, Cerridwen will bless him, and the Druid will begin to transform into his spirit animal. The pelt of the animal will be absorbed into the Druid's skin during the transformation process, and the essence of the spirit animal will combine with that of the Druid. The first transformation will last for one whole day. Once the time has passed, the Druid will shift back into humanoid form and the pelt will have completely dissolved into the Druid's skin, making him look as he did before the process of transformation.

 

 After the Ritual of Change, the Trials of Spirit have been completed. The Druid has successfully been granted a bestial form by the blessing of the Aspects, and he may enter this form as he pleases. The Aspects will always keep a close eye on their blessed Druids, as they hold them most dear.

 

Chapter 3

Departure

 

 Permanent transformation - rumors say that some of the most honorable Druids may achieve this. This is a choice made by the shapeshifting Druid when he is ready to depart from his humanoid life and to officially leave his service to nature behind. Only the most powerful and most renowned Druids, only Druids that have shown extraordinary piety and devoutness are given this blessing. It is a simple ritual, requiring nothing but the shapeshifter in a Grotto of Cerridwen.

 

 The process is known as the Ritual of Departure, named so as the Druid departs from his humanoid form and Druidic life forever. It is a choice for the Druids who no longer wish walk the land as men or women, but instead another form of nature. For the ritual, the must Druid bow his head once more in this sacred place. The Druid will pray to the Aspects, asking them to transform the Druid once again, but this time forever. If Cerridwen, Cernunnos and Nemiisae deem the Druid worthy of this new life, believe that this particular Druid has made a major positive impact in serving nature, and believe that the Druid has a keen enough relationship with nature, they will give the Druid a permanent transformation.

 

 What if the Druid isn't transformed? Then it is a sign from the Aspects themselves. It can mean many things, and the Druid may never know the true meaning. However, the two most common meanings of a failed transformation are as follows: the Aspects do not believe the Druid is worthy of this honor, or the Druid is far too important to currently leave his service to nature.

 

Chapter 4

The Grotto of Cerridwen

 

 Each ritual, the Ritual of Change and Ritual of Departure, requires the Druid(s) to be in a Grotto of Cerridwen - a hidden Druidic cavern that must be chosen or created by existing shapeshifters. The process of creating a Grotto of Cerridwen is ceremonial and is known as The Blessing. A group of shapeshifting Druids must enter the grotto and sit together in a circle. In their midst must be an offering to Cerridwen, be it a burning fire, a bouquet of flowers or something else, which they will chant a prayer around. The Druids must then shapeshift together to complete the ceremony. They will know if the ceremony is successful by instinct as the grotto will emit an ambiance of sacredness and holiness upon a successful Blessing. Multiple Grottos may exist throughout the land.


 

~=~=~=~=~=~=~=~=~=~=~=)x(=~=~=~=~=~=~=~=~=~=~=~



 

Shapeshifting: The Transformation

 

The process of transforming from humanoid to animal is a complicated and inexplicable process. It will vary between each race, spirit animal, physical health and how experienced the Druid is. However, once the Druid has shapeshifted once, the process will be repeated each time he transforms. This means that the Druid will become more adept to shapeshifting and more resilient to the pain of the transformation over time.

 

The transformation will typically take between fifteen and twenty seconds to complete, with the exception of first-time shifters taking up to a minute. Master shapeshifters are known to be able to shift forms almost instantaneously. The process itself varies greatly, depending much on the spirit animal. Some will grow extra limbs or fur, others will unfurl sharp claws and a tail. The amount of pain delivered by transforming will vary, mostly depending on the scale of the transformation.

 

 

Shapeshifting: Natural Instinct

 

In some cases, Druids that have been blessed by the Aspects and have been able to shapeshift for years will often experience a trauma where they have developed characteristics of their spirit animal in their personality. Depending on how severe the trauma is, the Druid may sometimes believe he has shapeshifted while he is still humanoid. Other characteristics such as these listed could also be adopted from their spirit animal:

 

Rat - Become disinterested in others around them, find shiny objects distracting.

Mouse - Timid and shy, may be distracted by intriguing smells, and finds fear of larger creatures.

Dog - Overly playful, tends to become overly protective and loyal.

Wolf - Is rather curious and paranoid, find bones distracting for some odd reason.

Tiger - Territorial and aggressive. Tend to become overly protective of loved ones.

Leopard - Feels prideful and vanity, sometimes loses interest in their original purpose or goal while shifted.

Cheetah - Challenging and aggressive, weakness to the chase.

Gy'waka - Power struck, prideful, and often longing feeling to hunt or be in the jungle. May turn on friends.

Snake - Often paranoid and hateful, sometimes speak in a lisp which exaggerates the letter 's'.

Squirrel - Fearful at the sight of danger, often longing the feeling of freedom or to climb.

Toad - Tend to jump when trying to move swiftly, sometimes speak in a deeper voice.

Rabbit - Very aware which may cause fatigue, may chitter while eating or during long conversations.

Goat - Often grumpy and stubborn; persistent until goals are achieved.

Deer - May become timid and often precautious.

Bird - May be jittery, extra-social, and a diligent builder and guardian.

 

Any similar animals to those listed above would likely suffer from the same characteristics.

 

 

Shapeshifting: Extra Information

 

The Druid will remain shapeshifted for about one hour each transformation. After the Druid has shifted back to his humanoid form, he will feel extremely tired and fatigued. As time goes on with the gift, the Druid will become more experienced and adaptive to it. Master shifters have been able to stay shifted for even up to a day.

Shapeshifting grants the worthy Druid a second form. The Druid is able to enter this form at will, although will suffer from fatigue for staying shifted too long or shifting too frequently.

There are no flying or aquatic spirit animals. (Removed restriction)

Druids are unable to perform any other form of Druid magic while shapeshifted, except for Nature's Communion, as it is the basic form of Druidism necessary to perform any other form of Druidism.

Non-Shapeshifted Druids are capable of using Nature's Communion to 'commune' with Shapeshifted Druids, just as they would with any other animal

In order for the Ritual of Change (that is the ritual which finally allows the Druid to shapeshift) to take place, the Shapeshifting Tome is required, as it displays a sacred scripture required in order for the Aspects' gift to be bestowed.

The Druid's body will remain in shapeshifted form if he dies while shapeshifted.

The only distinction between a shapeshifted Druid and a regular animal is that the shifter's eyes in animal form will gleam an emerald green.

 

Written by cmack1028 and Callax (Werbles)

 


Red Lines:

You must be an attuned druid to utilize druidic magic.

Animal companions cannot be used to metagame or break established server rules. This means that if you are killed, your woodland friends cannot tell you how you died or who killed you.

You cannot force an animal to act against its nature. A high tier druid would be very convincing, however even at Tier 5 you cannot make an animal that is passive by nature attack a heavily armed foe.

In the same vein, you cannot make someone’s pet turn against them, if that pet is truly loyal. A high tier druid could convince the pet to not attack the druid, but that is the extent of it.

Nature’s Healing does not use life-force.

Blight Healing cannot be used on animals or people.

Nature’s Communion does not work on Kharajyr or other animal-like races. Essentially, if it’s a ‘person’ you cannot commune with it.

Nature’s Communion is not animal-telepathy or mind control. At best it is animal-empathy, and the ability to understand animal ‘speech’ and be understood by animals in your natural tongue. (Druids do not make animal noises.)

Direct healing cannot be used to heal broken bones, doing such would require much more extensive healing.

To not Roleplay any sort of tiring effect would be PG. No matter your skill as a Druidic Healer it will negatively affect the Drui.

There are no “one-touch miracle heals”! Direct healing is a complex part of Druidic magic and must be roleplayed out to the fullest.

Nature's Healing cannot and will not be used to harm another being. To do such is PG and can possibly lead to a black list from Druidic Magic should it continue.


Magic Applications

Each Druid is required to have an accepted Magic Application to roleplay these powers. Without an accepted MA, they are simply a druid with a connection to nature. Essentially Tier 0 in Communion, they can sense the ebb and flow of life but cannot truly interact or communicate with the life around them. It is not required for Guides to be have an accepted Teacher’s Application in order to attune new druids, however that means that they cannot help new druids progress.

 

Power Sharing

Groups of druids can pool their power to perform greater feats than one would be capable of alone. For example, one Tier 3 druid might take several months to grow a very large tree on their own. However, if he is joined by others working in unison they could potentially perform the task in a few hours. The same principle applies to Blight Healing - the more druids at work, the larger swathe of land they can heal at once. You still need a magic application to do this.

 

Attunement and Unattunement

Because of magic application rules, no character under the age of 16 may be attuned. Attunement must be learned in-character before it can be performed. To unattune a druid and thereby sever their connection to nature and ability to perform druidism, three druids capable of attunement (with at least one of them having learned the unattunement process) are required. The druid being unattuned must also be present. To re-attune a druid that had been unattuned you will also need three druids capable of both attuning and unattuning.

 

Druids and Other Magic

If a druid begins to learn a magic of any other kind than Druidism, they cannot progress any higher than their current tiers in Druidism. Prolonged usage will result in a gradual corruption of their connection to the Aspects and nature. They are also required to OOCly notify at least one Archdruid or (active) Hierophant and whichever Druid performed their attunement, as a courtesy.

 

The adverse affects of Druidism on the user

 

Spoiler

 

 

As Druidism is a magic of the mind, and not of the void, people should feel free to step outside the cliche *becomes tired* that is the standard of the void magics drawback. Instead of a physical tiring, a mental slip is equally as powerful a weakness for a Druid to roleplay.

Many Druids over the course of their lifetimes are radically altered by their connection to the Aspects - with many of the most powerful and notable Druids driven to insanity or dementia as a result of their minds having touched the natural world for so long. To reflect this drawback in the short term context of a healing or battle, one can choose to act their character in a "detached state," whereby Nature's voice becomes compelling and seductive, drawing the Druid's focus from what is present or immediate in the scene (say, a sword swung at their neck) as they focus in on the voices of the trees, flowers, or other beauty around them.

While Druidism is inherently very, very strong (and with little physical drawback, very appealing), this gives opponents an opportunity to take whilst a Druid is unaware as they focus or are lost to their body. It also gives better context to the mental illness that befalls many of the oldest Druids.

While the tiring and fatigued affect is still a viable option for a Druid post-magic use, using this mental handicap over the classical tiring effect offers a more unique interaction from magic to magic, and makes more sense logically than "Alas, I need sleep!" especially since Druid magic, unlike many others, actually heightens a Druid's physique rather than withering it.

 

 

~~~

 

Druidism is a unique and rewarding magic to learn. Happy roleplaying!

 

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"The lore team was kind enough to let me know that there is no accepted lore whatsoever on Druidism.  So I am posting the original Druidism lore accepted by the MAT, who at the time were over the acceptance and revision of magics and subyptes/archetypes.  When a post was made calling for all lore not submitted, we, having submitted our lore through not just the MAT but to various LT several times thought we had nothing to worry about.   Anyways here's the lore.  Should you choose to accept it. "

Wtf, there've been druids since time immemorial...

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Did this not exist then?

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Benbo came to the rescue and pointed this out to the several lore team people who apparently overlooked it in their haste to declare the magic unaccepted.  Huzzah!

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Remove this damn line:

 

One could consider their initial training to be similar to opening a small hole to allow light to pass, and then the attunement process as using the small hole to bore a larger one, creating a ray of light-a connection.

 

It's incorrect.  Dedicancy is akin to marking a spot on someone's head, attunement is drilling. 

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14 minutes ago, Song Druid said:

Benbo came to the rescue and pointed this out to the several lore team people who apparently overlooked it in their haste to declare the magic unaccepted.  Huzzah!

download.jpg

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5 hours ago, Song Druid said:

several lore team people who apparently overlooked it in their haste to declare the magic unaccepted. 

If I said what I thought about this on the forums they'd permaban me again.

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Under Review

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Once the changes have been updated in this lore (shapeshifting and blight healing which were accepted), the lore shall be accepted.

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon.

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