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~*Druidism Guide*~

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~ Druidism: A Comprehensive Guide ~


Forenote:: This revision is of the collection of many new submissions and rewrites that have been made in the course of the last time this guide had been created and edited along with clarifications within each area to remove any confusion. With each new addition or rewrite, this will be updated accordingly. References to various lores will be shown below in the Reference section at the end.





(( https://www.lordofthecraft.net/forums/topic/163263-%E2%9C%93-lore-the-origins-of-druidism/?tab=comments#comment-1544559


With the first blessing of the gift given to the elven warrior centuries ago, the pathway of druidism was forged and created. Like a small sapling at the beginning, it has grown into a massive tree with many different branches that stretch out while keeping the roots of the foundation the same. Druids of ancient history became fighters, observers, healers, protectors, guardians, priests, and so much more. Each subtype expanding upon what a druid can do and achieve while protecting the wilds and those that live within it.


One that seeks to walk the path of the Aspects, they need to seek out a teacher and become a dedicant. Through dedicancy, the dedicant is taught and trained on what is expected of them to do and what the path entails that must be followed. Should a dedicant pass their tasks, they are taken to undergo attunement, a series of visions that truly test the mind, heart, and soul of the dedicant to be deemed ready for the gift or not. If passed, they receive the gift and are now a druid.


As a druid, they begin with communion, the starting and focus point of the entire connection. At first it is small, yet eventually overtime it will grow and the druid will become more open to the melodies of nature. With this, a druid can learn the various subtypes and abilities listed below. One can never surpass in a subtype over their own communion skill.



Nature’s Communion


“You feel it in the air, see it within the trees, and hear it all around you. The ebb and flow of life is unmistakable and truly something to pay attention too.”


This is the starting point of all Druidic abilities. One is connected to the ebb and 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. The 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.




Tier 1:

The Druid has gone through their attunement and is from this point on connected to nature and the Aspects. The connection is still primitive and weak at the beginning yet  through meditation and practice, 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 them to feel and hear the melodies of nature after a shorter period of meditation. The Druid would be able to focus and tune out certain voices of nature to hone in on which one they wish to hear and commune with it. 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, no longer needs to meditate to listen to its calls. Requests are more often granted by nature, yet still requires focus and gives exhaustion if doing to much.. 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 perform. This Druid has become one with nature, feeling the pulses without hesitation. Nature around the Druid reacts at their 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




-You must be attuned and have an accepted MA in order to perform druidic magic.


- Cannot use animals or plants to metagame information about how your character died.


-Can only commune as much as your tier allows (not including aids of powershare or relics)


-When animal communing,the conversation engaged is based on the animal’s intelligence..


-Druids cannot force an animal to go against its natural instincts. Higher tier druids can attempt to calm an animal, yet still run the risk of it not working.


-A druid cannot order a loyal animal to attack its owner.


-Druids can only commune with Nature, Fae Creatures, and animals. Anything else, unless lore specifically stating otherwise, cannot be communed with. Example being dragonkin of any species given those are creations of Dragur.



Control of Nature



“We are not pacifists by any means. Disrespect or harm those of the wilds and you will meet our wrath.”


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.





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 plant life 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.




-During combat, a druid’s use of control is a minimum of three emotes to request, move, and attack. Depending on what is being requested, distance, and the tier, more may be required.


-Out of combat is less so though harder requests such as moving massive roots or growing large trees still requires more emotes.


-No matter the tier, exhaustion is always felt to some degree.


-Seeking out and bringing forth plants from the ground requires unbreakable focus and more effort to invoke.


-Line of sight isn’t always necessary yet requires more emotes when attempting to request. (Summoning roots from a nearby tree excluded if the druid has line of sight of the tree)


-A druid cannot attack with a weapon while at the same time focusing on moving a plant.


-When injured, depending on the severity, a druid’s focus will be reduced and harder to use control of nature. If not impossible.  









“Natural remedies of nature’s design have powerful effects of healing, but also could produce poisonous outcomes as well.”


Druids are well known for their healing prowess with natural herbs, be it from a leafy patch-up or aiding in producing powerful salves , it is said that in terms of medicinal herb work that the druid’s abilities go unmatched. This art is incredibly interesting as it works hand-in-hand with the knowledge of herbalist alchemy and the druids natural magic.


Whilst the druids are best known within the realm of healing with their unparalleled usage of herbs, even those who are not adept at performing the magic are able to use the wonderful remedies that are created by other druids to astounding effects. It is common for the druids to build clinics nearby herb gardens to house their bandages, poultices, salves and potions that others are able to benefit from in emergencies.





Tier 1:

The druid has learned much of herbology and has begun to use this knowledge to enhance herbs in the creation of salves and poultices, however due to their lack of experience not only is it very exhausting for them but whenever they attempt to enhance new herbs, the chance of it becoming enhanced incorrectly is quite high and while the augmentations only last barely an hour, their side-effects can be quite disastrous when the herb is enhanced incorrectly.


Tier 2:

The druid finds themselves able to utilize their gift of enhancement for much longer than before, allowing the druid to be able to practice upon herbs they have yet to actively use and able to keep the augmentations to last up to two days,  however their chance of enhancing a herb incorrectly has barely decreased.


Tier 3:

The druid’s knowledge on the art of herbology has increased to the point that they would find all simple herbs a breeze to enhance and turn into salve at a whim, the augmentation lasting up to a week and their chances of enhancing herbs incorrectly drastically drops and would have the rare amount of trouble with simple herbs, however still having some trouble with the more rare herbs.


Tier 4:

The druid is able to enhance poultices without meditating with the plants, and are able to pass on their knowledge to other druids as to learn. At this point, the chances of the druid incorrectly enhancing a herb has all but left them, and their ability to enhance even the most rare of herbs has begun to shine through as the druids training has clearly paid off. Most if not all augmentations lasting up to a month at most.


Tier 5:

The druid has mastered the art of herblore and is able to enhance most all herbs with a very rare chance of it going wrong, and their augmentations lasting nearly indefinitely as they have mastered their potential. Some druid spend their entire lives creating remedies for other druids to use, and when something bad happens, it is these druids salves that everyone tries to get their hands on. Their knowledge of herbs and on how to enhance them has become a lasting legacy.




-A druid cannot enhance an herb while in combat.


-Direct Healing is no longer possible. Herblore only uses the gifts to enhance plants.


-The use of Herblore has more exhaustion than control of nature.


-A druid cannot use Herblore to create a new positive or negative effect within an herb. It only enhances what is already there.




Blight Healing



“The land’s destruction is horrific to its very core, yet fear not. Nature will always endure..”


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. Yet as with all abilities, some are more exhausting than others. Blight Healing being the most exhausting of the subtypes given its magical properties tapping directly into the connection itself to wash over and cleanse the land.





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. Charred plants or sticks from natural fire are usually a good training tool to use in practice yet still takes a massive amount of exhaustion.


Tier 2:

The Druid is able to heal natural plagued and diseased plants, though magically harmed plants seem to be beyond their ability. Exhaustion is lesser than the previous tier yet still takes it toll. Blessing areas such as farms or barren land with fertility in the soil is possible during this time though depending on the size, still quite exhausting.


Tier 3:

The Druid can now revitalize  the dead and decayed wood, plagued plants or diseased flora, and grow them back into the ground.  It is easier to heal decay in a large area, and fertility can be added to land at a much quicker pace. Magical taint now able to be cleanse though still requires a fair amount of focus and depending on how much, several druids to aid in completely removing.


Tier 4:

The Druid can now heal dead, decayed, diseased, plagued, or magically tainted plants at a faster pace and wider range of land. Blessing of a land takes much less exhaustion from the druid yet healing the land still gives a fair amount of exhaustion. At this point, druid can pass on the art to another and train them in Blight Healing.


Tier 5:

The Druid has become a master of bringing life from the brink of total death. To those druids who master this art, performing the abilities of blight healing is far easier to them to invoke and use. Though it may hold exhaustion given this being the most difficult of the arts, a master blight healer can restore even flora from stone and can cleanse a vast area of taint, disease, plague, dead, decaying, or barren wastelands.




-This being the most difficult of the arts, exhaustion takes a high toll, even for masters of  Blight Healing.


-Depending on the amount of taint, a minimum of 3-4 emotes is required to invoke the mists and have it travel and cleanse over an area.


-Blight Healing only works on plants, Fae Creatures, and animals. Mortals cannot be cleansed. Byrophites, Dryads, and Tree Lords however can be.


-Unless a specific lore of a creature states otherwise, Blight Healing cannot be used on undead or dark beings given being once mortal and not of nature’s design. At the most, it makes them extremely uneasy if caught in the mists.


-Blight Healing cannot remove natural things within nature. Such as Thanihium or fire for example. It must be removed from the area first before cleansing the land of its effects.


-Blight Healing used on animals can only remove taint and corruption from the creatures. Healing wounds or rejuvenating the animal back to life is beyond the ability of this subtype.







One truly feels free unlike anything that you may have experienced before.”


Shapeshifting is one of the most secretive arts of druidism. After a druid is chosen, they undergo trials to test their spirit and resolve in order to find, bond, and eventually merge with their spirit animal. Once the process is complete through the ritual of change, the druid is now able to shift into their spirit animal at will. In order to however do this, the guide teaching must access to the Grotto of Cerridwen.





Tier 1:

The first time they shift within the grotto of Cerridwen, the process of shifting is long and most times painful depending on the animal. After which, at the beginning of their journey as a shifter, changing into animal form takes quite a while to achieve and most often than not, painful or sore to a big degree after morphing back. While in animal form, the druid cannot maintain it for long, more often than not, shifting back randomly or not getting correct control over the animal instincts they now possess.


Tier 2:

Shifting into animal form has become easier for the druid yet still the process taking some time to achieve. The druid however now can stay within their animal form longer now and is now more exposed to their spirit animal’s natural instincts. While in humanoid form, the druid may find certain triggers or instincts of their spirit animal still hard to maintain or control. Often times their personalities starting to change. This of course depending on their animal.


Tier 3:

The druid now has an easier time shifting into animal form without much pain or soreness. The instincts of the spirit animal now becoming more fluid and easier to manage for the druid within human form. Though the effects will still remain and the druid adapts to the changes they experience from the side effects of shifting. Maintaining animal form is a lot longer now, rarely ever randomly shifting back.


Tier 4:

The druid is now almost fully mastered the ability to shift into their animal form. Instincts becoming second nature to the druid as well as shifting taking far less time than before. With this ability now more mastered, the druid is able to pass on the knowledge of shapeshifting to another providing the requirements needed to do so.


Tier 5:

The druid has fully mastered the art of shapeshifting. Morphing into their respective animal almost instant now with no random occurrences of randomly shifting back to humanoid form. Those who mastered this ability are even rumored to be able to stay in their animal form for long periods of time, finding themselves remaining more animal than humanoid form.


Red Lines


-Requires the Grotto of Cerridwen to perform the Ritual of Change.


-To make a new grotto, it requires three shifters and one of them knowing how to preform the ritual to create one.


-Druids in shapeshift form cannot use any other druidic abilities other than communion.


-A druid cannot tell the difference between a shifter and a regular animal.


-Aesthetic effects in animal form including eye glow, glowing tattoos, emerald shimmering on fur, etc etc are possible, but not required for a shifter to have.


-Cannot change your animal once the Ritual of Change has been performed.


-Must RP the instinctual side effects that will gradually change your char.


-Must be Tier 5 in  Communion (base foundation of all druidic abilities) in order to learn Shapeshifting.


-Be mindful of Metagaming. Just because someone is Roleplaying an animal nearby, doesn’t mean it’s suddenly known as a shifter.  


-Anti magic used on a shifter will trap the shifter into whichever form they are currently at the time, lasting the duration of what the redlines are with Anti magic. Such as if Anti magic was used on a shifter in animal form, they would remain in animal form.


-Should a shifter walk or enter an area that dampens deity magic, the shifter will find it harder to shift to humanoid/animal form.


-If a shifter dies while in animal form, their body will remain as an animal.


-Shifters are sterile when in animal form. On that same note, pregnant while shifting to animal form will result in the child lost.


-Flying Shifters are only able to fly where they can mechanically get too. During an RP scenario such as combat, they are capable of RPly flying up to 5 blocks, but are unable to use this to get into places they cannot get into mechanically, such as a walled city.






Within this section are a list of specific abilities a druid can invoke, do, or summon. Each one requires to have been taught by one knowledgeable with the ability along with the redlines to show the do’s and don’ts.











Entlings are a simple minded, smaller variety of ents, created by druids themselves (and roleplayed by that creator). The tale stems from druids of the past bringing about these beings in a desperate attempt of defending a grove or otherwise. The process of an Elder Tree awakening an ent requires intense connection to the Aspects over long periods. While a druid is unable to mimic this, they can perform a smaller ritual for an entling to serve a certain purpose. These creatures exist only temporarily due to the constant energy demand, after which they will return to the earth.


To create one, a druid must connect to any mature tree. It takes a minimum of four (4) emotes for a Tier 5 druid to perform. This would be: focus, connection, communing, and growing. This ritual can be done also with gift-sharing among druids, hastening the process by reasonable amounts.


Entlings are often smaller than spriggans. Their strength can be defined as ‘... the punch of a brute orcish warrior.’ (Lost Druid, 1434). They are more exposed to any type of flame, and cannot use any druidic gifts themselves. These creatures cannot speak, and will only exist to fulfil the purpose they were summoned for (In the case of combat, once the combat concludes they would return to the earth). Once an entling is summoned, they are able to venture up to fifty blocks max from the druid, otherwise they will automatically return to the ground. With the connection formed between the druid and enting,the druid is able to perform other druidic gifts while the entling itself holding some independance once the command is given. Due to this however, only one entling can be summoned at a time.  When the entling is destroyed before completing its task, the druid will feel fatigue upon their physical form until they rest.


Red lines


-Druids may summon an entling, from a matured tree, with a minimum of six (6) emotes and are required to be tier five (5). This process can be gift-shared, and will take less time (within reason).


-Entlings exist to fulfil a certain purpose, which is conceived during the entling’s creation. This task can only relate to serving the Aspects. Once this task is complete, they will find a spot to root and lose their conscious permanently.


-Due to a rather simple mind, and thier need tobe maintained by druidic energy, entlings must stay within shouting distance(50 blocks) of their creator.


-Entlings cannot speak, are vulnerable to any type of fire, and do not possess any magical abilities.


-Entlings are generally smaller than spriggans, and much weaker than ents. Their strength could be equal to that of an orc. Though no where near an olog.


-If an entling dies, the druid who summoned it will be taxed physically with fatigue until they rest. The effects of a shared-connection being torn apart forcefully.


- Only one Entling can be summoned at a time.


Power Sharing



One of the more exhausting abilities to do, power sharing is the ability for a druid to control and move the flow of natural energies within themselves and give to another druid. This in turn enhances the druid’s power and capabilities where normally it would be very challenging. Tier 3 is generally the starting point for a druid to begin a powershare. Any lower and the druid would risk almost immediate fatigue to passing out in most cases. This ability requires complete focus on the druid that is receiving the boost, unable to perform any other ability while doing so. This power boost however is only temporary and will fade when the flow of natural energies ceases. Another limitation of this ability is that it cannot be performed on any non-druid given they lack the control and understanding needed to correctly flow the natural energies within. Such common uses for this is seen in Blight Healing when areas of taint are being cleansed. Other common ways can be seen with growing plants with control or aiding in a student learning one of the arts. Though with every power comes a drawback. For a druid power sharing, exhaustion takes hold and depending on how much given, will completely fatigue the druid and they will require rest for a time.


Red lines


-A druid must maintain complete focus on the druid they are power sharing with and cannot use any other abilities while doing so.


- Power sharing cannot be done to non druids.


- Any form of power sharing is exhausting to some degree. The more it’s used, the more it will fatigue the druid.


-Tier 3 or more is recommended to begin power sharing. Any attempts at a lower tier would completely exhaust the druid and most likely pass out.


-This ability, like the others, must be taught.


-The power boost is temporary and will fade once the flow of natural energies stops.


Druidic Limbs




Using the power of both control of nature and blight healing, a druid can shape and attach a druidic limb to someone that has lost a limb. The druid firsts awakens the wood in question with blight healing then uses control of nature to form it into the required limb before having it fuse and grow on the spot where it will be. To a non druid, it would just be a regular pegged limb. For a druid, with maintaining natural energies within it, can manipulate and bend it to be able to function like a regular limb. The strength and durability of this depends on the wood use. No extra limbs or animal parts can be used for this. Only wood. Can be used for combat, however forming it into weapons of any sort would most likely result in it breaking or snapping off. Shaping the wood limb is plausible, however the correct emotes need to be taken in order to form it to the desired shape. This does not enhance or strengthened the limb, merely shaping it to its desired shape. Reverting it back to its original shape requires the same emotes.



Red Lines:

-When shaping the wood, the minimum required emotes to do such is three.


-Only a Druid of Tier 3 or higher Control of Nature can manipulate a wooden limb attached to themselves. Tier 3 or higher in Blight Healing is required to awaken it. 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. ))


-If hit with Anti-magic or the druid is within an area that dampens deity magic, the druidic limb would be harder to maintain control, if not cease functioning altogether. Would require to be reawakened if completely cut off from the magic.





When the dedicant has passed their tasks of dedicancy, they are taken by the guide and given a ritual known as attunement. The ability in question is a straining process that casts the dedicant into a series of visions where they must endure and if successful, the connection is fully given and completed upon when they awaken from their ordeal. This ability however is one that must be taught to a druid given such knowledge and dangers upon doing such an ability are high if not done correctly. For one to be given the gift, the druid doing it in question must have a TA in control and communion. The visions invoked generally come in three, as per the symbolic representation of the Aspects themselves. Greatest fear, Greatest Hope, and knowledge of their totem they will be taking must be acquired on OOC basis for the visions to be correctly done by the druid performing the ability. When the connection is complete, a bond is formed between the one that attuned the new druid, having a special connection in knowing their own student if they are nearby or feeling a more severe loss when their student has died ((PK)). Complications are not unheard of during this ritual and on very rare occasions a dedicant can fail and not receive the gift. Complications can come in various forms depending on the past of the dedicant, if the ritual is interrupted, some issues during the visions, and etc.What could occur is generally left up to the guide performing the process to give that creative experience.  




-Must have a TA in control and communion to be able to perform this ability.


- Must be taught this ability by one that knows it properly.


-OOC communication is key between the druid and dedicant in order to invoke the visions properly and have a good RP experience.


-Anything that might effect the attunement ritual that the dedicant has or done needs to be oocly spoken with to the druid performing the ability so proper emotes can be given out accordingly.


-Any intensive complications needs to be approved by LT/MT.  


-The special bond between the attuner and student is subtle. The Attuner will always know its their student however, the student must be directly near the Attuner in order for them to sense the student.


-PK death of the student is felt more with the Attuner than other druids.





Within the realm of nature, sacred feats can be obtained through various processes and creations that can alter and/or change the druid in question. Other feats hold a deep responsibility that when invoked, can change a druid’s life forever. Learning such cannot and should not be taken lightly for those that take and learn these feats are tasked with a great burden and responsibility.





Soul Trees




An ancient ability passed down through the tells of myths and legends, soul trees are a sacred means for a druid that has reached the end of the normal lifespan to become truly one with nature and continue on with their duties. Such a feat is not for the faint of art and only those of high communion and control can truly take on the attempted risk of this feat in question. For when this ritual is done, the druid’s life is entangled within the tree they choose, weaving and piercing its roots through their body until they in the end perish. Should nature choose to see the druid carry on, their soul will fuse in the tree itself and the druid will be reborn with a body anew.


((For more information upon Soul Trees and Tree lords, follow this link

https://www.lordofthecraft.net/forums/topic/161704-%E2%9C%93-rewrite-the-soul-tree/?tab=comments#comment-1528030 ))





One of the greatest burdens and responsibilities a druid with this ability bares, the ability to unattune takes the blessing of the Aspects that was given to a druid and removes it completely. This feat required to be taught, it requires three druids to perform on the one getting unattuned. One druid is required to have the knowledge of both attuning and unattuning while the other two only require to know how to attune. With the three standing around the druid in question, the two druids powershare into the druid that is performing the unattuning ability. During this time, nature would start to react and the melodies would start to get louder and strain. The druid will feel the pull of their connection tugged and wane until suddenly it is severed and absolute silence is followed. With the druid now unattuned, depending on how long they have had their connection, the after effects are drawn onto maddening and insanity due to the complete silence. Even death is not unheard of from the more Elder Druids removed of the gift, given the shock to much for them to handled. Though with this ability being the most severe punishment of all to given carried out, there is also a way for the one that was removed of the gift to have it returned to them. Should they prove themselves to be given the gift back, once again three druids are required to perform the ritual. However, all three druids MUST know how to both attune and unattune given knowledge of the connection itself is absolute key in restoring such a gift. If one should be given the gift back, there is a usual grace period where the reattuned druid can have their connection gradually return faster than one that is given a normal attunement. Though after an elven month of not being returned, the connection itself would have completely been unrecoverable and the new connection would follow the normal span of a normal attunement.




-Must have a MA of unattuning to be able to perform this ability. On that same note, to reattune, one must have a TA in C&C and a MA for unattuning in order to aid in that process.


-The druids must be near the one getting unattuned in order to perform this feat.


-Once the process is complete, a MT must be notified to correctly update the apps.


-Must be taught this ability by one that has a MA for this and a TA in C&C showing they can teach.


-Three druids are required to perform the feat, one needing the knowledge of unattunement, the other two knowledge of how to attune.


-Reattuning requires all three druids to have knowledge of both how to attune and unattune.



Druidic Transcendence




A feat only now recently discovered, Druidic Transcendence is an ability performed that enables a druid(s) to respectfully walk within the Aspects Realm through means of a disguised animal spirit form. The ability itself is, in short, a dangerous ritual to perform given the world of the Eternal Forest is not for the likes of mortals to just wander about within. Here with this feat, druids are able to speak to those brothers and sisters that have long since departed (PK’d) and be able to communicate with them again for a short amount of time. Other interactions are that with the Fae creatures that inhabit the area as well.


((more information can be found here https://www.lordofthecraft.net/forums/topic/167446-druidism-addition-feat-druidic-transcendence/?tab=comments#comment-1580934


World Interactions



With the blessing of the Aspects now upon the druid, the natural world around them is open up completely. Communion being key, the druid is able to listen and interact more with the natural world than a normal person would. As such with understanding, the druid can encounter various creations of both Nature and the Aspects. Such examples would be Elders Trees, Fae creatures, Mani Princes of the wilds, and even seen visions of the mythical Ethereal Forest realm. Fairy Rings being a location mysterious to druids, other locations of pure natural balance are seen to have a wide range of different effects or encounters thus a druid must always use caution when traveling to such places.


((For more information, here are some links below))




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 nor does the connection gradually increase overtime until a MA is accepted. It is required for Guides to be have an accepted Teacher’s Application in order to attune new druids. Although a Guide can not have a Teacher's Application, and let someone else do the attuning.




Druids and Other Magic


As with all deities, the Aspects themselves hold expectations for their children and expect the druids to uphold their duties to nature and the balance. Given this, performing other magics not deemed acceptable within the eyes of the Aspects will start to result in the druid’s connection beginning to change. At first, the connection is merely halted, not able to advance any further within any given tier. Should the druid continue practicing other Magical Arts not acceptable in the deities’s eyes, their connection will then start to wane and decrease gradually over time. Nature will also take note of this, having find great disrespect in a child of the Aspects doing such and finding requests denied or the wilds even lashing back at the druid in question. Melodies and songs of nature will passively start to become louder and more angered where if the druid still continues down the  path of other magical arts, they will find natural places harder to focus within. It is of important note to remember however, that guidelines of other magics must be taken into account. Should a magic state it cannot be learned if the person say has a deity connection, the druid must seek out unattunement and have their connection severed before pursuing those kinds of magics. Golemancy and Blood Magic in general, is acceptable without having the drawbacks of learning another magic. Blood magic however cannot mix with Druidism magic any longer despite being able to cast it alone. Golemancy allowed unless a druid's soul is used for the creation process of a golem given the Aspects not fond of a servant's soul used in such a manner. Once the druid begins learning of another magic that would have such drawbacks, they must notify a MT and also the one that attuned them so proper emotes can be carried out.


Shade Magic-  Druids are incompatible to be made Shades. However if a Druid’s mana pool is corrupted for any purpose, then when they try to cast any druidic spell the various forces of nature would actively try to defend itself, ranging from vines lashing out at the druid to nearby animals attacking the druid. However this will quickly subside as a Druid’s mana pool would rapidly refresh the corrupted mana back into untainted mana.







Delmodan- Wrote the lore on the Origins of Druidism, Fairy Rings, Druidic Limbs, aided in several druidic lore pieces, and wrote several previous guides.

Murlocs- Wrote the lore Soul Trees, Entlings, and aided in several pieces of druidic lores.

Leowarrior14- Wrote the lore for the Fae Realm, Mani Spirits, and Spriggans.

RideTheSky- Rewrote the lore on Herblore and clarified it.

Arik, the Song Druid- Original creator of the first ever guide and original creator of various druidic lore pieces.

Werbles and Cmack- Original creators of the shapeshifting lore and its additions.



Other References




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