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[Shelved][✓] [Magic Lore] Druidic Blight Healing


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The Druidic Art of Blight Healing

 

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“Communion and Control are useful of course, but the most useful tool for a Druid is their blight healing.

Without it, a Druid wouldn't be capable of doing their duties..” ~ Elswyen, The Rose Druid


Origins

A Gift from the pure essence of nature itself, the origin of blight healing has been within a shroud of mystery since the beginning from the First Druid himself. The myth that surrounds it is said to come from the Nature Dragaar, Taynei’hiylu. With her emerald flames, she flew and cast it upon the vile taint and disease that was from the Great War against the undead forces. Its power burning all abominations within its path while the flames washed over and healed the land anew. With her disappearance, the ancient Druids had mourned such loss and had to begin anew. Her prowess and blessing was not forgotten and throughout the ages, the technique was eventually blossomed into what is seen today. 

 

The sacred Art of Blight Healing is of direct divine. The Druid focuses upon their connection to the natural world to then invoke natural energies, which manifest as mist, to spread across the land and cleanse it of any vile taint and corruption. This comes in many forms, from a barren wasteland devoid of nutrients and life, to the magical corrupted taints of necromancy and horrific Voidal destruction of the land itself. With such a precious and powerful gift however, it comes at a cost. That of the most exhausting of the subtypes where the druid pays a heavy toll with their own body.


 

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The Gifts of the Aspects are versatile and thrive upon the creativity of Druids themselves, allowing many unique and practical means for a Druid to use Blight Healing. Over millennia, many Druids have channelled the potent energies down their arms whereupon it vaporizes into a mist, which envelopes their hands, cleansing and restoring the life of flora in their hold. Other older Druids may be more familiar with channelling the energy from their body into their staff, spreading a mist outward from the point it touches the ground, purging corruption and cleansing soil in a circular area about them.

 

These are not the only manifestations of Blight Healing energies however, and newer generations of Druids have built upon the foundations of their elders to channel this Gift in new ways, celebrating their Gifts they often create beautiful visual displays too. A Naelurir Druid is known to bring forth his Blight Healing energies as seething Faerie Fire, burning away unnatural corruption, another surges her energy outward in crackling arcs of white lightning, other Mother Circle Druids are known to create a large sphere of energy which then erupts to dispense ‘spores’ from which the cleansing properties spread. One Druid breathes mist from her mouth whereupon it spreads like morning fog, while a certain older Druid is known to manifest his mists as a blanket of cloud, from which purifying energies cascade down upon the barren land as if a gentle Spring rain. Another is known to weave his energy into braid-like ribbons which converge to mend the imbalances of the world as if fabric, while a Halfling is often seen summoning a pool of blue mist, from which fish leap, spreading cleansing Druidic energy.

 

It is said that the servants of the Aspects are a family, that they often squabble and argue, but that they come together to uphold the Balance of nature. Nowhere is this better visualised than when several Druids Blight Heal in tandem, where their wondrous manifestations and displays entangle with one another. Fish may leap from a blanket of mist, braids carried upon arcs of lightning, fire may rain from heavy storm clouds overhead.

 

 

 


  

 

Abilities

 

 

Blooming
T1 Required to be taught
[Non-Combat] [Enchantment]

As one of the starting abilities within Blight Healing, Blooming begins the student with the first steps of revitalization within flora itself. With a wilted flower, burned stick, dried up grass, etc, the student invokes the healing mists to infuse into the flora and bring back its vitality and vibrant coloration.

 

Mechanics:

Blooming essentially feeds flora with Druidic energy, so that dead or dying plants are reinvigorated with new color and vitality. The effected flora does not become magical in any way and unless maintained with Druidic energy, will continue with its natural life-cycle as normal.

 

Emotes begin with the Druid already Communing, whether passively or actively. From here the first emote has them invoke the Blooming ability, with whatever tells and aesthetic effects they have chosen. The second emotes consist of the Druid manifesting their energy in some ethereal fashion. Historically mists are common, but ultimately is up to the player(see above for further examples). After their energy is fully manifest, they may begin to move it outward toward their target or in a general area around them dependent upon their maximum range. Once mists, flames etc. surround the target they begin to settle and start the process of infusing revitalising energy into the flora. One may emote wilted plant/s becoming healthy and colour returning etc. The final emote brings this to a close, and the Druid roleplays the appropriate exhaustion.


 

T1: Range: 4 metres radius/blocks; 8x8 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2-3). Flora blooms/revitalises(4).

 

T2: Range: 8 metres radius/blocks; 16x16 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2-3). Flora blooms/revitalises(3).

 

T3: Range: 12 metres radius/blocks; 24x24 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Flora blooms/revitalises(2).

 

T4: Range: 16 metres radius/blocks; 32x32 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Flora blooms/revitalises(1).

 

T5: Range: 20 metres radius/blocks; 40x40 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Flora blooms/revitalises(1).

 

Redlines

 

Spoiler

 

This ability only affects natural plant life, not unnatural flora such as Voidal conjurations.

 

One may not restore life to dead animals, creatures etc. including characters.

 

 

 

 

Fertilising
T2 Required to be taught
[Non-Combat] + [Enchantment]

Where barren lands are stripped of nutrients and soil, the Druid in turn can invoke their mists to seep down into the earth and restore fertility within. Once a student has begun to grasp Blooming, they can be taught to progress that ability to restoring the potential for growth of the land. This is done much the same, though instead of infusing a plant directly, the energies of nature are used to infuse the very earth with the potential for life.

 

Akin to fertilising farmland with mundane methods, over-saturation may harm existing plants, but failing to infuse enough will help very little. When properly infused, the plants in the area will flourish and prosper, particularly if given a nudge with Communion.

 

Mechanics:

Using this ability, a Druid may restore fertility into the soil of barren land. Which is to say, land which has been over-farmed or has had its nutrients drained through other means such as soil leaching. One may also use this ability to stir plant life to begin producing seeds again, if it has previously passed that period in its life-cycle.

 

Emotes begin with the Druid already Communing, whether passively or actively. From here the first emote has them invoke Fertilising, with whatever tells and aesthetic effects they have chosen. The second emotes consist of the Druid manifesting their energy in some ethereal fashion. Historically mists are common, but ultimately is up to the player(see above for further examples). After their energy is fully manifest, they may begin to move it outward toward their target or in a general area around them dependent upon their maximum range. Once mists, flames etc. surround the target they begin to settle and start the process of infusing revitalising energy into the ground or flora. This does not necessarily cause a visual change, but one may emote aesthetic changes to indicate the ability has been used. The final emote brings this to a close, and the Druid roleplays the appropriate exhaustion.

 

T2: Range: 8 metres radius/blocks; 16x16 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Energy begins to resow fertility(4).

 

T3: Range: 12 metres radius/blocks; 24x24 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Energy begins to resow fertility(3).

 

T4: Range: 16 metres radius/blocks; 32x32 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy begins to resow fertility(2).

 

T5: Range: 20 metres radius/blocks; 40x40 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy begins to resow fertility(1).

 

Redlines

 

Spoiler

This ability only restores fertility to land or to barren plantlife and may not be used upon animals or characters.

 

If a source that is causing the barren like effects upon the land remains and is natural, the source needs to be removed otherwise the effects of Fertilising will revert back. Examples of this is Thanium

 

 

Cleansing
T3 Required to be taught
[Non-Combat]

Much like Fertilising, cleansing areas acts as a foundation from which to fertilise the land adequately for plants to take root in a once desolate area such as despoiled forests or polluted rivers. In cases where the soil cannot sustain even the most hardy of plants, sometimes a Druid must infuse the earth with much more energy than might be otherwise necessary. This constricts the possible area of effect, naturally, but it can mean all the difference.

 

Mechanics:

The process is quite similar to the previous ability, although this time more focus is given to each section of earth, until nature is better capable to resurge. This allows non-magical pollution to be removed from an area, such as fire damage, sewage or alchemical debris dumped into a river, while large sections of debris such as bodies or litter must be removed by hand.

 

Emotes begin with the Druid already Communing, whether passively or actively. From here the first emote has them invoke Cleansing, with whatever tells and aesthetic effects they have chosen. The second emotes consist of the Druid manifesting their energy in some ethereal fashion. Historically mists are common, but ultimately is up to the player(see above for further examples). After their energy is fully manifest, they may begin to move it outward toward their target or in a general area around them dependent upon their maximum range. Once mists, flames etc. surround the target they begin to settle and start the process of infusing restorative energy into the ground, flora or water. This does not necessarily cause a visual change, but one may emote aesthetic changes to indicate the ability has been used, for example cleansed waters may shimmer with the Druid’s aura for a short time afterward. The final emote brings this to a close, and the Druid roleplays the appropriate exhaustion.

 

T3: Range: 9 metres radius/blocks; 18x18 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Energy cleanses and restores(3).

 

T4: Range: 12 metres radius/blocks; 24x24 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(2).

 

T5: Range: 15 metres radius/blocks; 30x30 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(1).

 

 

Redlines

 

Spoiler

 

Should the area be blighted or tainted, this ability is unable to restore fertility, as the magical corruption prevents it from being revitalized.

 

If in doubt concerning the unnatural state of an area, contact the player who created it, or the ST overseeing if it concerns an event area.

 


 

Purging
T3 Required to be taught
[Non-Combat] [Enchantment]

One of the most important and commonly-used abilities, Druids are able to purge diseases and taint or blight from the land and flora in the vicinity. This Gift is a great boon to the servants of the Aspects, enabling them to combat many unnatural threats to the delicate ecosystems of the world.

 

In cases of taint, where the very earth repulses health and life, the illness must first be purged before any vital plant life can take root, akin to burning away the infection of a wound. In an effort to heal imbalance, a Druid is able to purge the land of disease, whether natural or unnatural, to restore life to sickly lands. This is most often used with the assistance of multiple druids working together to ensure a successful healing session, whether Powersharing or each performing this ability simultaneously.

 

Mechanics:

Using this ability, a Druid may purge an area of magical corruption such as Voidal Taint or Necromantic Blight, but other corruptive forces which may be introduced via ST events are subject to the ST. This does not inherently bring the affected area back to its previously lush state, however a Druid may cast Growth afterward to facilitate this. Corrupted rock or other such formations will surrender to the purifying qualities of Druidic energy, but will not necessarily crumble to dust immediately.

 

Emotes begin with the Druid already Communing, whether passively or actively. From here the first emote has them invoke Cleansing, with whatever tells and aesthetic effects they have chosen. The second emotes consist of the Druid manifesting their energy in some ethereal fashion. Historically mists are common, but ultimately is up to the player(see above for further examples). After their energy is fully manifest, they may begin to move it outward toward their target or in a general area around them dependent upon their maximum range. Once mists, flames etc. surround the target they begin to settle and start the process of infusing purifying energy into the ground, flora or water. This would begin a visual change within the affected area, with the ‘crust’ of taint beginning to crumble and blight being almost ‘devoured’ by the Druid’s energy. The final emote brings this to a close, and the Druid roleplays the appropriate exhaustion.

 

T3: Range: 9 metres radius/blocks; 18x18 area. Emotes: Connect(1). Invoking the mists(2). Guiding the mists(2). Energy cleanses and restores(3).

 

T4: Range: 12 metres radius/blocks; 24x24 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(2).

 

T5: Range: 15 metres radius/blocks; 30x30 area. Emotes: Connect(1). Invoking the mists(1). Guiding the mists(2). Energy cleanses and restores(1).

 

Redlines

 

 

Spoiler

 

Only unnatural corruption such as Voidal Taint or blight may be cleansed in this way. Mundane grime or fire etc. is unaffected.

 

 If in doubt concerning the unnatural state of an area, contact the player who created it, or the ST overseeing if it concerns an event area.

 

Necromantic biomass comprised of plant matter must be broken up manually, either prior to Cleansing or afterward. Failure to do so will allow it to fester. After Cleansing the plant matter may be mulched down naturally.

 

Biomass comprised of flesh cannot be cleansed. However, it may be broken apart and buried.

 

Treelord husks, Dryad trees, and Soul Trees are able to be Purged of corruption with this ability.

 

 

 

Awakening

T3 Required to be taught

[Enchantment]

Awakening has been passed down from Druid to Druid for centuries. Usually performed upon staves, it serves as a means for Druids to defend themselves as well as leave behind a lasting piece of themselves for generations to come. Known to be a particularly advanced Gift, the Druid must utilise their mastery of both Blight Healing and Communion of Nature in order to properly Awaken.

 

Awakening is more than merely revitalising dead wood, although initially this is the case. As long as the Druid continues to sustain the object with Druidic energy, it will slowly develop a crude form of sentience. This may begin to appear as a staff which idly roots itself into the ground, progressing to swatting away another’s hand, eventually coming to move clumsily upon its own accord. Beyond tipping itself over and attempting to roll away from fire for example, Awakened staves are sometimes known to return to familiar places like the dwelling of its owner to await their return or other such near-instinctual behaviours.

 

Rarely such objects have been known to speak of memories or thoughts of their own, although this is usually among very old staves, most often under exceptional circumstances. These traits appear to stem from the Druid who possesses the staff, as if leaving a fingerprint upon them. Staves have been known to reject new owners, when passed on by another Druid.

 

Mechanics:

Awakening combines the mists of Blight Healing with Druidic Infusion to Infuse a piece of dead flora, revitalising it and bringing it back to life. The flora returns to its living state, having a variety of different ways of displaying this such as bark regrowing on planks, leaves sprouting, flowers blooming and so on. Within this state, should the Awakened flora not be placed in its natural area(such as a flower in soil, a branch not connected back with a tree etc.), it must be given Druidic energies within an IRL week or the flora will fall dormant. When Awakened, the flora in question acts as it normally would with Druids able to hear melodies from it as well as be able to use Tuning, Singing, Growth, Surge, Ungrowing, and even Entling Creation(should it be a tree) abilities.

 

Awakened Staves: Staves that are Awakened take on certain aesthetics and begin a bonding process with the Druid who carries it. Over time, it can develop unique traits or quirks which mimic the Druid. Examples of this are how the melodies sound with it, having glowing properties, flowers blooming from it and so on. This is purely aesthetic however, and not anything more than that. The abilities above that are listed also are able to be used.

 

Sentient Staves: For a stave to reach the level where it takes on the personality traits of the Druid it has bonded with for many years and reach a sort of ‘sentience’, the staff in question must be at least fifty years old and survived being with the Druid for that long. The stave can then take on special properties of its own, unique abilities within Druidism lore, and/or mimic some characteristics of the Druid it has been with all this time. This however is when a MArt must be made and the abilities specifically laid out to be reviewed.

 

Redlines

 

Spoiler

 

The objects resulting from this ability it may be used in combat.

 

Awakening is performed via Druidic Infusion.

 

The physical capabilities of Awakened objects are largely flavour. Although a Druid may use them as a weapon, they are no more damaging than any mundane staff etc.

 

Attempting to morph or change an awakened object into something else(such as changing a stave into having a sharp pointed tip) is considered the Surge ability found in Communion. As such, the required emotes are followed by what is stated there unless specified specifically in a MArt.

 

One may not Commune with Awakened objects to metagame, i.e. learn about character death. Should one attempt to, the object will respond with confusion.

 

Awakened objects returning to their owner is primarily an iRP explanation for mechanical soulbinds, players buying lost objects back from the auction house etc. It is not a means to demand stolen objects back from other players.

 

Awakened staves can only become Sentient Staves after being with a Druid for 50 irl weeks.

 

Try to develop your Awakened object as if a character. It will not immediately have a personality or be able to move, instead have it slowly progress to that point as a roleplay device.

 

Awakened objects are considered enchanted under ST policy. They require ST-signing as a result.

 

Awakened objects which go on to develop the capacity to move independently, or which undergo Infusion to create other effects, should be submitted as a MArt.

 

Non-Druids cannot use Awakened objects. Should an attempt be made, it would just be a regular object to them. Example: An Awakened stave would just be a regular stave with no added abilities in the hands of a non-Druid.

 

 

 

Beast-Purging
T4 Required to be taught
[Non-Combat]

In cases where taint or blight affect not just the flora, but also the fauna of the land, a Druid may use an advanced form of Purging to heal Cernunnos’ beasts of magical corruption. While not always a pleasant experience for the animal, the assistance of other Druids can help to ease the discomfort and calm the afflicted creature.

 

Any wounds are unable to be mended in such a manner however, and it falls to a Druid’s ability to manually treat injuries, in order to assist beasts in such a manner, or the assistance of Brother and Sister Druids who possess such skills.

 

Mechanics:

A Druid may perform Purging upon animals considered ‘natural,’ i.e. of the Aspects. This is considered its own ability, due to the more complex manipulation of mists requiring the Druid to have greater mastery over Blight Healing. Due to this, it has a much more limited range, requiring the Druid to be in close proximity with the animal in question.

 

Beast-Purging may cleanse wounds of magical corruption, or even purge magical contaminants within an animals digestive tract or other bodily systems. If a rabbit were to have eaten Voidal-tainted grass for example, this ability could purge the taint from within and leave the rabbit unharmed. Being tainted is likely to distress an animal, even were Beast-Purging not an uncomfortable experience, as such other Druids may use Beastspeak or Singing to help calm animals during the process.

 

Emotes begin with the Communing Druid focusing upon their energies to invoke the ability. The next has a Druid summoning their energy as an ethereal mass, such as flames, mist etc. From here, they then guide the energy into the afflicted animal in a general way, as if ‘bathing’ them in energy. Next the Druid guides their energy around the animal in search for the source of corruption, which their energy will be drawn toward. Upon finding the source, they can begin to concentrate their energy upon the source. In the following emotes, assuming the source is of magical corruption, it will be weakened and eventually purged. This does not result in an immediate recovery in the animal, who will be exhausted as well as the Druid.

 

T4: Range: 4 metres radius/blocks. Emotes: Connect(1). Invoking the mists(1). Guiding the mists into animal(1). Guiding the mists around the body(1). Energy focuses upon the source of corruption(1). Energy cleanses the source(2).

 

T5: Range: 8 metres radius/blocks. Emotes: Connect(1). Invoking the mists(1). Guiding the mists into animal(1). Guiding the mists around the body(1). Energy focuses upon the source of corruption(1). Energy cleanses the source(1).

 

Redlines

 

Spoiler

 

Beast-Purging can only purge corruption from Fae Creatures and animals. Anything else, unless lore specifically stating otherwise, cannot be cleansed. Example being dragonkin of any species given those are creations of Draggur.

 

Creatures summoned from the Void via conjuration magicks are not of the Aspects’ creation, and thus cannot be cleansed, but nor are they inherently harmed by Blight Healing.

 

Izkuthii disguised as animals cannot be cleansed , nor can a ‘voice’ of any sort be perceived of them.

 

Abominations created from plant matter through Necromantic arts must be slain through force of arms. Only then may they be Purged of any remaining vile energies and broken apart to be mulched down naturally.

 

Necromantic abominations comprised of flesh are beyond the Druid’s capacity to Purge. They must instead be destroyed through force of arms.

 

Shapeshifting Druids in animal form are able to be cleansed with this ability.

 

Depending upon if a source within is causing the corruption, it may have to be removed by other means before Beast-purging can take effect. This falls with communication towards ET or other magics that may have such abilities.

 

 

 

Grasping

T5, Active

 

The pinnacle of application of the long standing Gift of Blight healing, the formation of a temporary sanctified spot where only true and unabated nature may exist. The Druid calls inwards their Luonto, which then swells from within the Druid outwardly. A sanctum is formed around the spot they hold, a bastion of nature for Attuned to hold the line and weather the threats thusly encountered.

 

Mechanics: 

The Druid calls inwards their Luonto, which then swells from within the Druid outwardly. A radius around the Druid is established, and upon fully committing themselves, the spell begins.

 

As the swelling commences, all that which makes up the separate spells of Blight Healing begins condensing themselves into the singular act. A barrier so to speak forms, held out enough from the Druid to encompass other Brothers and Sisters, and simultaneously purges and defends them and the parcel of land that they anchor themselves from harmful magics that might befoul them, be so voidal, dark magics, or unhallowed flames.

 

As like any breathtaking show of Gifts within Druidism as a whole, it comes at many costs. During the entire duration of holding this line of defense, the Druid loses all access to their senses beyond their ability to passively commune, and will take many elven days to recuperate their gifts when done, be it interrupted or the Gift ending naturally. 
 

Casting Details: 

 

 

The Druid takes in their Luonto, and begins the casting process.

 

Drawing in the familiar, or if already drawn in, sparking it to use within them. (1 emote)

 

A thick stream of mists eek out of the druid, forming the radius around them. (2 emotes)

 

The Druid delves deep and begins extricating every bit of natural energy within them into the radius. (2 emotes)

 

The Druid triggers the spell, locking down their body and senses to the spot they are standing upon casting, and remaining there until interrupted or the casting ends. (1 emote)

 

Radius: 6 block radius sphere surrounding the casting druid

 

Length: Maximum of 8 emotes. Can be interrupted like any other druid spell, aka blunt impact.

Redlines

Spoiler

The barrier formed is not physical. It will stop many spells and magic, but a simple brick to the head will pass through it like air.

 

When casted successfully, a 3 day cooldown starts where no other Druidic spell but passive communion may be used by the druid. This includes Luontos.

 

If interrupted, no matter how many emotes have occurred, the druid is done. They cannot recast, and the above cooldown is still applied.

 

Holy magics are unaffected, being things that do not harm nature.

 

Mystic Hindering will be temporarily negated if casted within its area. The same for the pollution formed from Smoggers. This will let druids within the radius cast without their penalties. However the penalty increase to emote counts WHILE setting up the spell will still apply.

 

Deadbreath, Voidal Spells, Malflame and other magics that are considered harmful to nature are blocked. The exception to this is Azdrazi fire, which will contact and cancel out the barrier like water on fire (ironically), ending the spell prematurely.

 

Constructs and CAs formed by dark means will find themselves struggling if they enter the radius. The exception is Voidal Atronachs, who are so voidally dense they will take two emotes before their bodies are suitably repressed.

 

Said struggling is simply a double of emotes required for actions, or cutting actions in half.

Movement would be cut in half (4 to 2), casting and attacking would be doubled (2 to 4)

This effect immediately goes away exiting the radius.

 

Anything tainted within the region is purged and cleansed of blight as long as it is natural and falls within blight healing redlines. If casted within dead land, the radius will be brought to life.

 

Will not resurrect animals, will not heal druids. 

 

Any thanium or thanic steel upon the persons within said radius will explode due to the sheer scale of natural mana being utilized.

 

Requires a MArt to be used in infusions.

 

 




  

Tier Progression

 

 

 

Tier 1:

The Druid begins this path with the most basic ability to start with in order to get used to the flow of direct nature energies. Plagued or diseased plants cannot be revived, but the 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 inflicts the user with extreme exhaustion.


Abilities:
Blooming

 

 

 

Tier 2:

The Druid will reach this stage of their connection after about 1 elven week with practice and mediation. They are able to heal naturally plagued and diseased plants, though magically afflicted plants seem to be beyond their ability. Exhaustion is lesser than the previous tier yet still takes its toll. Blessing areas such as farms or barren land with fertility in the soil is possible at this point, although still quite exhausting depending on the area.

-Tier 2 is reached 1 OOC Week after App. Accepted Date.
-Requires the Ability Blooming Learned

Abilities:
Fertilizing

 

 

Tier 3:

The Druid will reach this stage of their connection after about three elven weeks of lessons, practice and meditation. They may now revitalize dead and decayed wood, plagued plants or diseased flora, and resow life into the ground.  It is easier to heal decay in a larger area, and fertility can be added to land at a much quicker rate. Magical taint may now be purged, but requires more time to achieve; additionally larger patches will often require the assistance of other Druids.


-Tier 3 is reached 3 OOC weeks after App. Accepted Date.
-Requires the Abilities Blooming and Fertilizing Learned.

Abilities:
Cleansing
Purging
Awakening

 

 

 

Tier 4:

A Druid will reach this stage after ten elven weeks of lessons, practice and meditation. They may now heal dead, decayed, diseased, plagued, or magically tainted plants at a faster pace and wider range of land. Blessing land is substantially less taxing on the Druid, but healing will still wrack their body with exhaustion. At this point, a Druid can pass on the art of Blight Healing via training another.

 

-Tier 4 is reached 10 OOC weeks after App. Accepted Date (2.5 months)
-Requires 4 Abilities Learned to Reach Tier 4.
-Can now obtain a TA in Blight Healing.

Abilities:
Beast-Purging

 

 

Tier 5:

Finally, the Druid has reached the last stage, after three Elven Months of practice and meditation. The Druid has become a master of bringing natural life from total death and decay. To the Druid who masters this art, performing the abilities of Blight Healing is far easier and more efficient. Though exhaustion is always the price paid, a master Blight Healer can restore even flora from stone, cleansing vast areas of taint, disease or plague, restoring dead, decaying, or barren wastelands.

Tier 5 is reached 12 OOC weeks after App. Accepted Date (3 months)

Requires all previous abilities Learned to Reach Tier 5.

Abilities:
Grasping
Mani Summoning

 

 

 

 

 


 

 

General Redlines

Spoiler

This is the most difficult of Druidic arts. Exhaustion takes a high toll, even for masters of Blight Healing.

 

The visual effects and tells of Blight Healing energies are flavour only. Druids may choose to make the visual tells of the magic as vivid or as simplistic as they please, but are encouraged to be creative.

 

Emotes begin with focussing or connecting, followed by the invoking of the mists and other aesthetic appearances of casting(chanting, arm movements etc.), the mists appear and begin to wash over the area, as the mists encompass corruption or barren nature they infuse the pure natural energies, the land has then been sowed with new life. 

 

Following purging or fertilising, a Druid may use Communion to encourage life to emerge more visibly.

 

Blight Healing only works on plants, Fae Creatures, and animals. Mortals cannot be cleansed.  Dryad Trees, Shifters in animal form, Tree Lords, and Soul Trees however, can be.

 

When using Powersharing in conjunction with Blight Healing, the additional Tiers stave off the exhaustion associated with working to the max range of one’s Tier, and does not provide additional range.

 

In the case of events, the ST overseeing has the discretion to allow a Blight Healer’s range to be boosted by Powersharing. By no means should Druids harass or bully an ST into allowing this.

 

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.

 

A Druid must have attained T3 in Communion, before they may be taught Blight Healing.

 

One requires an accepted MA in order to roleplay the magic.

 

One must hold a valid TA in order to teach the magic to another.

 

One may apply for a TA after reaching T4 and holding an MA for 2.5 months. They must also possess four of the seven Blight Healing abilities.

 

Blight Healing occupies a single magic slot.

 

 


 

Purpose

 

Where vile magicks are practised and malicious forces dwell, it is believed that blight and corruption will soon follow. Leaving a swathe of discord in the sing-song of nature, taint and plague of these sorts must be purged, their winnowing of the soil and plant life healed. The Rose Druid is quite correct, without Blight Healing Druids are oft unable to uphold a large portion of their duties in preserving the Balance, particularly where magical maladies take root.

 

OOC

Spoiler

Blight Healing is another tool in the Druid’s utility belt, which allows them to purge corruptive forces upon nature, such as Voidal Taint or Necromantic Blight. This does not necessarily directly oppose or target those magic-users, and many Druids are known to befriend Mages. The hostile attitude Druids have toward Mages is often over-exaggerated. Other Druids have been known to be more pragmatic, speaking to Liches or Necromancers and persuading them to drain only Descendants, such that nature will remain free of such corruption. There will always be times however, when Druids must actively participate in cleaning the land or animals and Blight Healing fulfils this function.

 

Sources & References

 

Changelog:

Spoiler

 

Updated abilities to adhere to correct formatting

Clarified Awakening mechanics


2022 Changelog Updates, New Spells, Mani Summoning shifted to Feat Status.

 

January 2023 Changelog Updates. Clarified Tier Progression and added additional requirements to each Tier advancement.

 

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25 minutes ago, Aethling said:

Necromantic biomass comprised of plant matter must be broken up manually, either prior to Cleansing or afterward. Failure to do so will allow it to fester. After Cleansing the plant matter may be mulched down naturally.

 

Biomass comprised of flesh cannot be cleansed. However, it may be broken apart and buried.

 

Just so people are aware, this ability in “Purging” the redlines state the above. This addition is temporarily and depends on/if this submission of necromancy is accepted: 

 If this lore piece is denied, the addition of these redlines should be removed. 

 

Other than that statement, I do like this blighthealing lore. Good writing!

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Godless druids make good lore.

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1 hour ago, Skyrunner said:

Godless druids make good lore.

Excuse me, we have multiple gods. Praise the Aspects! ?

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7 minutes ago, Katherine1 said:

Excuse me, we have multiple gods. Praise the Aspects! ?

And Mani

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Your formatting is awfully satisfying to read

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Thank you for submitting your Lore Games draft! You will receive input on what needs to be fixed within the next 2 or so weeks.

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This lore is pending, send me a PM over discord ( Flamboyant#8856 ) or over the forums at click me. I will go over the things that need to be fixed there.

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.

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