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[Guide] ~*~Druidism~*~


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Druidism Guide

 

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“Insanity and Chaos in an eternal struggle with Harmony and Serenity, with us stuck in the middle. This is our path.” ~ Lillith, The Sequoia Druid

 

This guide will attempt to simplify a lot of the complicated things which Druid lore introduces, so that Druid players, staff and those potentially on the receiving end of Druidism can better understand. Primarily this is to inform your roleplay, so that you feel more confident emoting how the magic works and knowing where the boundaries are, so that you don’t have to worry about accidentally slipping into powergaming territory.

We’ll go through each ability with an emote guide, while giving some example emotes, and then some tips on how best to use that ability. This will cover all subtypes and feats. As a general rule, it takes six months to reach T5 in a subtype and progression is not possible without lessons; this means you cannot go on hiatus after two lessons and return a year later as a T5 Druid. Once you reach T4 in a subtype and have held an MA in it for four months, you may create a TA with the exception of Shapeshifting, which has an additional requirement.
 

FAQs

 

What magics are compatible with Druidism?
Please see the Hub Page for an updated list of compatible magics and incompatible CA creatures.

 

How many slots does Druidism take up?
When you’re Attuned successfully, you acquire Communion as the ‘base’ of all Druidism. Communion takes up two slots on its own.  Blight Healing takes up one slot; Shapeshifting takes up one slot. If you acquire all Druidic subtypes, this will consume all four of your magic slots. This enables you to make some important decisions about what magics your Druid focuses on. They can specialise in Druidism, or diversify a bit and invest in other areas.

 

What’s my maximum range for Communing?
At T1 it’s 1 metres/blocks around the Druid; at T2 it’s 3 metres/blocks; at T3 it’s 6 metres/blocks; at T4 it’s 10 metres/blocks; and at T5 you can passively Commune 15 metres/blocks around, and actively reach no more than 30 metres/blocks. However map-wide and event broadcasts etc. can be perceived regardless.

 

Why are some abilities marked as [Combat] and [Non-Combat]?
Abilities marked with [Combat] are merely allowed to be used during a combat encounter, or have some combat application. Abilities marked as [Non-Combat] are unable to be used during a combat encounter, and probably wouldn’t have much use in such circumstances anyway.

 

Lots of these abilities require many emotes to get a spell off, why is that?
Druidism is not a combat magic, its purpose is not to rapidly subdue opponents, but to assist nature. Druids are still perfectly capable of becoming proficient in martial weapons to attack an opponent, and often that is a better solution than resorting to using magic.

 

Can I call a swarm of bees, wasps or even ants to attack someone?
Yes you can, but only ten or fewer bees, wasps etc. may be guided by the Druid at once. There should be a beehive, nest etc. nearby when attempting to do so too. It’s worth noting however that ten wasps stinging you, or ten fire ants crawling into clothes, still makes for a good distraction.

 

When should I roleplay my abilities failing?
It’s very easy to just tell you to /roll 20 and decide success versus failure from there, but sometimes RNGesus smiles upon you when you as a Druid should be struggling. Consider your tier and the magnitude of what you’re trying to make happen; if you’re a very young Druid nature doesn’t necessarily trust you just yet, you may need to convince nature that you have its best interests at heart.

 

Can I sweep my greatsword over my head, while binding someone with roots?
No, you cannot. Although Communing doesn’t render you statue-still, it requires too much concentration to perform for the Druid to be able to attack at the same time. You may however move to evade an attack, or raise a shield.

 

If I see a Shapeshifter in animal form, but never at the same time as their Druid, or see them acting very docile or friendly, can I assume they’re a Shapeshifter iRP?
No. This is essentially metagaming with extra steps, where your character is using wild leaps of logic to come to the conclusion you are OOCly aware of.

 

A Druid is using Communion abilities to root my legs to the ground, can I burn the roots?
Yes, however any roots a Druid can use in this way are alive. Living flora is much harder to burn than the dry wood you use to make a campfire, so you need three solid emotes of continuous exposure to flame, to render the roots inoperable.

 

Can I cut roots or vines with weapons?
Yes, but a sword will take significantly longer to hack through them than a hatchet, because it’s not meant to cleave through wood. You will also likely ruin your sword by trying to cut through tree branches with it. Axes or poleaxes would fare better than a blade, but it would take several emotes nonetheless.

 

How can I counter a Druid?
Druids can be forced to break off their Communion by pain or even severe disorientation. Both knocking a Druid off their feet, or hitting them in the head with a fist-sized rock, will force them to break off their connection. If you have some manner of corruptive magic you’re using to spread blight, it may also cause enough screaming through Communion to disorient a Druid.

 

 

Exhaustion


Druidic abilities may not be cast indefinitely, as the Druid must essentially use their own energy to feed plant growth, or to ‘power’ plant life so that it may be moved as with the ability Surge. This leads the Druid to expend themselves depending upon the abilities used, and a Druid will find themselves suffering from extreme exhaustion from time to time, even if they have carefully paced their use of abilities.

Some unofficial guides for combat have suggested that casters should use no more than three Tier 5 spells or abilities within a single combat encounter, but in Druidism Entling Summoning is our only T5 combat ability, and we can only summon a single Entling at a time. Otherwise using two or three T4 spells, no more than four T3 spells, and fewer than seven T2 spells is recommended within a single combat encounter. At Tier 5 you have passive Communion anyway, but a Tier 4 Druid using Communion is practically inconsequential in terms of exhaustion.


Exhaustion does not necessarily refer to physical, bodily exhaustion, as if you’ve just run a marathon. It is the lack of Druidic energy within the Druid. Your character may well fall to their knees, breathing heavily or wheezing, they may pass out altogether, they may be wracked with internal agony, or even all of the above. The important thing to remember is that when exhausted, the Druid is unable to use any further abilities without risking death to themselves, and should not be attempted in a combat encounter. As a Druid progresses through tiers, they are more efficient with their energies and this is conveyed in the fewer emotes required to perform the same abilities while at a higher tier.

It’s also worth remembering that you don’t suddenly become exhausted. Your Druid isn’t suddenly hit with a wall, spending energy is a process and as you use more abilities you grow more tired. Often Druids emote the strain of their Gifts as visible through sweating or clenching their jaw, or their shoulders beginning to sag. This is good, because it conveys to those around you that your character is growing weary, meaning they can then make the choice to help or even take advantage of your exhaustion.


After combat concludes your energy will replenish over an IRL hour, but further combat encounters pause this timer, so you cannot stall combat until your hour is up and your energy is fully replenished. Once exhausted, your Druid requires rest and recuperation. Sleeping, having a meal and drinking will help to alleviate symptoms of exhaustion, but do not expedite recovery. Some Druids just pass out and wake up an hour later, while others will stagger around leaning on their staff for support, some will meditate in a Fae Ring, it’s up to you really.

 

While this exhaustion system is for the main magic of Druidism, a different one was created for the currently accepted Blight Healing lore. Make sure to read such at the link below near the end of this Guide for more details. 
 

 

Communion

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"Simply hearing the voices isn't what makes us what we are. To truly understand is to fall into the endless majesty of our very gifts to find the truth of the world." ~Revian, the Fawn Druid


Communion is the trunk of a Druid’s Gifts, it grants the largest pool of abilities to the Druid, while letting them branch out later into other useful subtypes with further utility. Communion replaces “Communion and Control,” for a few reasons. “Control” was taught alongside “Communion” and often more like an extension of the latter rather than a ‘type’ of its own, and was rarely referred to in roleplay. The term “Control” also implied that the Druid bends nature to their will, which is not the case and gave people the wrong impression or attitude about how the magic functions. So in this iteration, “Control” has been collapsed into Communion, but Druids still have the same abilities as before. Remember that if you have not been taught an ability, you may not use it even if you are of the appropriate tier.

Teachers:
You’ll find that abilities are arranged so that after introducing a student to the Communion ability, they will be able to practice it for a week or two, before progressing to tier 2 and are thus able to be taught Tuning or Growth. At tier 3, the student will be able to practice with Beastspeak and Surge for a few months, before progressing. This means your student gets practice so they can be confident in how to use the magic, and means that you have a clearer lesson plan for their progression.

 

Communion
Tier 1 required to be taught
[Combat]

After a Druid is Attuned, they have a continuous ‘hum’ in the back of their mind. Initially this leads some young Druids to struggle with sleep, but eventually they become accustomed to it. During meditation emotes, your character is undergoing an altered state of consciousness whereby they are essentially losing themselves in this hum, which progresses to a feeling of awakening within.

As the Druid crosses this precipice of awakening, they are essentially discovering a new ‘sense’ within themselves. It’s like a doorway opening in the mind, to an entirely new perspective of the world. This can be very emotional, or simply fascinating to the Druid. This grows to a true opening of this connection to the natural world.

When their connection is open, the Druid is able to sense the life energy flowing around them. Often this is emoted as a ‘song,’ but one might interpret it as being able to feel the ‘pulse’ of life around them or to ‘see’ the flow of life. You might choose to determine this based on whether your character is a very visual or auditory person- if they like music, perhaps they hear nature as a song, but if they’re a painter, they might see the flow of life as a vivid ribbon of energy. This is a deeply intimate experience for the Druid, so take all the time you feel is necessary for your character to enjoy it.


To use any other Druidic ability a Druid must be Communing, whether actively or passively.

 

Tiers and Tips:

 

Spoiler

Communion  Tiers and Tips

 

T1:   Range: 1 metre/block radius.  Opening connection(1). Perceiving nature(1).

 

T2:  Range: 3 metre/block radius. Opening connection(1). Perceiving nature(1).

 

T3:  Range: 6 metre/block radius. Emotes: Opening connection(1). Perceiving nature(1).

 

T4: Range: 10 metre/block radius. Emotes: Opening connection(1). Perceiving nature(1).

 

T5: Range: Passive 15 metre/block radius; Active 30 metre/block radius. Emotes: Opening connection(1). Perceiving nature(1).
 

 

From the emotes required, you can see that using Communion in combat, while not impossible, is just impractical until T3. During T1 and T2, concentrate upon your Druid learning to bring meditation and Communion into their day-to-day life, have them develop from this experience.

 

Flowers and grasses get excited when it rains or the sun comes out. Trees complain during high winds. Fae Rings give off a melody of their own, as well as a potent well of Druidic energy. You can hear and sense these things with Communion, react to them!

 

Upon reaching T5 and possessing passive Communion, this is the time when you can begin emoting the subtle passive glow of your eyes and other flavourful effects like flowers blooming at your feet.

Even though your maximum range in a combat encounter is 30 blocks, when a Druid PKs or other map-wide broadcasts mention shifts within nature, your Druid is still able to perceive so. This is especially felt to the one that was either connected by the Druid or connected the Druid. 

 

The bond of the teacher and student being strong wherein its severing causes internal grief and pain should one of them perish(PK). How they died forever remains a mystery though unless told or seen what happened.
 

 

 

 

 

Tuning
T2 Required to be taught
[Combat]

This is essentially a dialogue between the Druid and natural life around them. Flowers, grasses and mushrooms don’t really talk however, so instead the Druid exchanges throughs, feelings and such, whilst also learning about the general makeup of the flora in question. “Tuning” refers to the “tuning into” a lone voice amidst nature’s song, picking out one person from the crowd in essence.

Now that the Druid has cast Communion, they can listen to the ‘song’ of nature. From there they single out a voice to listen to and turn their attention to it, similar to how you might deliberately listen to one voice in a crowded room, whilst ignoring the general background noise.

After establishing this attention, you’re then listening to what the flora is saying- it’s always polite to listen first, before speaking right? Attempting to speak back to the plant follows this. A teacher may wish for you to roll here, to help facilitate difficulty. Assuming you succeed, you can then exchange emotions, images and base thoughts with that plant. Should you fail, you may try again, although this will become progressively more draining.

As you progress through tiers, you can “tune into” more voices simultaneously, such as a cluster of mushrooms or several trees within close proximity.
 

Tiers And Tips:

 

Spoiler

Tuning  Tiers and Tips

 

T2: At most 2 targets. Range: Range: 3 metre/block radius. Emotes: Concentrating upon a single ‘voice’(2). Attempt to Communicate; roll optional (1). Exchange of thoughts/emotions etc.(1).

 

T3: At most 4 targets. Range: 6 metre/block radius. Emotes: Concentrating upon a single ‘voice’(1). Attempt to Communicate(1). Exchange of thoughts/emotions etc.(1).

 

T4:  At most 4 targets. Range: 10 metre/block radius. Emotes: Concentrating upon a single ‘voice’(1). Exchange of thoughts/emotions etc.(1).

 

T5: At most 5 targets. Range: ~30 metre/block radius. Emotes: Concentrating upon a single ‘voice’(1). Exchange of thoughts/emotions etc(1).

 

 

Remember that plants can’t have complex conversations with you unless it's stated as a sentient being such as Ents, Elder Trees, etc. Druids sometimes remark that trees only ever talk about the weather, for example.

 

Don’t be afraid to forgo words entirely. Exchanging images and feelings is a much more magical experience than talking to flowers like they’re another person. This is magic, make it magical!

 

You can use Tuning to learn about the plant in question. You will learn its current state of health and what it needs to continue surviving, by casting Tuning.

 

Remember not to metagame using this. 
 

 

 

Growth
T2 Required to be taught
[Combat]

Growth is a particularly potent ability, which feeds plant life with Druidic energy to facilitate faster development and visible growth. When introduced to it, you’ll probably be taught to grow a seed or two by your teacher, or perhaps to help some flowers grow from sprouts. At higher tiers you’ll be able to ask trees to grow additional limbs, or regrow roots which may have been damaged.

 

In a combat encounter, a Druid might for instance release mushroom spores into an opponent’s face, or even to place cuttings/seeds etc. into wounds or on the person of a hostile character, and have them grow to incapacitate their attacker. In these situations, it’s important to remember that you must follow through the emotes properly and that you acknowledge how this ability is particularly straining, compared to Communing or Tuning. After casting Communing successfully, the Druid can turn their focus upon what it is they wish to grow. It might be a tree you want to grow an apple from, a seed you’re trying to grow into bluebells, or even mushroom spores you’re growing to invade an attacker’s airways.

 

From here you begin feeding the plant life energy, during which you might be totally still with concentration, or you could move your arms in repeated motions as if guiding the energy to its destination. As you’re feeding it, you’re also requesting the flora to grow- at this point your teacher may ask you to roll to help decide the outcome. Assuming all goes well, the plant responds and begins to develop or grow rapidly. Should you fail, you may try again, although this will become progressively more draining. In the case of a tree, your following emotes might be a stubby little sprig, which gradually thickens and lengthens out into more of a branch. Leaves might open up from their buds, flowers bloom from stems and such. With the spores in an opponent’s face example, the culture of fungus is spreading into their sinuses and down the back of their throat harmlessly right now, but you should emote some manner of tell so that the other player knows how to respond.

 

With each additional metre of growth, or further development, continue to emote the process. At this point, the fungus is developing rapidly and would begin to restrict breathing through airways, as a shortness of breath. If this continues uninterrupted the victim may begin to experience their airways closing up with fungus, eventually leading them to be unable to breathe adequately. If you intend to suffocate a foe in this way, note that suffocating takes a few further minutes/emotes to achieve and you must not have been interrupted this entire time.


If a Druid cannot directly see that which they wish to grow, they may use an additional emote prior to casting Growth in order to ‘seek’ out plant life in the area of their maximum Communion range.
 

Tiers and Tips

 

Spoiler

Growth Tiers and Tips

 

T2: 3 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Flora begins to grow(1). Continued growth(1). Each additional block of growth(+1 emote, max 3 extra blocks).

 

T3: Range: 6 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Flora begins to grow(1). Continued growth(1). Each additional block of growth(1+ emote, max 3 extra blocks).

 

T4: Range: 10 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Flora begins to grow(1). Continued growth(1). +1 for each additional block of growth).

 

T5: Range: 15 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Flora begins to grow(1). Continued growth(1). +1 for each additional block of growth).



If attempting to use Growth in a combat encounter, you should be at a safe distance from your foe. Else they will quickly close the gap between you, before you can finish casting. Think of a Druid as a midline to backline caster in this case.

 

If a Druid is using Growth against you in combat, breaking off their connection halts the growth. Reaching the Druid and forcing them to cease casting, will prevent things such as flora growing under your armour to compromise it etc.
 

 

 

 

 

Beastspeak
T3 Required to be taught
[Combat]

“Beastspeak” is essentially “Tuning,” but for animals. You’re dialoguing with a natural animal, such as a bear, a ferret or even an elephant, but are restricted by that animal’s intellect. Again, it’s not always about a back and forth of words, images and raw emotion are a much more powerful and natural language sometimes.

 

After casting Communion, you’re turning your attention upon one voice within nature, that of an animal of the Aspects or a Fae. As you concentrate, you’re establishing a connection with the creature, beginning by listening first before responding. Even if the animal doesn’t wish to speak, you can still discern its current emotional state, such as if it’s afraid, or docile.

 

Upon attempting to reply, a teacher might ask you to roll when first learning. Assuming you’re successful, you may begin to converse with the beast. Should you fail, depending upon the emotional state of the animal, it may grow irritable or may simply ignore you and continue with its prior behaviour.

 

If you’re attempting to calm a hostile animal, consider how quickly it can advance toward you, before you can emote pacifying it. A lion bounding after you will almost certainly be able to land an attack, before you can finish casting; if a foe arrives with an animal companion however, and you immediately cast to pacify it, while another Druid distracts the hostile character, you can successfully prevent the companion from attacking you.

Should you attempt to request the assistance of your own animal companion in combat, be aware of the ST policy about combat companions. They must be no larger than a golden retriever at the time of writing. If you’re within the boundaries, then you may follow the emotes as normal, and incite the animal to attack, assuming it isn’t a naturally docile creature like a hamster. As long as your concentration is not broken, you can give additional commands such as “stop,” “return to me,” or even “go for the throat.”
 

Tiers and Tips

 

Spoiler

Beastspeak Tiers and Tips

 

T3:  At most 2 animals. Range: Range: 6 metre/block radius. Emotes: Concentrating upon the animal or Fae(2). Attempt to Communicate(1). Exchange of thoughts/emotions/pacify etc.(1).

 

T4:  At most 4 animals. Range: 10 metre/block radius. Emotes: Concentrating upon the animals or Fae(1). Attempt to Communicate(1). Exchange of thoughts/emotions/pacify etc.(1).

 

T5:  At most 5 simultaneous animals. Range: ~30 metre/block radius. Emotes: Passive Communion directed at them (1). Attempt to Communicate(1). Exchange of thoughts/emotions/pacify etc.(1).



The intellect of the animal determines how complex your conversation with it is. You could well speak in complex sentences with an elephant, but you’d struggle to get more out of bees than inciting them to swarm, or pacify.

 

Another way is speaking through sensing its current emotional state and relating to it in return such as an animal displaying unease, anger, mischievousness, and so forth. How one wishes to receive this is up to the individual Druid. 

 

You can use Beastspeak to build a wonderful bond with animal companions. It’s not just about loyalty and combat, but understanding something wild and primal. If your Druid has an animal companion, develop them as a character to make your roleplay more enriching.
 

 

 

Surge
T3 Required to be taught
[Combat]

Surge is essentially the closest thing a Druid has to a ‘combat ability.’ When a Druid raises roots from the soil, or causes vines to descend from overhanging branches, they’re using Surge to do this. It’s not intended for combat, but Druids still find a way to use it creatively in such scenarios. Note that tree limbs are not meant to swing like the human arm, and roots aren’t meant to strangle fleshy bodies, so too much strain upon flora you’re controlling with Surge will cause it to crack and break.

 

Like Growth, this is one of the more strenuous abilities a Druid can perform, but as you progress in tiers it becomes more manageable. Outside of combat, you might use it to open and close the root gates of a Grove, to have a branch lift or lower you. In the case of a Druid’s work you might use it to divert roots from a blighted water source for example.

 

After casting Communion, the Druid turns their attention to whatever it is they see to use Surge on. If a Druid cannot directly see that which they wish to manipulate, such as roots buried under soil, they may use an additional emote prior to casting Surge in order to ‘seek’ out plant life in the area of their maximum Communion range.

 

Similarly to Tuning, the Druid has a moment of exchange with the plant/tree/etc., wherein they’re asking for assistance. If they fail, they either receive no response or a refusal of assistance. Upon success, you can begin emoting the tree branch, roots, vines etc. beginning to move, at T3 this might be a slow stirring for example. From here, you’re physically having the vines/roots/etc. moving to their target, so you have to gauge the distance and whether your target is moving. This gives an opponent a chance to back up and avoid your spell, so if you have roots moving underground, you should also telegraph this via the soil churning and groaning.

 

Upon reaching their target, you can then begin to have roots, branches and such interact with them. Whether they’re catching someone falling, or tripping a fleeing foe. Tripping might only require a small exposure of root, so it’s a faster and easier thing to achieve, but moving to bind someone in combat requires roots or vines to begin snaking up their body slowly. 

 

Binding is difficult, because very few people will stand and monologue while you’re tying them up, but with the appropriate emotes you can attempt to keep them from moving or swinging a weapon etc., while they may attempt to break free. If you’re having a tree swipe like a whomping willow this is similarly difficult, because you’re asking a tree branch to move in an unnatural way to strike a comparatively agile target, and branches can’t reach further than their canopies.

 

If an opponent is bound, you may then elect to begin crushing them in subsequent emotes, assuming you’re not using piddly little vines, but thicker and stronger limbs. Crushing isn’t an immediate kill. As you’re constricting the other person, it’s gradually exerting force upon their body which leads to bodily trauma, ruptured organs, snapping bones etc.
 

Tiers and Tips

 

Spoiler

Surge Tiers and Tips

 

T3: Range: 6 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into movement(1). Flora stirs to movement(1). Moves to target(2). Actions upon reaching target such as tripping(2), swiping or binding(3), crushing(3).

 

T4: Range: 10 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into movement(1). Moves to target(2). Actions upon reaching target such as tripping(1), swiping or binding(1), crushing(2).

 

T5: Range: 15 metre/block radius. Range: 10 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into movement(1). Moves to target(1). Actions upon reaching target such as tripping(1), swiping or binding(1), crushing(1).

 


If attempting to use Surge in a combat encounter, you should be at a safe distance from your foe. Else they will quickly close the gap between you, before you can finish casting. Think of a Druid as a midline to backline caster in this case.

 

Make sure you’re offering tells for how you’re moving flora in a combat scenario. Players most often feel like magic is unfair, because they don’t know how it works or how to counter it. To help with this, and to give creativity of your roleplay, you could emote a Druid’s eyes begin to glow or change a different color, tattoos start to light up, silent whispering, flora starts to move on their own to the presence of the Druid, animals start to get irritated, and so on. How you describe your build up is important and must be very clear to help others understand what’s going on and how they can respond with their own emotes.

 

Druids below T3 will be unable to convince Elder Trees to move through Surge. A Druid at T4 in Communion will have a slightly better chance, and a Druid at T5 will often but not always be able to cooperate with the Elder, at least so long as their request would not cause it harm.
 

 

 

Gleaning

T3, requires Surge. 

[Non-Combat] [Ability]

 

An early form of ungrowing, the druid provokes a growth from plants and other flora, such as trees, only to halt and tailor the burgeoning existence into a shape or form. This can be used for simply extracting seeds and saplings, to various fantastical uses such as forming arrows or tools. This has a plethora of fantasy potential but cannot be used in combat due to the detail and level of coordination between the druid and the flora being used. I.E. A tree doesn’t know how a bow is shaped, so the druid will have to consistently commune what shape to provide during the entire process. Smaller scale requests will be easier to handle, while larger scale creations will leave the druid tired and tapped out obviously. 

 

As the druid grows older and more capable, the ease and distance from which this can be done, and time it takes to make objects, will greatly reduce. This range increase, however, still cannot permit combat usage. Example: Growing a cudgel for someone from a distance. The exceptions to this are ET reliant however, if they wish to permit as much. Otherwise, in player interactions, too much would be going on to allow such.

 

Powersharing will increase the rate of growth and reduce the strain, and any AOE effects from other magics and lore will have the expected effects. (Smoggers smoke, Mysticism deadbreath, etc) The created items will also only be alive for a short period of time. If this period wishes to be increased, Awakening will have to be performed and a ST signature acquired. Abuse of this will cause this to lose any green sign perks.


Emotes and Tips

Spoiler

T3:  Range 3 blocks. Emotes: Communing to the flora(1) Begin to establish the shape between the flora and druid (2) Start to grow the item out of the flora (4) Final removing process (2)

 

T4: Range 5 blocks. Emotes. Communing to the flora (1.) Begin to establish the shape between the flora and druid (2) Start to grow the item out of the flora. (2) Final removing process (2)

 

T5: Range 8 blocks. Emotes: Passive Communion, simply decide on a target. Begin to establish the shape between flora and druid (1) Start to grow the item out of the flora. (1) Final removing process (1)

 

Limitations: The flora chosen must be able to keep up with the amount requested. For smaller plants this should be easy to keep up with, for robust flora such as trees, below are the limitations on how much and how big one may request and use size and weight wise.

 

T3: A foot and a half, and 8 Pounds

 

T4: Two feet, 15 Pounds

 

T5: Four feet, 30 Pounds

Powersharing
T3 Required to be taught
[Combat] [Ability] + [Enchantment]

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This is a very powerful ability when used in the right circumstances. Many Druids will be familiar with the concept of sharing their energy with each other to bolster the strength of a Druid blight healing or using other abilities. With this iteration of Druidism however, there are additional aesthetics available for players to enjoy.

 

Outside of combat, using Powersharing divides the strain and exhaustion of casting Druidic abilities between the ‘active’ Druid, i.e. the Druid casting blight healing or other such abilities, and the Powersharing Druids. However, Powersharing Druids must remain mostly still while casting and maintaining the ability. If they throw themselves out of the way of an incoming attack, they are forced to break their concentration and their energy dissipates from the collective pool. As such its use in a combat encounter is extremely risky and without others to protect them, will likely see Powersharing Druids attacked first to prevent them from casting.

 

In a combat encounter, as long as a Powersharing Druid is within 15 metres/blocks and has line of sight with another Druid, the latter may draw upon the pool of energy created by Powersharing to stave off exhaustion. This translates to every additional T3 Druid Powersharing adds two emotes to the ‘active’ Druid, a T4 Druid adds four emotes and a T5 Druid adds five emotes before exhaustion begins to take its toll. In essence this means while Powersharing, a T5 Druid gives the ‘active’ Druid a free spell, or most of one, before the latter begins draining their own energy.

 

For example: 
Layla is T5 and about to cast Surge to combat a bandit. Nearby, Amaryllis is T5 and begins to cast Powersharing with Nenar who is T3. Layla waits while Amaryllis and Nenar cast the three emotes to Powershare. When they finish casting she is able to cast the first five emotes of Surge without suffering exhaustion(Because Amaryllis is T5), which has roots bind the bandit. Layla can then spend a further two emotes(because Nenar is T3) to fully bind and begin crushing the bandit, before she begins to feel the strain of casting. This leaves her free to go through with crushing the bandit until he yields or begins to suffer grave injury. This is all assuming the bandit does not fight back or just immediately flee, of course.

 

Emotes and Tips

 

Spoiler

Powersharing Emotes and Tips

 

Emotes:
The Druid connects with nature, emoting their tells.(1)


They concentrate upon the energies within them. Energies swell and shift.(1)


Energy wells until it’s ready to overflow. A Druid begins bringing it forward to pool with others.(1)


Tips:
Powersharing only works with other Druids. You can’t Powershare with a Shade, Mage or a Paladin for example.

 

Using Powersharing in player versus player combat scenarios isn’t advised. The number of emotes required to cast anything make combat with Gifts difficult, but Powersharing Druids make better contributions by drawing a sword and wading into melee combat, or knocking an arrow and helping from a distance.

 

In event encounters, Powersharing becomes much more practical.

 

A teacher who sees that their student is struggling may Powershare with them to help them succeed in their attempt during lessons. This can be used in the wider world, too.

 

Druids may use a basic form of Powersharing to offer comfort to a distressed Druid outside of combat. In this case, the receiving Druid may refuse if they wish.

 

Another use of this ability is in blight healing, where the strain of casting is divided between the Druid using Blight Healing and the Druid’s casting Powersharing, so that no one has to kill themselves to get the job done.
 

 

 

 

 

 

Druidic Limbs
T3 Passive
[Permitted in Combat]

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Prosthetic limbs are often underappreciated, but Druids arguably have the best prosthesis of all magics. You’ll need a Druid who knows Awakening to help create a limb, but you only need to be T3 in Communion to be fitted with one and begin learning how to use it. When first fitted, the reactions will be delayed and coordination will be lacking, so the Druid should train their mind and the limb to work in tandem for more natural movement and function.

 

Fitting a Druidic limb is largely up to the Druids fitting it and receiving it. Traditionally there are ‘roots’ within the socket end of the prosthetic, which are forced into the stump to anchor it in place at joints and bones using the Surge ability. This is altogether not a pleasant experience, but afterward the Druid receiving the limb can Commune with it and begin to essentially ‘train’ themselves. There is no emote guide here, as this process is more freeform.

 

It should be noted that Druidic limbs cannot feel like skin does and can only sense balance and pressure, so while you will feel someone stomping on your wooden arm, you won't be able to feel your hair for example. Additionally, the movement is somewhat awkward and never quite a perfect replacement for a real fleshy limb. You can use Growth and Surge to change your limb slightly outside of combat, but excessive alterations will destroy it, and you also cannot grow your limb into a shield or blade.


Anti-magics will reduce the functionality of a Druidic limb or even stop it entirely. In combat, your limb can be destroyed by an axe in three emotes, or a sword in six, but will also ruin the sword. A Druidic prosthetic must be exposed to fire for three continuous emotes, before it will burn and char, with subsequent emotes destroying it entirely; T5 Voidal flame or Azdrazi fire will begin burning after two emotes, then destroy the limb in emotes following that.

 

If the limb is removed from the Druid it can survive for an IRL week, before requiring Awakening again.
 

Tips:

 

Spoiler

Druidic Limb Tips:
 

Attaching blades or claws to your prosthetic is dumb, and I will personally put you through a window if I discover you have done so.

 

-Druidic Limbs do not require ST Signature 

 

The wood the limb is made from can offer some inherent qualities. Elven Ironwood is fire resistant for example, but also brittle. Itinwood is heavy and dense, but strong.

 

Tempered Ironwood is not allowed. Awakening it causes it to become its raw state again.

 

While this is a valid solution to the loss of limbs, one must never forget that any Druidic limb can never be equal/better as a fully functional regular limb. This can be shown in a variety of ways such as poor balance, mobility, gripping, weight lifting, etc.
 

 

 

Greensight
T4 Required to be taught
[Permitted in combat]

This ability uses communion, building upon the Druid’s understanding of communion and tuning to develop a more advanced technique. At its core, this ability grants a Druid a form of vision dependent upon their Communion rather than their eyes, and as such is most often used by blind Druids to perceive the world.

 

This is also initially quite strenuous, but as the Druid practices and grows in tier, it becomes more manageable. Eventually a Druid can maintain this almost effortlessly, but it requires a lot of training, which should be actively roleplayed not just ‘happen offscreen.’

 

It  first requires the Druid to cast Communion and to begin a meditative trance. Much like before, Communion begins to map onto the Druid’s senses, which starts with their spatial-awareness, i.e. that they are aware of things beyond their ability to touch or see them, purely based upon their understanding of the distance between them and the thing in question. In essence, the Druid becomes very ‘aware’ of the nature around them at this point.

 

Progressing Communion to sight, because the Druid is blind(or blindfolded/otherwise unable to see currently), this creates a map within the mind where nature is highlighted. Some may choose to convey this as an empty darkness, where natural life glows a soft white or emerald, but such is ultimately flavour. The important thing to remember is that a Druid can only see natural life, so in a barren wasteland they can perceive nothing, but in a Grove they have a much more filled-in picture of the world.

 

People cannot be perceived in this way. The Druid does at least have 180-degree vertical and horizontal ‘field of view,’ but cannot see behind themselves. It’s not perfect, but to the blind it’s a huge step toward sightedness.
 

Tiers and Tips:

 

Spoiler

Greensight Tiers and Tips

 

T4: Range: 8 metre/block radius. Emotes: Meditation(2). Communion maps to spatial awareness (2). Communion maps to other sight(1). Sight through flowing life energies(1).

 

T5: Range: 15 metre/block radius. Emotes: Meditation(1). Communion maps to spatial awareness (2). Communion maps to other sight(1). Sight through flowing life energies(1).



You cannot use this ability to see sneaking characters based upon moving flora. This is metagaming.

 

Progress to competency in this ability, instead of attempting to immediately master it. Allow your character to be frustrated in its limited usefulness initially, but later come to appreciate it as beautiful. This could be done in several ways by say sitting in a bed of flowers, using the magical properties of a Fairy Ring, and/or any natural area completely full of life. The more there is, the more likely the ability will be easier to work with.

 

This can then extend further with some missteps along the way. For example, one could venture into a crowded city more devoid of natural life or perhaps venturing out into a desert-like area. It’s a magical Gift from nature, have fun with it.
 

 

 

 

Empathy
T4 Required to be taught
[Non-Combat]

When a Druid causes the nature around them to shift with their emotions, this is called Empathy. An Elder might well cause ‘the voices’ to grow terse with their frustration, or one might lull nature into a woeful melody with their own sadness. In doing so, animals, other Druids and Fae are able to feel this and may act in response.

 

This is another flavour ability which helps to build your character’s connection with nature. It’s not particularly strenuous, and a Druid may even find themselves casting it on instinct without even realising. You cannot however, manipulate the emotions of other characters with this ability.

 

While Communing, the Druid may consciously or subconsciously cause the energies within them to swell like water or ignite like a flame. As the water swirls or flames grow, they’re allowing this emotion to spread through their body to really embrace it and overtake them. Grief and sorrow, anger and hurt, or joy and delight, the Druid is almost overwhelmed with feeling. This then tips over into their Communion as their feelings and casting become one, then eventually spreads out around them in an aura.

 

This aura might start within their personal space as the emotions they’re feeling, gradually pushing outward, like a wave others can feel wash over them. Alternatively it may continuously push outward to gradually change the song around them, such that others can feel the shifting of nature’s song. Ultimately it’s up to you how you feel is most aesthetically pleasing, as this ability is primarily for flavour.
 

Tiers and Tips:

 

Spoiler

Empathy Tiers and Tips:

 

T4: Range: 10 metre/block radius.  Emotes: Build up of energy(1). Druid focuses on allowing the emotion to overflow(1). Emotions bleed over into Communion(2). Area of effect influence, spreading outward(2).

 

T5: Range: 15 metre/block radius. Emotes: Build up of energy(1). Druid focuses on allowing the emotion to overflow(1). Emotions bleed over into Communion(1). Area of effect influence, spreading outward(1).



The aesthetic of this ability is how you make it. The Druid’s thoughts, emotions, and so on can be expressed in a variety of ways such as emoting the area suddenly sounding like its in sorrow, happy, angry, and/or so on based on their current state of mind. It falls to a more subconscious level or a sudden burst/outcry that erupts from within which immediately shifts the songs of nature around the Druid.

 

This is generally a temporary effect if the Druid happens to wander past the area or makes a sudden display of emotions before calming again. Though it can linger on more should the Druid remain in that state of mind and stay within the area.

 

Signs, regional broadcasts, emoting, and so on are all examples of showing those that enter the area of what they may be hearing, feeling, and/or seeing there. Keep in mind that while you have the freedom of creativity here, you must be very clear on what is being RP’d so that everyone can enjoy the RP experience. 

 

 

 

Singing
T4 Required to be taught
[Non-Combat] [Ability] + [Enchantment]

Some Druids prefer relative quiet, or even silence, while others may seek to stir nature to a tense alertness should a Grove be under attack, or lull it to peace after being disturbed by unnatural magic.

 

Similar to how Empathy is performed, Singing takes this further by the Druid building up natural energies within themselves before releasing it into the surrounding area, to bring the song of nature back into Balance. 

While Communing, the Druid may consciously or subconsciously cause the energies within them to swell. As the energy grows, they call upon the surrounding nature to stir to a state of excitement, peace, silence, suspense etc. This swell of energy is then spent to achieve this, to spread the ‘song’ outward in an aura.

 

This aura might start within their personal space, bleeding off from the Druid, gradually pushing outward, like a wave others can feel wash over them. Alternatively it may continuously push outward to gradually change the song around them, such that others can feel the shifting of nature’s song.
 

Tiers and Tips:

 

Spoiler

Singing Tiers and Tips:

 

T4: Range: 8 metre/block radius. Emotes: Build up of energy(1). Druid focuses on influencing nature(2). Nature begins to follow the Druid’s coaxing(2). Area of effect influence, spreading outward(2).

 

T4: Range: 15 metre/block radius. Emotes: Build up of energy(1). Druid focuses on calming/exciting nature(1). Nature begins to follow the Druid’s coaxing(1). Area of effect influence, spreading outward(2).


Elder Druids may use a passive effect similar to this ability.

 

Whereas the ability Empathy is seen as a more temporary effect, Singing brings this ability to life as areas in question linger with the change of the songs. As discord could erupt from the likes of Shade magic, the Druid’s voice can wash it away into a soothing lullaby.

 

Where voices of nature deafen the area with harmonic songs, a Druid can shush the area into utter silence so it is easier upon the minds of those that wander there. This ability both negates and creates a change to what a Druid can hear within an area and have it remain there so long as nothing in the area could have it changed back.

 

Signs, regional broadcasts, emoting, and so on are all examples of showing those that enter the area of what they may be hearing, feeling, and/or seeing there. Keep in mind that while you have the freedom of creativity here, you must be very clear on what is being RP’d so that everyone can enjoy the RP experience.
 

 

 

 

Ungrowing
T4 Required to be taught
[Non-Combat]

For a long time, Ungrowing wasn’t specifically mentioned in lore, but it was something Druids roleplayed nonetheless. It is ultimately the reversing of growth or ‘shrinking’ of flora, for example turning a mature tree into a sapling so that it can be transported. Ungrowing is often used in this way to shrink rare plants into seeds to be taken to a new continent during map transition.

 

Another interesting use is to have trees prune themselves, essentially ungrowing branches at specific points to severe them. When used in conjunction with Growth however, it becomes a way for Druids to grow wood from a tree and shape it as if clay, before then removing it harmlessly.

 

After casting Communion, the Druid focuses upon that which they wish to ungrow. From there you establish a connection, during which you’re requesting permission for the tree to cooperate. If it agrees, which at tier 4 is unlikely to fail, you’re expending your own energy to assist the plant in undergoing reversed growth and development. Petals and leaves fold inward, sprigs retract into branches, boughs slim down and the trunk shortens.

This is three times more exhausting than Growth is, so take this into consideration when deciding what to Ungrow, how to roleplay the strain during casting, but also the exhaustion afterward.
 

Tiers and Tips:

 

Spoiler

Ungrowing Tiers and Tips:

 

T4: Range: 10 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into reversed growth(1). Flora begins to shrink(1). Continued growth(2; +1 for each additional 5 metres of reversed growth).

 

T5: Range: 15 metre/block radius. Emotes: Communing to the plant/seed etc.(1). Attempt to guide into reversed growth(1). Flora begins to shrink(1). Continued growth(1; +1 for each additional 10 metres of reversed growth).


Tips:
Elder trees are beyond the capability of a lone Druid to Ungrow. You’ll need a few Druids to cast Ungrowing simultaneously, or Powershare to assist.

 

Using Growth and Ungrowth, a Druid could grow a staff from a tree and cut it away without having to work the wood by hand. A Druidic Limb could be grown the same way, then later Awakened.

 

For anything sentient, such as a Soul Tree, permission must be given before attempting to  be ungrown. 
 

 

 

Luonto
T5 Passive
[Non-Combat]

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Upon years of training and honing the manipulation of the mists into the forms that individual druids come about casting them, be it fissures in the air, tears that spread ripples of healing amongst the ground, faux-flames that purify and enrich the land, the time spent manifests in which the excess presents itself into a familiar to help aid oneself with their work and duties.

 

Much like achieving the highest tier of basic druidism causes a permanent connection to the hum of nature in the form of passive communion, the Luonto can be seen as yet another form of this connection. By taking from the excess and unusable energy that comes from the druid, an ethereal animal will follow the druid, a piece of themselves to help focus their gifts more accurately. 

 

Let it be known, however, that despite appearances, the Luonto and Druid are of the same. A Luonto is not able to expand the senses of the druid. They are simply a form of their connection to nature showing itself, a symbol of their soul and work put forth into nature. While a Luonto may travel and frolic within range of the druid, this is wholly a behavior dependent on the disposition of the Druid. A friendly druid may present a friendly Luonto, while a taciturn one may be still and calm.

 

Being part of the druid, the Luonto can retreat in and out of their Druid at a whim, especially if the Druid is tapped out and no longer has the energy to do anything beyond the most basic, passive communion. There inside the druid it will rest until they are well again, and come forth if the druid is willing.

Tips:

Spoiler

Luonto Tips:

 

This is largely a aethetic ability that provides a natural foci for druids to use or the fluff up your emotes. The tips to give are largely similar to the redlines

 

 

No Combat Potential. Upon combat starting, the Luonto either retreats into the druid, or becomes so transparent that it cannot even serve as the most meager distraction.

 

Any attempts to touch them by non-druids will find they are ethereal and essentially made of air. A druid can touch them in passive scenarios, but the feeling will be odd and light, rather than that of the Luontos representative creature.

 

No Descendants/Playable Things

 

Upper size limit is around that of a large moose. Anything bigger than that or a Olog gets downsized to a more sensible size.

 

Microbial life is not permitted.

 

Smaller insects and animals can have a reasonable flock or amount. If you're unsure what is reasonable, ask.

 

It is not locked to the shifter animal of the druid, to avoid possible metagaming.

 

 

 

Entling Creation
T5 Required to be taught
[Combat] [Independent Summon]

Summoning Entlings is an ability Druids have been able to use for a while, but it’s not taught by many so it’s underutilised. This works as an ‘independent summon,’ which means the Entling may act at the same time as the Druid, so you can fight alongside the Entling or the Entling can attack while you use Gifts.

 

However, you can only create one for the purposes of serving the Aspects, or aiding nature. You decide their exact purpose during their creation process, but it can’t be to do mindless busywork like moving house or piggybacking you somewhere. Acceptable uses are to protect you while healing blight, or to fight against a hostile force etc. It must remain within #rp distance during a combat encounter, but events fall to the ETs discretion.

 

After casting Communion, the Druid turns their attention upon a sufficiently-sized mature tree as if using Tuning with it. From there, you essentially request it to assist you in growing an Entling- if the spell is going to fail, it will most likely happen here. Upon success, the trunk begins to shift like stiff clay and the Druid guides the wood to begin growing the body of the Entling. Legs comes next, then the arms and head, which you should be describing the formation of. Finally the Entling climbs out of the tree’s trunk and steps down to await instruction from the Druid.
 

Emotes, Range, And Tips:

 

Spoiler

Entling Creation Emotes, Range, and Tips:

 

Range: 5 metre/block radius. Emotes: Communing to the tree.(1). Attempt to guide into growth(1). Tree trunk begins to change(1). Entling’s body begins to  emerge(1). Entling emerges fully and stands independent of the tree(1).


As you’re growing the Entling from the tree, that’s the time to decide their proportions. If you want a Halfling or Dwarf-sized Entling, you grow their body and limbs smaller, or if you want the more traditional Orc-like Entling you grow their proportions large and chunky. Just remember that Entlings can’t be taller than 7’6 or stronger than an Orc, and definitely nothing like an Olog.


Tips:
Similarly to Powersharing, using Entlings in player versus player combat is not advised. Summoning one takes seven emotes, before they can begin to defend against foes, during which time the Druid is surely going to be attacked.

 

Halflings can ride Entlings into combat for that premium Merry and Pippin roleplay.
 

 

 

Druidic Infusion
T5 Required to be taught, also requires “Powersharing”
[Non-Combat] [Enchanting]

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Infusion is a Druid’s version of enchanting, which works by using abilities the Druid knows as the basis for an enchantment, like a set of instructions, but also functions as the means for MArt creation. If prior to the recent submission you Awakened a staff or created a MArt, you are considered to possess this ability.

 

Infusion works on objects created from natural materials, such as stone, wood, crystal or other precious stones, a Kuila crystal, bone, hide or similar can be Infused. Mage Gold, Thanhium and Ruibrium are not able to bear Infusions, and Infusions cannot be placed upon anything which bears enchantments from other magics. These objects cannot be assembled while casting Infusion. If you wish to Infuse a wooden sculpture for instance, you must create the sculpture first, then Infuse it.
 

“.. the Druid must take their craft to somewhere untouched by civilisation, such as a Grove, Fae Ring, Attunement Pool or other deep place of the wilds. Arranging the object before them, the Druid then begins to Commune deeply with nature and calls forth the pool of energy within themselves. This is impossible for a Druid without knowledge of Powersharing. At least four(4) multi-line emotes are required for the Infusion process; the first begins with Communing, the second begins to concentrate upon the Druid’s energy, allowing it to swell and build inside them; the third violently expels the energy at the object to create a ‘pattern’ within, which stores the enchantment, the fourth completes the process, exhausting the Druid.”


This is impossible during combat, and makes you very vulnerable, so it’s not advised to use Infusion when you’re not safe. Within the Fae Ring of a Grove is ideal. After creating an Infusion, you’ll be exhausted for 3 IRL days and may not use Infusion Spells found in the Nature Infusion Subsection. 

 

Infusion FAQS

 

What enchantments can I use?
If you know an ability and it’s marked as [Enchantment], then you can use its corresponding enchantment in an Infusion. Communion offers two enchantments, Singing and Powersharing, Transcendence offers Wind Chimes and Fairy Fire, while Blight Healing gives you an additional five enchantments.

 

What are active and passive Infusions?
Passive Infusions are continuous, for example the reservoir of energy in a Powersharing enchantment is always there, it doesn’t have to be ‘switched on.’ Conversely active Infusions require some manner of trigger to move it from a dormant state to create the desired effect. Triggering active Infusions with Communion is the default, if your object has a button or switch to activate its effect, this must be indicated in its description.

For example, you may Infuse a Kuila crystal with Singing to be either passive so that it always makes its surroundings peaceful and calm, or active so that it creates this effect when you trigger it via Communion. 

 

Do enchantments run out or need recharging?
Enchantments may be used once per combat encounter, after which they take three IRL hours outside of combat to recharge fully. No recharging emotes or dates placed in the description are needed. As long as the enchanted object is upon a Druid’s person for three OOC hours, it recharges passively from the Druid’s energy. The only exceptions to this are Awakened objects, which have their own rules in Blight Healing lore and the Wind Chimes and Fairy Fire, which have their own set of rules found in Transcendence.

 

Do I have to use Infusion to Awaken now?
Yes, Awakening lore was a little vague previously. It’s now considered a standalone enchantment you can be taught by a Blight Healing teacher who also knows it. If you were taught Awakening previously you automatically gain that enchantment and may use it in an Infusion.

 

Do I need Blight Healing to use the Fertilisering or Cleansing enchantments?
Yes. You also need to be taught those abilities by your teacher.

 

Can non-Druids use Infused objects?
In the hands of non-Druids Infusions don’t recharge, and they cannot Commune to activate the effects, so their functionality is drastically reduced. Non-Druids cannot use an Awakened object at all.


Current Infusions
 

Spoiler

Infusions

 

 All enchantments are subject to the redlines of the associated ability. Their names must appear in either the name of the enchanted item, or the description.

 

[Singing]
Active or Passive | Any material

The artefact influences the ‘music’ of nature into an excitable swell, a lulling calm, a tense aggression or a deathly silence within a three metre/block circular radius around it.

Three emotes are required for the artefact’s effect to fully function. The first must activate the enchantment, if this is through Communion the Druid may do so through connecting to the artefact; the second has the enchantment begin to spread outward slowly, influencing the ‘music’ of nature according to its effects; the third emote has the artefact reach its max range and may continue to function until exhausted or destroyed.

A Druid may use two emotes to change the ‘song’ of the artefact’s effect, through Communing with it. In the first emote, the Druid connects and conveys silence, calm, excitement etc. to the artefact through Communion, while the second has the artefact change to reflect this, e.g “[!] Nature’s song lulls to a calm around the Infused figurine.”


Redlines

This infusion must be player signed unless combined with an infusion which requires an ST signature.

 

Lulling or exciting nature is unable to manipulate the feelings of Descendants, even other Druids. One may be moved to tears or laughter, but only insofar as is usual for them to express in response to these feelings. 

 

It may not incite animals, Fae or Druids to attack.

 

If an area is lulled into silence, excitement etc. appropriate signs should be placed to OOCly indicate such.

           

       
[Powersharing]
Passive | Any material   
     
The artefact contains a small reservoir, which a Druid may use to store energy and draw upon it for later use. This is akin to a Kuila crystal and is by no means a suitable alternative to the pool of energy within the Druid themselves, instead acting as a small battery with which they may partially stave off exhaustion.

This allows the Druid to draw upon or store energy within the artefact if it is upon their person. Regardless of size the enchantment stores the same quantity of energy when fully charged, which may be used to sustain Communion abilities for a further three emotes, or Blight Healing for a further one emote, without additional exhaustion. Alternatively it may be used to partially alleviate the exhaustion of a Druid who has completely expended all of their energy.

The Druid must indicate they are using the artefact through emotes. One emote is sufficient to indicate they are drawing from the enchantment.

If the Druid does not refill the artefact with their energy, it will refill upon its own at the same rate of all enchantments(3 IRL hours outside of combat).


Redlines

A Druid who uses this enchantment to partially replenish their exhausted energy during a combat encounter, may not use any further Druidic abilities during the encounter, except passive Communion. It merely alleviates the pain and discomfort of exhaustion.

 

If one uses the Powersharing enchantment of an artefact in combat they may not use the Powersharing enchantment of other artefacts within the same combat encounter.

 

Multiple artefacts enchanted with Powersharing may not be stacked to combine their effects.

 


[Blooming]
Requires Blight Healing
Passive | Flora only   
 

A floral artefact, such as a flower, small shrub or a sapling, will remain living and healthy as long as the Infusion is functional. If the flora is planted, It will remain eternally in the state it was when the infusion was placed.

 

Redlines

-Already planted flora will halt its growth and remain in eternal bloom. It does not work on Epiphyte Plants, Elder Trees, flora type creatures, or Soul Trees.

 

-If Attempted on an ET event site, contact the ST residing over it.

 

-If planted, a sign must be placed detailing the infusion and how the plant looks.

 

This infusion must be player signed unless combined with an infusion which requires an ST signature.

 

All Communion redlines apply.

 

A Druid may only apply this Infusion to natural flora. Flora summoned from the Void via Conjuration or other means, give off no ‘voice’ and are beyond the Druid’s capabilities.

 


[Fertilisering]
Requires Blight Healing
Passive | Any material

The artefact slowly feeds Druidic energy into the soil and to the floral life in its immediate vicinity, in an area no larger than a twelve metre/block radius. This energy resows nutrients into the ground and prepares it to be resown, such that life could begin to grow without difficulty.

When the artefact is brought to a patch of barren soil, and placed upon the ground, the effects of its enchantment begin to enact. Over four emotes, the energy of the enchantment bleeds outward and slowly restores the ground’s capacity to support plant life.

The first emote begins with aesthetic effects of the enchantment activating; the second then begins to spread Druidic energy outward; the third and fourth emotes have this effect spread out wider until its maximum area of effect. Afterwards, the aesthetic effects cease and the enchantment is exhausted, requiring time to recharge.


Redlines

This infusion must be player signed unless combined with an infusion which requires an ST signature.

 

This Infusion is incapable of Cleansing pollution or revitalizing totally dead land.

 

The Infusion is incapable of restoring fertility to animals or Descendants.

 

Undead or other Dark creatures are not harmed within the aura of the Infusion, unless otherwise stated in their specific lore.

 


[Cleansing]
Requires Blight Healing
Active or Passive | Any material       
 
The artefact prevents the spread of blight, taint or other magical corruption into a three metre/block radius around it. Should such corruption already be present, it is halted and must drain, corrupt or destroy the artefact before it may continue to spread.

Over five emotes, the energy of the enchantment bleeds outward and prevents taint from moving into its vicinity, or prevents existing corruption from spreading further. The first emote begins with aesthetic effects of the enchantment activating; the second then begins to spread Druidic energy outward; the third and fourth emotes have this effect spread out wider; the fifth emote have it reach its maximum area of effect.

Once reaching its maximum area of effect, the enchantment continuously works to halt the spread of taint or blight. This may function for an entire event/combat encounter, unless the artefact is first destroyed, corrupted or drained by magical means. If it is not destroyed or corrupted, it will automatically recharge over three IRL hours. Should it be corrupted, a Druid can feel this and it will require Purging through Blight Healing to restore its functionality.


Redlines

This Infusion is incapable of removing magical corruption.

 

The Infusion is incapable of halting taint from spreading through a Descendant.

 

Undead or other Dark creatures are not harmed within the aura of the Infusion, unless otherwise stated in their specific lore.

 

An artefact with this enchantment, which becomes tainted/corrupted, will cease to function adequately.

 

A Druid will be able to tell if such an artefact is corrupted.

 


[Awakening]    
Requires Blight Healing
Passive | Wood only      
   
The artefact is now living wood and will remain living for an IRL week without Druidic energy before falling dormant. It may be altered to some extent by Communion abilities, but excessive alterations will destroy it. A prosthetic limb Infused with this enchantment can be fitted to a Druid, who may begin to learn utilising it through Communion. As a staff or other such object Infused with this enchantment, the artefact may begin to grow as if a sapling, develop sprigs, small branches, leaves and blossoms and the like.

Please see Awakening in Blight Healing Lore for more information.


Redlines

This ability is marked as having combat applications, to indicate that the objects resulting from it may be used in combat.

Awakening is performed via Druidic Infusion.

 

The physical capabilities of Awakened objects are largely flavor. 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) uses the Communion ability Surge. 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, e.g. 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 5 irl months.

 

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.

 

 

[Mani Summoning]
Requires Blight Healing
Passive | Any material 

The artefact may be used as a focal point or idol for the purposes of summoning a Mani, in ethereal form only. The ability must be performed as usual, as described in its entry in Blight Healing lore, with the artefact taking the role as the totem or focus with the likeness of the Mani being summoned. Should an artefact not possess the likeness of a Mani and is used to summon any Mani, it requires a MArt.

Please see the summoning section in the Demi-Gods of the Wilds Clarifications for more information/how to properly summon a Mani.


Redlines

 A shrine, statue, idol, or something of the Mani’s likeness must be present.

 

In terms of an enchantment, a Druid may use Infusion to create a staff or the like, which may act as a beacon for the purposes of this ability. However, it will still require the channeling of Blight Healing energies to use.

 

Summoning a Mani in its Ethereal Form requires offerings presented in a ritual. Offerings made will affect the outcome of the ritual.

 

The beacon’s effects are maxed within the region the ritual is performed to find the desired Mani. The region must make sense for the Mani that is attempted to be summoned to appear, i.e. one will not find the Dolphin Mani in a tundra region.

 

A Druid must be present and invoke Blight Healing to fuse into the object and form a beacon. Prayer about said Mani is required as well for the Mani to take notice.

 

Requires ST approval for an attempted summoned encounter in Ethereal Form. An ST is required to play said Mani.

 

These rituals differ in required materials, prayers, and aren't a guaranteed success. A Mani can easily ignore it should they choose. A roll out of 100 is required once the summoning is attempted. 75 or higher is success. 50-75 roll, the Mani will appear, but may attack or lose interest. 50 or lower results in the failure of a Mani showing up, but instead a dangerous encounter invoked. The encounter dependent on the ST.

 

Only the ST overseeing the event rolls.

 

Attempts to summon a specific Mani are permitted once every irl month with the max of five different Mani attempted total overall to be summoned. This includes failed attempts. Example: Attempt of summoning Wolf Mani Cannot summon Wolf Mani for a month. Four slots left for other Mani for said month.


Tips:
Enchantments are meant to be a fun and enjoyable crafting mechanic. The aesthetics of creating such are as vast as your imagination. While following these specific enchantments, you can add some flavor that reflects your Druid and how they do things. 

 

Examples of Cleansing can have your Blight Healing tells be whatever you wish, as long as it  fits with the nature theme. Rain clouds forming then having it rain, emerald flames released from one's breath, trout swimming along a stream. All these are examples of such.

 

The enchantment ‘Singing’ can mimic the sounds of an individual Druid’s voice that whispers within nature’s ‘song’ to lull and calm it.

 

The Blooming effects of a never-wilting flower could hum with the vibrant glow of yellow that reflects the Sun’s light.

 

As long as the enchantment is followed, creativity is what you make of it.

 

All enchantments conveniently make for a good prefix in an RP item’s name, to satisfy the ST requirements, e.g. Singing Kuila Crystal Necklace, Fertilising Cerridwen Idol etc.
 

 

[Wind Chimes]

Requires Transcendence

Passive| Requires all the parts of a small dead animal

Designed to keep mischievous Fae from causing trouble, this item is created by the bones, hides, and various parts of a small animal. The Druid then steps into a fae ring under the light of the moon and begins to chant. The natural energies then erupt from the Druid’s connection to infuse into the object held, calling forth the lesser soul of the animal that was killed to be blessed within it. If hung up in a location like a tree, entryway, above a bed, etc; It will deter any fae creature in a 5 block radius from getting near. The spirit of the animal warding it away with its chime songs, signaling that a fae was around. 

 

Redlines:

 

- A sign needs to be placed where it’s hung saying the effects and radius in block.

 

-Must have a MC representation. 

 

-The Wildspirit chimes must be able to dangle and create its song.

 

-Will prevent all Fae creatures from stepping into the 5 block radius of where it's placed.

 

-Epiphyte Druids can resist this effect and even craft it though with some reluctance.  

 

-Sycophants will become very irritated, fearful, and annoyed before getting louder and shouting inside the Host’s mind should they step in the radius.

 

-Knocking it down with a ranged weapon, rock, long stick, etc etc is enough to break the effect. 

 

-This object requires 3 strikes with a weapon to break it completely and release the animal spirit’s soul. 

 

-Magical flames such as Azdrazi Flames and Voidal fire take 2 emotes to destroy. Mundane fire is 3 emotes. 

 

-Thanium weaponry causes the animal spirit to immediately leave the chimes after 1 hit. Must re-infuse in order to bring the animal spirit back. 

 

-Once destroyed, it cannot be mended, regrown, awakened, or anything of the sort. Another animal spirit must be summoned to make a new item. 

 

-Cannot carry this around and ward off Fae. It must be stationary and hung in a location for at least 3 OOC hours before the effects begin. If knocked down, it must wait 2 OOC hours again before it takes effect.

 

-Cannot work through walls, barriers, windows, etc. Nothing can be blocking it or the animal spirit's presence will not be felt.

 

-Cannot stack effects with multiple chimes or overlap.

 

-Should a Fae attempt to step into the 5 block radius, the chimes will ring.   

 

 

[Fairy Fire]

Requires Transcendence

Passive| Only Kulia Dust

 Using a combination of Kulia Dust, the Fae Ring, and Moonlight, the Druid invokes their natural energies within the circle of mushrooms to infuse the dust with a shimmering appearance. Should it be lit on fire, the flames would emit a similar coloration to the Kulia Crystal that was used for its creation yet no heat would be felt. Instead, it illuminates, depending on size, up to a five or ten block radius around itself in a soft, eerie glow. Should one look upon it for more than two emotes, the person would start to feel drawn towards the location of the Fairy Fire and begin to wander off from there in a confused, trance-like state. Should another Fairy Fire be within sight from the first, the person would continue following it like a trail for 3 emotes before snapping out of its effect. 

 

5 Block Radius: Bowls, Torches, Lanterns, etc of similar size.

10 Block Radius: Pyres , Braziers, Fire Pits, etc of similar size.

 

Redlines

 

-Must roll out of 20 and get 5 or higher to resist the effects. 

 

-For Non-combat, one must stare directly at the flames for two solid emotes before the alluring effects begin, causing the person to then roll for resisting the effect. For Combat, one must stare directly at the flames for 3 solid emotes straight (breaking away eye contact at any point restarts it) before the alluring effects begin, causing the roll to resist the effect. 

 

-Can break the confusion effect by another shaking the person, causing pain, bonk to the head, etc.

 

-The effect can last longer if the player OOC consents to it. 

 

-The person under the effects ignores all commands or shouts. They are completely entranced by the fire and left in a wandering state of confusion and disoriented shock and must be physically grabbed or struck with something to break the effect before the 3 emotes are up. 

 

-Follows Balance Default rules of movement per emote. 

 

-The fires create no heat nor can it burn anyone.

 

-Takes 3 emotes of continuous extinguishing the flames to put out by mundane means. Voidal Water Evo and Frost Witch Magic takes 2 emotes. Thanium/Thanic Steel Weaponry, Null Arcana, and Auric Oil  takes 1 emote. 

 

-If fully extinguished, the Druid must do the process again. 

 

-The enchanted dust needs to have a MC representation and player signed. If placed in something, an MC sign must state what it is. 

 

-Transcendent Druids, Fae Creatures, Sightless Characters/Creatures, and Treelords are not affected by Fairy Fire effects. 

 

-After being under the effects of Fairy Fire, the person cannot be drawn towards it again for 3 OOC hours. 

 

-Should the Fairy Fire be used to draw someone near a cliff or pit to fall in, a roll out of 20 is done. If 5 or higher, it's a success to have survival instincts kick in and snap out of it before falling in. If failed, well enjoy the trip.

 

 

 

 

 

Singing Trees
Requires Tier 5

Requires “Powersharing” and "Infusion"
[Non-Combat] 

 

Description: 

Through the power of Druidic Infusion and Communion, the ancient art of storing memories, legends, and secrets amongst the trees long lost now has been rediscovered once more. These kulia crystal trees radiate in the sun and moonlight, whispering tales of history long past, words never spoken, and secrets that have been hidden through the endless walks of time. Those that wish to experience such a marvel will feel the presence of ones that left such memories behind, feeling as if they were there speaking through it with the wisdom and stories lost to history. 

 

Mechanics:

 The process of creating a Singing Tree takes time and focus, with a minimum of six (6) uninterrupted  multi-line emotes being used in the creation process. A seed of any natural tree is placed on the ground with kulia crystals of the druid’s choice surrounding it in a circular pattern. The combination of the moonlight and the Druid’s energies pouring into the crystals and seeds creates a catalyst to where the tree is grown and infused together to form crystallized leaves of the kulia’s color. The tree itself will fully grow at a minimum of six meters high (6 blocks).  Once fully formed, these trees can only be fully navigated by using an index, or power sharing with someone who has access to an index. 

 

Sing Tree FAQS

 

How does someone teach Singing Trees?

How one spreads this gift can be several ways. You can oversee someone creating one or lead a group ritual to perform one all together. As long as the other requirements are met and the ability explained thoroughly throughout the process, then the person has learned it. Just make sure the one who taught it has a valid Communion TA and confirmed they taught the ability.

 

What do we use Singing Trees for?

A variety of things! Just use your imagination. Some examples can be a personal diary/recording of a Druid's life, a ritualistic tree for a group of druids that has 'visions' or say tenants of the certain path they follow, a memorial for someone that has departed, a ceremony and sacred memory bank for the group's culture and religion practices. This and so much more! It's whatever you think of that falls within the guidelines of this ability.

 

Do we have to make a new tree every time someone wants to learn this? 

Yes and no. You definitely do make a new tree for this to be passed on, however you can just ungrow/destroy the tree once it's created. Keep in mind that you can only have 1 Singing tree per Druid. Community effort to create one tree only counts on the Druid that lead the ritual. That would be their tree. 

 

Singing Tree Index: 

Spoiler

Description: 

Through the power of Druidic Infusion and Communion, the ancient art of storing memories, legends, and secrets amongst the trees long lost now has been rediscovered once more. These kulia crystal trees radiate in the sun and moonlight, whispering tales of history long past, words never spoken, and secrets that have been hidden through the endless walks of time. Those that wish to experience such a marvel will feel the presence of ones that left such memories behind, feeling as if they were there speaking through it with the wisdom and stories lost to history. 

 

Mechanics:

 The process of creating a Singing Tree takes time and focus, with a minimum of six (6) uninterrupted  multi-line emotes being used in the creation process. A seed of any natural tree is placed on the ground with kulia crystals of the druid’s choice surrounding it in a circular pattern. The combination of the moonlight and the Druid’s energies pouring into the crystals and seeds creates a catalyst to where the tree is grown and infused together to form crystallized leaves of the kulia’s color. The tree itself will fully grow at a minimum of six meters high (6 blocks).  Once fully formed, these trees can only be fully navigated by using an index, or power sharing with someone who has access to an index. 

 

Weaknesses:

Spoiler

-Much like any natural tree, they can be chopped down with mundane tools and burned with regular fire, though one might find it takes a little longer for the wood of the tree to catch fire. Six Emotes for mundane fire and using steel or above axes to chop. Azdrazi Flames, Necromantic Draining, and Voidal fire taking four continuous emotes, Thanic steel weaponry, auric oil, and azhl weaponry taking three emotes. 

 

-Environmental effects that would either taint, change, and/or destroy flora will take 3 OOC days of being in this radius before the Singing Tree is completely destroyed.  

 

-Index and Seed weaknesses are the same except if struck by any of the above with one emote, it will go dormant and unable to be used until the druid can get it reawakened by the use of blight healing. If struck three times, it’s destroyed. 

 

-Druids who are accessing the memories of the tree are unaware of their surroundings and are prone to getting attacked.

 

-Should someone reach up and attempt to pluck a memory leaf from the tree without an Index, they have to roll successfully of 15 out of 20 to find a memory leaf amongst the hundreds on the tree. Should it be successful, the leaf will instantly reduce to ash in their hands, the memory held within it destroyed forever. 

 

Redlines:

Spoiler

-Must be Tier 5 in Communion/Control and know Druidic Infusion and Powersharing to learn this ability.

 

-A Singing Tree and the Index can only be created and used by someone who has Singing Trees marked on their Communion MA.

 

-You must have an accepted TA in Communion/Control and it is marked on your MA to teach it to others.

 

-Can only have 1 Index and Singing Tree per Druid. Should it be destroyed, a new one can be made.

 

-Can use the Index of another Druid as long as OOC consent is given. 

 

-Colors of the Kulia crystal leaves must be the same color of the crystals used in its creation. Multiple colors can be used.

 

-The kulia leaves will only aesthetically look like the crystal and its color, carrying no traits of its raw and processed forms. 

 

-To place a memory into a Tree, you must either possess an index or Powershare with someone who has an index.

 

-Memories accessed are akin to words telling a story and images can be seen. However anything specifically detailed is hard to make out to where only the words and ambient sounds being the only thing fully understood. 

 

-Upon Communing with a singing tree without an index, one would find the sounds of many different voices talking at once, unable to pick out anything directly at a glance.

 

-A player may only add knowledge/gain access to a Singing Tree while not in combat.

 

-Players may not use a Singing Tree to store the names/identities of an individual or group in the process of killing them, or otherwise storing knowledge which will violate death/resurrection rules.

 

-All Druidic Infusion guidelines, and redlines must be followed.

 

-Ungrowing a Singing Tree requires that a player sign be left indicating that the tree has been moved, or no longer there.

 

-Removing a memory leaf causes instant destruction of a random memory. For one that doesn’t have an Index, a successful roll of 15 out of 20 is required to find a memory leaf to destroy amongst the hundreds upon the tree itself. 

 

-Can remove up to two memories every 1 OOC week. This is to prevent metagaming by knowing how many memories there are OOCly and continuing to pluck until it's all gone. Must also roll successfully each time.

 

-A Singing Tree can survive for one irl week after being turned into a seed. Except in cases of Map transfer. 

 

-Should the seed be given druidic energies passively, it can survive indefinitely. [Requires Tier 3 or above Druid with the knowledge of Powersharing]. Seed must be also within the Druid’s inventory and ST signed.

 

-A singing tree must be at least six meters tall (six blocks). 

 

-Any type of regular tree and lore tree can be used, however their unique traits and abilities are lost upon being turned into a Singing Tree, only keeping its species aesthetically and appearance. 

 

-An Index requires an ST Signed item that was created through Druidic Infusion.

 

-Indexes are compatible with any Singing Tree as long as the attuning process with the Index and Tree is done. 

 

-Requires the Druid to Commune and/or Powershare with the Index to use it on the Singing Tree.

 

-With an Index, you can seek out and find the location of a specific memory on the tree. 

 

-The object used for the Index cannot be any larger than a hand sized crystal and nothing smaller than a pen. 

 

-All Singing Trees require ST approved signs and screenshots of the roleplay creation.

 

-OOC Contact information of the Forum post containing the Memories must be on one of the signs.

 

-Cannot obtain any information regarding the memories of the tree without an ST signed Index. 

 

-Removing or destroying the Singing Tree requires screenshots of the roleplay and signs stating it is no longer there. 

 

-A Forum Post must be created that contains all the memories currently on the tree. Should the tree be destroyed, the forum post will be hidden and/or removed.

 

-Removing the leaves causes them to instantly turn to ash. Must get a successful roll of 15 or higher to find a leaf with a memory to then destroy.

 

-These Trees cannot be used to self teach any Druidic subtype, feat, or spells. 

 

-Cannot place memories that are not legitly obtained. Example being the creator placing a memory about the identity of a shapeshifter yet they themselves never ICly knew. 

 

-Soul Trees, Epiphytes, Elders Trees, or any ability to create constructs from trees can’t be used as a Singing Tree. (Can’t make an Ent or Treant for example).

 

 

Attunement & Unattunement

 

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“I've yet to meet an 'ame whose downfall has come at the hands of the Aspects. Rather, such an unfortunate end is a result of one's own action and straying from a path of faith.” ~ Lyemar, the Red Panda Druid
 

Attunement and Unattunement are largely unchanged, so older Druids will be able to continue what they’ve been doing for a while, but hopefully newer Druids and Dedicants being Attuned will get some benefit from this. 


Attunement
T4 Required to be taught, must also know ‘Powersharing’, and possess a TA
[Non-Combat] [Connection]

Attunement is how a character is connected to Druidism. It’s not possible during a combat encounter, and in fact if combat were to break out during an Attunement, it poses imminent danger to the teacher and the Dedicant.

What has changed from past iterations of Druidism, is that you cannot Attune students willy-nilly anymore, and must put them through a form of Dedicancy prior to Attunement. If not, it will fail and the would-be student suffers from repercussions like migraines, sensory hallucinations and sensitivity to light and sound, similar to standing within a Fae Ring. This will also happen if someone attempts to Attune a character with an existing deity connection, such as a Paladin or a Shaman, though there is an exception if a Druid becomes a Templar.

 

What qualifies as a Dedicancy to meet this requirement?
The ‘Dedicant’ must undergo between six(6) and twelve(12) trials, tasks and lessons over a period of no fewer than two irl weeks. This should not be rushed, poor effort roleplay, but instead a thorough enjoyable experience which offers development, with a focus upon preparing the Dedicant for the life and responsibilities of a Druid. You do not need to possess a ‘Guide’ rank in any Druidic Circle to do this.

 

What if I want to be a villainous Druid?
You can teach your student to adopt the same perspective or beliefs as your Druid. So if your Druid believes Descendants should be killed to preserve nature for example, you can teach this to your student through tasks and lessons and it qualifies just fine. Just because your Druid teaches a specific perspective upon how a Druid should be, does not disqualify the Dedicancy. What you can’t do is just Attune characters at random to antagonise other Druids, that’s poor villainy and an abuse of your TA.

 


The roleplay of Attunement has the Dedicant undergo an altered state of consciousness, whereby they experience a dream-like vision or series of visions. These are essentially ‘tests’ they must overcome in order to emerge triumphant and Attuned. Traditionally these visions consist of the Dedicant’s worst fear, greatest hope and their Totem, and are often steeped in allegory and surrealism to emphasise their mysterious nature.

A teacher emotes these visions for their student, helping to facilitate an enriching roleplay narrative to challenge the Dedicant. How this begins is largely flavour and there are no emote guides here, to allow you a freeform of roleplay. Common ways to begin this process are for the teacher to Commune and meditate deeply, then touch the surface of the Attunement Pool(assuming one is using water) with their staff or part of their body.

Although one may heavily imply the Aspects are present during visions, they are unable to actually have the Aspects intervene with the Attunement in any way.

This is a player-event of sorts between the teacher and student. OOC communication with each other is important here so that the vision details can have the most memorable experience that really hits upon the student’s character. It is also of note that the student can never just suddenly realize the visions aren't real, although the illusion may be broken. The dangers of doing such within the visions however, can lead to it suddenly shifting to more intense experiences or even harm befalling the student in the form of the mind such as phantom spasms of limbs, illusions, shock etc. 

One must have a TA in Communion and have been taught Powersharing and Attunement in order to perform it. To apply for a TA in Communion one must reach T4 and hold an MA for three months. They must also possess at least six of eleven Communion abilities.

 

 

Unattunement
T4, TA and Attunement required to be taught
[Feat] [Disconnection]

Unattunement is essentially Druidic disconnection. It requires three Druids to perform, all of whom must have a TA in Communion and the Attunement ability, additionally one of the trio must have a Feat MA in Unattunement. Unlike other deity magics, disconnection does not require the breaking of tenets to perform and anyone may be disconnected as long as it is not proven to be OOCly motivated, e.g. part of a pattern of harassment or bullying of the player, or IRL spite. Also unlike other deity magics however, a Druid may be Attuned once again after their first disconnection.

 

This process is brutal and agonising in how it rips the connection from a Druid’s soul. To begin, all three Druids must circle around the one that is to be Unattuned. The Druid must not move much or needs to be bound so that the process isn’t disrupted. It is then that the leading Druid begins their chant, causing a variety of aesthetic effects ranging from a strange glow within their eyes to an array of screams and shouts echoing from the melodies of nature itself.

 

The flora and fauna could also take note of this ability occurring by the violent rustling of branches or animals fleeing the area immediately as if sensing danger. During this, the two aiding are Powersharing their energies into the leading Druid, enabling them to have enough energy to sever the connection.

 

Once this is done, the lead Druid then either uses their hand or staff to break it from the Unattuned. The staff generally is swept across as if a slashing motion, while the hand reaches within the Druid to take hold of the soul then severs the bond. Others have stood and chanted along with the lead Druid to create a vortex effect that then silences the area within the circle where the Unattuned stands, others simply follow along to what they knew before.

 

After this happens, the now Unattuned Druid may either fall asleep from the effects then awaken later, suddenly become panicked at the silence, or immediately experience a disoriented effect of complete and utter shock. Whatever the case, it is then when the aftereffects are applied which also depend upon that Druid’s tier at the time they were Unattuned. 
 

Tips:

 

Spoiler

Tips:
With regards to willing Unattunements, this is something to OOCly think about because of the range of negative effects this can have on your character.

 

For the newly Attuned it isn’t as bad, whereas Elder Druids can descend into utter madness or depression at the complete silence of they have subconsciously grown accustomed to for so long. This can even lead to death in some cases where it becomes too unbearable. 

 

One should remember that a character's actions have consequences. While one can perceive something as alright, to others it may not be okay. The many differing viewpoints within Druidism can collide and clash however everyone needs to keep in mind that these are all just characters in the end and that OOC arguing, hating, harassing, and so on is not tolerated just because of a character’s choice to do something.

 

This ability is not something to be taken lightly and should those individuals that attempt to Unattune a Druid for OOC motivations, will find their own apps at risk as well if done with such malcontent. We are all part of the same community and need to respect each other’s roleplay and communicate with each other. 
 

 

 

 

 

 

Mani Summoning

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T5 Required in Communion and Blight Healing
[Non-Combat] [ST-facilitated event ritual] [Enchantment]

 

Mani Summoning was utilized by Druids during the September Prince eventline, to summon Amaethon Prince of the Cervidae, for guidance. There are also legends among Wood Elves, which involve the summoning of a Mani for assistance. So there are both recent and historical instances of Mani being sought out by Descendants for one reason or another.

 

Through this ability, you may summon a Mani of your choosing in a ghostly form, to receive guidance or otherwise hold a dialogue with the Wild Prince. However, there are several dangers present in doing this; if one should not present the right offerings, or choose the wrong place in which to summon them, the Mani may feel insulted enough to instead attack the Druid and their party, or other creatures may instead respond. A Druid should research the in question Mani first, to minimize the chances for a combat encounter. There is always a chance that the summoning will go awry.

 

This ability outlines how to perform the ritual, and also functions as the enchantment a Druid places upon an idol, which acts as a beacon or ‘focal point,’ which they use to attract the Mani’s attention. The enchantment must still be placed upon an appropriate object, as outlined under Druidic Infusion, and must adhere to its mechanics and redlines.


Tips:
Mani are illusive and mysterious, with their own goals and interests, getting their attention is a big deal. Choose the right time to seek out their guidance.

 

Communicate with the ST to work out a date and time when it’s ideal for everyone to perform a Mani summoning. You can’t perform this ability without the ST’s help, so giving them grief isn’t going to benefit you.

 

 

Other Subtypes, Feats, and Guides

With the additions of other paths, feats, and abilities, other guides have been made and posted that will be linked below for people to have a quick access too.

Druidic Ceremonial Rituals

Blood Druidism

Herblore

Blight Healing

Transcendence

Shapeshifting
 

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ZOOMIES

Fantastically done, +1

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