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[✓] [Druidic Feat] - Herblore


RaiderBlue
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Druidic Herblore

 

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Background/Origin

 

Long throughout folklore, stories tell of stray hermits & sages surrounding themselves with the very world around them. Producing herbal brews that are said to grant its consumer strange dreams or lucid visions within their mind. While carrying a thin veil of natural healers, though holding some truth to these claims these Drudic Herbalists are often a rare sight as the art is often tokened as useless.

 

The true origin of this plant altering set of abilities is lost within the ages, its true history likely lying within the grave of ancient druids of the Aspects. Herblore gave way to influencing the properties of many varieties of flora and fungi. Used in a majority as a cultural guise of worship while also giving way to forms of ritualistic healers to those of the forest.


 

 



 

Magic Explanation

 

Herblore is a druidic feat that allows for a druid to extend out their gifts, before altering the form of various plants to grant them additional or different abilities. This can be seen through the increasing and decreasing potency of herbs, allowing for shifts in its raw form or the creation of powerful psychedelics used in ritualistic manners. 

 

Primarily used for cultural means and healing, Herblore is exchanged from one druid to another through standard teachings. Not requiring as heavy a burden as many other druidic trees of learning. While in tune with many of the various druidic abilities still taking its fair share of time to master.

 

  • Herblore is the modification of plants in a number of different facets mainly as a means of flavor roleplay.

  • Herblore is a Druidic Feat that requires one to be a druid of at least Tier 3.

  • Herblore is taught via a teacher that must hold a approved [TA].

 

 


 

Abilities

 

Spell [Non-Combative] T1 - Alter Flora:

The most basic and commonly used form of the ancient art, in which a druid is capable of altering various different properties of plants.

Spoiler

Over the course of [3] emotes the druid slowly alters the early-stage plant into a new form taking on one of three primary changes. druids may only alter 3 plants an IRL day before they must take time to rest.

 

Alter Form - A herbalist is able to shift the various different physical appearances of a plant. For example, changing its natural color like a tree’s fruits appearing a constant golden color or possibly taking on a prickly appearance like cacti. 

  • Allows for modified plants to take on different esthetic apperances in the form of what the player wishes.

  • The toughest a plant can be made is as strong as a thin layer of bark.

  • The sharpest a plant is able to be is as sharp as a quill from a cactus.

  • ST signed herbs and materials forms cannot be changed.

  • Cannot be used in any combative way, the strength and texture of the plant is purely for esthetics.

 

Alter Potency - Should a specific herb or plant hold a certain effect a herbalist may choose to increase or decrease its effectiveness in a raw form. For example, should a druid wish to increase the numbing effects of blissfoil in its raw application they could. The same could be said in reverse should the practitioner wish to dampen how strong a herb's effect is. This altering can go as far as making the herb completely ineffective or double as potent as it previously was.

  • A modified plant cannot be used to directly cause more harm than a base herb would to someone, following the same ruling as poisons currently.

  • Cannot be used to modify a plant to instantly knock someone unconcious.

  • Modified herbs can only be utilized in raw forms, a salve or liquid expelled from it for example. Holding no additional benefit if used in alchemy.

  • All alterations done to a plant are indefinate and will not go away unless a Herbalist undoes the process.

  • A herbs potency can only be doubled or made completely ineffective, this must be listed within an item description or told to the player in OOC.

  • Herbs that are altered in potency cannot be used in combat of any form, for example no entering a state of feeling no pain due to a enchanced herb.

  • Should drugs be amplified the player that uses it must be consulted via OOC or via an item description showcasing the change.

 

Alter Duration - Held effects can be amplified or decreased in time at a herbalist's wish, causing a numbing effect to last hours longer than it should or for it to last but a minute.

  • The applied effects can be extended by only 1 IRL hour while being able to be decreased to 15 IRL minutes.

 

Redlines:

  • Required to be tier 1 in Herblore to be taught.

  • The altering process must take over the course of [3] emotes including one's connection to the voices of nature.

  • Only 3 altered herbs can be made within a single IRL day.

  • All herbs created must be player signed and must outline their effects within the item description.

  • An altered plant cannot be made so that it is more effective in combat against another player.

  • Does not require an ST signature for items created.

 

Spell [Non-Combative] T2 - Granted Vision:

An ability mainly created for the use of ritualistic trials and visions, a druid with herblore may create a psychedelic plant or drink that grants its consumer with a otherworldly vision.

Spoiler

Over the course of [4] emotes a herbalist may create a concoction that causes its consumer to fall into a deep vision. The reality of what occurs within those visions is greatly up to the one who undertakes it. In general, the visions that one would experience would be greatly aligned with the world at large and the nature that connects it all together.

 

Redlines:

  • Acts as a flavor spell that allows a player to run a personal vision for another player, that has a general druidic theme to it.

  • What occurs in the vision should have an underlying theme of nature present within it to keep in line with the theme of the spell.

  • Any allusions to the Aspects or the Fae Realm must be vague and otherwise undefined, not acting as a way to showcase the knowledge about the realm and its deities.

  • Vision's cannot be used to metagame anything about other personas.

  • Requires OOC consent from the player that will be consuming the substance to take effect as optional roleplay.

  • Required to be tier 2 in Herblore to be taught.

  • The creation process must take at least [4] emotes to alter the plants including connection to the voices of nature.

  • Does not require an ST signature for items created.

 

Spell [Combative] T2 - Sealing Moss:

Often used in the heat of the moment a druid may quickly gather together various plants to morph together in a scabbing material to stop excessive blood loss.

Spoiler

Over the course of [3] emotes a herbalist may gather various plants within the area and infuse them into one moss growth covering over a wound and then hardening into a thick scab-like piece of flora. Effectively ceasing the loss of blood from the open wound before slowly breaking away as the wound heals over time. Only being able to cover over a wound 3 inches in length and 2 inches in width. A temporary fix for the moment, while the wounded is still subject to internal bleeding. Although should one be in a less hectic environment a herbalist will be able to assist with more serious wounds. Throughout [4] emotes, the druid may gather together various plants and herbs to create a sturdier seal for the likes of lost limbs, serious cuts against areas like the throat, and with the benefit of less risk of internal bleeding. This thick floral seal similar to it's lesser form will remain until the skin has fully healed over the wound as if it were a scab.

 

Redlines:

  • Required to be tier 2 in Herblore to be taught.

  • Should the casting be interrupted halfway through the process the wound will not be covered at all, and the moss falling to the ground.

  • The sealing moss only covers a base surface level of wounds for the caster, effectively only useful in a pinch to stop excessive blood loss.

  • Within combat only surface level wounds can be closed such akin to a bandage. More fatal wounds like the loss of a limb, serious internal bleeding, or serious slash to a location like the throat must be healed outside of combat.

  • Fatal wounds will require more time then surface level holding a minimum time of 2 OOC days until the would is completely healed.

  • A herbalist may only cast the outside of combat version of the spell should all parties agree that conflict is over or they have completely left the encounter.

  • The moss will act as if it were part of the skin not hindering the movement within a fight, only flaking off once the skin has fully healed once more.

 

Enchantment [Non-Combative] T3 - Sproutling:

At the pinnacle of manipulating the very nature of plants the most experienced of herbalist druids are able to create small companions to help complete tasks for them.

Spoiler

A creation made within the center of a fairy ring, a sproutling is a small druidic ent-like creature that can act as a workshop assistant for the herbalist. These little creations are often only found with the most experienced of herblore users. 

 

Requiring the art of druidic infusion to be performed on a piece of flora or fungi. Created over course of [6] emotes infusion to bring them into being slowly developing into a creature comprised of pure nature standing only 2 feet tall at a maximum. Allowing them to hold any form of natural appearance to be made of fungi, wood, or vines and flowers. These small semi-sentient beings come in numerous customizable forms up to their creator's choice.

 

Redlines:

  • Required to be tier 3 in Herblore to be taught.

  • Required to be tier 5 in Communion & Control with the spell Druidic Infusion.

  • Sproutlings require [6] emotes within a fae ring at a minimum to infuse, granting them semi-sentient life.

  • A player is only able to roleplay having 3 Sproutlings moving about at a time, only acting in an assisting manner.

  • Cannot be used to send letters via message or an aviary of any kind.

  • Sproutlings cannot be more than 2 feet tall.

  • Sproutlings must take on a naturesque appearance, being made of any form of mundane Flora or Fungi that the player may choose.

  • Sproutlings cannot be used in combat at all, at the first sight of any form of confrontation they’ll either run away or burrow into the ground.

  • Sproutlings mechanically function the same as Housemagery Living Doll, only being able to communicate through physical movements and incoherent noises. Capable of only doing mundane tasks as instructed.

  • Does not require ST signature over the enchantment, in addition to this only the creator of the Sproutling may roleplay the creature's actions. (ie, If someone were to make an item for the sproutling only they can use it. No granting a Sproutling to another player.)

 


 

Tier Progression

 

Tier 1: The beginning stages of learning a Herbalist would learn the most basic of abilities, acquiring the ability to alter base plants. Lasting 1 week until reaching the intermediate stage.

 

Tier 2: An intermediate stage in which a Herbalist will have acquired all essential abilities to alter various forms of flora and fungi. Lasting 3 weeks until reaching the mastered stage.

 

Tier 3: The mastered stage of a Herbalist, acquiring a final ability to showcase their mastery in both Herblore and base Druidism. In total it will take 4 weeks since starting to master Herblore.

 

 


 

Purpose
 

Spoiler

In general, within the druid community and during my time within it, I’ve heard pretty constant talk when herblore is brought up about its lack of use. So as someone who currently has herblore and finds some interest in it, I decided to give it an official write and perhaps get some more players interested to take up the previous extra slot. This will act as the new write for the subsect should it be accepted as currently Herblore only has the guide.

 

Should this lore be accepted I’ll likely ask for all existing MAs to be considered as FAs going forward simply not taking up a magic slot anymore. While also asking for three injections to be given out to three of the druidic communities to create circulation once more.


 

 


 

Credits

 

RaiderBlue (Writing)

Delmodan (Previous Guide Spells)

Art - Chris Rahn

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Alter potency should have more redlines on what it works on specifically or how much, before you get people dousing themselves in oil which makes them completely immune to pain.

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3 minutes ago, ClassyBells said:

Alter potency should have more redlines on what it works on specifically or how much, before you get people dousing themselves in oil which makes them completely immune to pain.


Sure I can add something, the previous guide quite literally had no restrictions like this as anyone who did attempt something like this would likely get shot immediatly. The intention is to have almost no combative use.

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back in my day when druids wanted to have visions they just dropped acid

 

(overall a nice piece)

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I do miss having functional herblore ;-; ! I love the added little new touches as well very witchy vibes.

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

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