Jump to content

[✓] [Magic Lore] Druidic Blight Healing


MayRndz
 Share

Recommended Posts

Druids - Guardians of the Wilds

Blight Healing

30c8be7f3570eeb825bbe67c20bf1681.png

“To will change upon the self is to change the world. Only through will can all balance be attained." 
- Awaiti the Orison

 

Origins
 

Stories to behold told of a Gift created from the pure essence of nature itself, the origin within a shroud of mystery since the beginning from the First Druid himself. The myth that surrounds it is said to come from the Nature Dragaar, Taynei’hiylu. With her emerald flames, she flew and cast it upon the vile taint and disease that was from the Great War against the undead forces. Its power burned all abominations within its path while the flames washed over and healed the land anew. A gift created and passed on from the green dragon herself so that she could assist in heralding a new future. Where druids could accomplish their duty and serve nature true to their word. One where she could watch over from a distance and yet still know that the world in its true form would be safe.
 

The sacred Art of Blight Healing is of direct divine. The Druid focuses upon their connection to the natural world to then invoke natural energies, which manifest as mist, to spread across the land and cleanse it of any vile taint and corruption. This comes in many forms, from a barren wasteland devoid of nutrients and life, to the magical corrupted taints of necromancy and horrific Voidal destruction of the land itself. With such a precious and powerful gift however, it comes at a cost. That of the most exhausting of the subtypes where the druid pays a heavy toll with their own body. These teachings as passed through generations developed into something much more impactful to display the true connection between druii and nature itself, a true understanding for the world and life around them. Over millennia, many Druids have channelled the potent energies down their arms whereupon it vaporizes into a mist, which envelopes their hands, cleansing and restoring the life of flora in their hold. However over the years druii have learned to celebrate their gifts alongside their work, and create unique and beautiful visual displays. Creating beautiful visual displays of  those powerful forces to be reckoned with, a gift which is passed from teacher to student is the ability and understanding of such manipulation - some manifesting in a blinding fog that spreads out around them, another creating the rippling of a stone hitting the gentled surface of a pond, others choosing a beautiful display of flames which rage and eat way at blight.
 

 


 

Magic Explanation
 

Druidic Blight healing is the pinnacle of druidism, and the ability to heal and restore balance back to nature properly, through means of healing magical blight and other sources. The magic allows druids to extend out their gifts giving part of their own mana pool to restore life.
 

Primarily used for means of healing magical imbalances and pollutants created within the realm, and is passed through regular means of being passed from teacher to student requiring one to be within peak condition due to the heavy toll the spells can take upon one's body and mind. 
 

  • Blight Healing is a Druidic MA that requires one to be a druid of at least Tier 3.
  • Blight Healing takes up 1 magic slot.
  • Blight Healing is taught via a teacher that must hold an approved [TA].
  • In short Blight Healing contains a better comprehension of lifeforce, and is the druidic counter to magical and non magical blights.
     

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 healed, replenished, or moved. This leads Druids 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.
 

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. A druid  may 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. 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. Blight healing itself being one of the most strenuous gifts will leave druids exhausted with the fullest use of their abilities, even simple spells becoming strenuous and near impossible to cast in combat when the druid is one on one.
 

Though blight healing itself lacks combative purpose outside of the potential of grasping and sealing, it still takes a toll on one's body and mind Combative spells for Blight Healing for this reason are limited to once per encounter, grasping as well limited to one irl day, and sealing a ritual that activates a cooldown of 1 irl week. It should be noted that Blight Healers are often taking on a physical appearance of one who is tired and aged, dark circles hanging heavily under their eyes and subtle wrinkles forming across their foreheads. Their minds become warped by the agony of nature around them, and the experiences linger within the back of their mind.
 

When casting at the full peak radius of non-combative healing spells, a blight healer will find themselves feeling lethargic and weak, only able to cast the spell once before feeling the effects on their body. When casting in groups druii are more capable of healing a larger radius, and power sharing to avoid excessive exhaustion. After the roleplay concludes, a druid's energy will replenish over an IRL hour, however the druid will require rest to fully replenish that energy, so one who continues to stay on their feet and work after bringing themselves to the brink of exhaustion may find that it takes close to 1 IRL day to fully replenish.
 

  • Casting at full capacity/radius for your Tier will cause heavy exhaustion.
  • Casting at full capacity/radius for your Tier allows only up to one spell before effects are felt.
  • Casting at a lower capacity : ex. A T5 blight healer casting blooming in a 2x2 radius will find it easier and less draining.
  • The timeline of casting can be expanded via VIA power sharing, ex a T5 druid power sharing with a blight healer could bring their spell capacity up to 3-4. However it must be noted that the physical exhaustion of prolonged casting will leave heavier side effects on the Blight Healer.
  • A druid's energy will replenish over an IRL hour, however the druid will require rest to fully replenish that energy, so one who continues to stay on their feet and work after bringing themselves to the brink of exhaustion may find that it takes close to 1 IRL day to fully replenish.
  • Blight healing itself lacks combative purpose outside of the potential of grasping and sealing, however it still takes a toll on one's body and mind.
  • Combative spells for Blight Healing for this reason are limited to once per encounter, grasping as well limited to one irl day, and sealing a ritual that activates a cooldown of 1 irl week.
     

8f811bac400fca3249d9d1e78933d1b9.png
“I do not kneel. I do not succumb. I fight. I fight and I yell until either me or my enemy is dealt.” 
- Tailsen, The Lynx Druid

 

Mental & Physical effects: 
 

Though druids are blessed with such a precious and powerful gift it comes at a cost. That of the most exhausting of the subtypes where the druid pays a heavy toll with their own body. Often taking on a physical appearance of one who is tired and aged, dark circles hanging heavily under their eyes and subtle wrinkles forming across their foreheads. A druid in their twenties may appear more as if they are within their thirties or fourties having aged from the tireless work.
 

Though blight healers are known to be wise, for their choice to master the gifts of blight healing and through the appearance of their often graying hair, their mentality and mind are known to be suffering and deteriorating alongside their bodies. Struggling with their own humanity and becoming lost within the voices of the world around them. Prone to projecting the suffering of nature around them instead of their own.
 

Spoiler

These are all plausible mental and physical effects of druii who master the arts of blight healing.
 

Physical Effects:
 

  • Constant look of Tiredness
  • Appearing more Aged in terms of Physicality
  • Prone to joint Soreness/Stiffness
     

Mental Effects:
 

  • Prone to Migraines/Headaches.
  • Insomnia
  • Hearing random voices that are thought to be nature.
  • Appearing Detached from those around them.
  • Obsessive of how nature feels rather than their own feelings.
     
  • Druids must retain at least one from each category by the time they are T3 in blight healing.
  • Treelords, Soul Trees, Epiphytes, and Epiphyte plants must obtain mental/physical effects that they don’t already have.
  • Don’t use the mental/physical effects to break ToS server rules.

 



Abilities
 

Blooming [Non-Combat][Infusion] - T1 

Blooming is to teach one an understanding of the lifeforce that flows throughout nature itself and is the first step to learning Blight Healing. The student invoking the healing mists to infuse it into flora and bring back its vitality and vibrant coloration. Causing Flowers to rebloom, and nature to return to its original lively state.

Spoiler

Mechanics:
 

Over the course of [4] emotes the druid invokes their mists and begins to expel it outwards, altering the plant life before them and beginning to infuse it with natural energies rejuvenating its lively form.
 

[1] Connect [1] Invoke Mists [2] Rejuvenating Flora
 

T1: Range of casting 4 meters/block radius
T2: Range of casting 8 meters/block radius
T3: Range of casting 12 meters/block radius
T4:  Range of casting 16 meters/block radius
T5:  Range of casting 20 meters/block radius

 

  • This ability only affects natural plant life, not unnatural flora such as Voidal conjurations.
  • Blooming requires 4 emotes to establish a link with the flora and expel healing mists. [1] Connect [1] Invoke Mists [2] Rejuvenating Flora.
  • Blooming is not to be used in combat.
  • Allows for plants to be rejuvenated back to as if they were living.

 

Fertilising [Non-Combat][Infusion] - T1

Where barren lands are stripped of nutrients and soil, the Druid in turn can invoke their mists to seep down into the earth and restore fertility within. Once a student has begun to grasp Blooming, they can be taught to progress that ability to restore the potential for growth of the land. The druid is capable of making even the most desolate of areas susceptible to life.

Spoiler

Mechanics:
 

Over the course of [4] emotes a druid is able to invoke their blight healing mists and expand it outwards, seeping down into the soil around to rejuvenate it. The spell akin to fertilising farmland with mundane methods.
 

[1] Connect [1] Invoke Mists [2] Fertilize lands
 

T1: Range of casting 4 meters/block radius
T2: Range of casting 8 meters/block radius
T3: Range of casting 12 meters/block radius
T4:  Range of casting 16 meters/block radius
T5:  Range of casting 20 meters/block radius

 

  • This ability only restores fertility to land or to barren plantlife and may not be used on animals or characters.
  • Fertilizing requires 4 emotes to establish a link with the flora and expel healing mists. [1] Connect [1] Invoke Mists [2] Fertilize lands.
  • Requires the druid to know the spell Blooming.
  • Requires the druid to be T1 in Blight Healing.
  • If the effects upon the land are magical or blight one must see ‘Cleansing’.

 

Regeneration [Non-Combat] - T2

Regeneration is the base of understanding the vast world of fauna and animal life, invoking the mists and one's own mana to heal both natural and fae creatures around them. While not always a pleasant experience for animals, the assistance of Druids can help to ease discomfort and unintended damage left to fester. Weaving a web of mists around the wound and casting upon the creature they are capable of healing and closing the wound.

Spoiler

Mechanics:
 

Over the course of [4] emotes the druid invokes their mists and begins to weave a web with it upon the target creature, focusing upon closing the wound or cleansing the beast of taint. The larger the wound/taint the more staring it causes upon the druid casting.
 

Regeneration is capable of sealing small cuts and scrapes on the skin, as well as managing internal hemorrhages, ex. Larger stab wounds or an arrow wound. Though dependent on the size and extent of the damage depends on how much energy the druid puts forth. Ex. Healing a small cut on the foot of a rabbit won't be as costly on the druid physically, however healing a stab wound that goes across a tigers chest causing them to bleed out could cause the druid to become exhausted, lightheaded, and if they continue casting they could pass out. 

 

Regeneration may cleanse wounds of magical corruption, or even purge magical contaminants within an animal's digestive tract or other bodily systems. If a rabbit were to have eaten Voidal-tainted grass for example, this ability could purge the taint from within and leave the rabbit unharmed.
 

[1] Connect [1] Invoke Mists [2] Healing/Cleansing Target Creature
 

  • This ability only affects natural and Fae animal life.
  • Regeneration can be used for minimal healing on Fae based CA-creatures such as Epiphytes and Sprites.
  • Required to be T2 in Blight Healing to be taught.
  • Allows for wounds, cuts, and scrapes upon animals to be healed and closed back up cleanly.
  • Cannot fix lost appendages, or limbs upon these creatures.
  • Cannot be used to restore deformities such as blindness, lost hearing, ect.
  • Shapeshifting Druids in animal form are able to be healed with this ability.
  • Unnatural blight and taint can be healed from creatures this way.
  • Necromantic Blight and Voidal Taint can be healed VIA this ability (Unless stated otherwise in the lore).
  • Depending upon if a source within is causing the corruption, it may have to be removed by other means before Regeneration can take effect. This falls with communication towards ET or other magics that may have such abilities.
     

 

 

Cleansing [Non-Combat][Infusion] - T3 

Cleansing acts as a foundation for allowing plants to take root once again in areas that may have become desolate through means of blight or pollution. In areas where druids must pruge diseases and taint or blight from the land and flora in the vicinity, Cleansing may be used to assist the druii in maintaining the land once again. Akin to burning away the infection of a wound. In an effort to heal imbalance, a Druid is able to purge the land of disease, whether natural or unnatural, to restore life to sickly lands. Stories can be beheld of large groups of druids banding together hand in hand to assist one another and restore health to large sums infertile lands.

 

In cases where taint and blight affect the fauna of the land instead of base cuts and scrapes, a Druid may use an advanced form of Purging to heal Cernunnos’ beasts of magical corruption. Capable of healing these beastly creatures of taint. 

Spoiler

Mechanics:
 

Over the course of [5] emotes a druid is able to invoke their blight healing mists and expand it outwards, capable of healing mundae damage upon flora, riding the area of pollutants or combating blight. A Druid is capable of purging an area of magical corruption such as Voidal Taint or Necromantic Blight, but other corruptive forces which may be introduced via events are subject to the ST. Multiple druids required to expand the healing over larger areas. 
 

[1] Connect [1] Invoke Mists [3] Rejuvenating Land
 

T3: Range of casting 4 meters/block radius
T4:  Range of casting 8 meters/block radius
T5:  Range of casting 12 meters/block radius

 

  • Both natural and magical means of corruption and blight can be healed this way.
  • This can be used on land, soil, waterways, ect. to heal and clean them.
  • Required to be T3 in Blight Healing to be taught.
  • Treelord husks, Epiphytes, and Soul Trees are able to be Cleansed of corruption with this ability.
  • Necromantic Blight and Voidal Taint can be healed VIA this ability (Unless stated otherwise in the lore), with the exception of voidal rifts which cannot be closed though Cleansing means.
  • If the blight resides within an Event Sight or player run area, contact whoever oversees the area.
  • This ability cannot be used to bypass mechanical build rules, RO permission required to alter the land less the land is unowned.
  • This is a combination of the past iterations cleansing and purging.
     

 

Awakening [Infusion] - T3 [Once per two IRL days]

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

These staves or objects eventually can become sentient with a personality of their own over time as they progress - having been infused with many generations of druidic energy creating its own demi-lifeforce minimicing that of its creators.

Spoiler

Mechanics: 
 

Awakening is entirely freeform and aesthetic, requiring at least [3] emotes to infuse an object with it. The druid must connect and invoke their healing mists, infusing it into the object itself.
 

[1] Connect [1] Invoke Mists [1] Infuse mists into Object
 

  • Required to be T3 in Blight Healing to be taught.
  • Requires T5 in Communion and Control and to be taught Infusion.
  • The objects resulting from this ability may be used in combat.
  • The physical capabilities of Awakened objects are largely flavour. Although a Druid may use them as a weapon, they are no more damaging than any mundane staff etc.
  • One may not Commune with Awakened objects to metagame, i.e. learn about character death. Should one attempt to, the object will respond with confusion.
  • Awakened staves can only become Sentient Staves after being with a Druid for 5 IRL months.
  • Sentient Staves require an approved MART.
  • Awakened objects require an ST signature
  • Refer to Infusion in ‘Communion & Control’ for additional questions and information.

 

Decay [Non-Combat][Infusion] - T4

Decay is obtained when one has a true understanding for the balance of life and death, that all things must eventually be put to an insufferable end before it can truly blossom once again into something new. The ability allowing a druid to expel their mists outward offering suffering plants a chance at passing on peacefully, put to a restful death.

Spoiler

Mechanics: 
 

Over the course of [4] emotes the druid invokes their mists and begins to expel it outwards, altering the life before them and beginning to use the mists to essentially extract mana from the flora before them, putting them to a peaceful almost sleep like rest.
 

[1] Connect [1] Invoke Mists [2] Manipulate Mists
 

  • Required to be T4 in Blight Healing to be taught.
  • Cannot be used on Descendants, or anything Unnatural.
  • Cannot be casted upon playable face creatures such as epiphytes or sprites.
  • Animals cannot be affected by decay; this is simply something applicable to plants.
  • This ability only affects natural plant life, not unnatural flora such as Voidal conjurations.
  • This means is entirely peaceful to the Flora or Fauna affected, though leaves a feeling of exhaust on the casting druid.

 

Grasping [Non-Combat] - T4 [Once per three IRL days]

The pinnacle of application of the long standing Gift of Blight healing, the formation of a temporary sanctified spot where only true and unabated nature may exist. A spell which allows druids to perform their duties even in the most uncomfortable and dangerous of places creating an energy shockwave shooting out around them in a radius, the energy cleansing the area around them and allowing it to blossom as if surging with life. A sanctum is formed around the spot they hold, a bastion of nature for Attuned to hold the line.

Spoiler

Mechanics: 
 

Requires [4] Emotes to activate and the druid must continue to emote to passively hold the spell around them.
 

[1] Connect [1] Concentration [1] Invoke Mists [1] Manipulate Mists
 

The Druid finds themselves in a meditation state and focuses upon their energy, which then swells from within the Druid outwardly. A radius around the Druid is established, and upon fully committing themselves, the spell begins. As the swelling commences, all that which makes up the separate spells of Blight Healing begins condensing themselves into the singular act. A barrier so to speak forms to encompass other Brothers and Sisters, and simultaneously purges and defends them and the parcel of land. The spell once fully casted acts akin to a shockwave out across the land, repelling incoming projectiles of both physical and magical be it voidal, dark magics, or unhallowed flames. means and making the area in which the energy was dispelled bloom as if once again given a surgence of life.

Casting can be broken through physical attacks such as melee or ranged weapons, causing the druii to lose focus, and unable to recast the spell for the duration of the cooldown.

 

Radius: 8 block radius surrounding the casting druid 
 

  • When casted successfully, a 1 day cooldown starts where no other Druidic spell but passive communion may be used by the druid. This includes Luontos.
  • This spell can only be casted once per encounter.
  • If interrupted, no matter how many emotes have occurred, the druid is done. They cannot recast, and the above cooldown is still applied.
  • Holy magics are unaffected, being things that do not harm nature.
  • Mystic Hindering will be temporarily negated if casted within its area. The same for the pollution formed from Smoggers. This will let druids within the radius cast without their penalties. However the penalty increase to emote counts WHILE setting up the spell will still apply
  • Deadbreath, Voidal Spells, Malflame and other magics that are considered harmful to nature are blocked. The exception to this is Azdrazi fire, which will contact and cancel out the barrier like water on fire (ironically), ending the spell prematurely. Trying to get rid of the barrier by hand can be done within a span of four emotes, requiring sharp weapons. 
  • Constructs and CAs formed by dark means will find themselves struggling if they enter the radius. The exception is Voidal Atronachs, who are so voidally dense they will take two emotes before their bodies are suitably repressed.
  • Mechanical Movement rules would be cut in half.
  • This effect immediately goes away exiting the radius.
  • Anything tainted within the region is purged and cleansed of blight as long as it is natural and falls within blight healing redlines. If casted within dead land, the radius will be brought to life.
  • Will not resurrect animals, will not heal druids. 
  • Any thanium or thanic steel upon the persons within said radius will explode due to the sheer scale of natural mana being utilized.
  • Requires a MArt to be used in infusions.

 

Sealing [Non-Combat][Ritual] - T5 [Once per one IRL week]

Sealing is a ritual in which allows blights to be sealed into one area if it is not capable of being cleansed, druidic energy infused into a ring around the blighted or damaged area the force while draining the druids performing the ritual also prevents the further spread of the source.

Spoiler
  • Mechanics:
     
  • The ritual requires three druids to be on the outskirts of the blighted area, each of them connecting and combining their energies together akin to power sharing with one another. Requiring each [5] emotes as they join together to invoke the blight healing mists and create such a seal.
     
  • [1] Connect [1] Invoke Mists [1] Share Energies [2] Manipulate Mists
     
  • Required to be T5 in Blight Healing to be taught.
  • Requires the druids to be T5 in Communion and Control
  • Requires the druids to know the spell Power Sharing.
  • Requires at least three druids to be performed, though more can participate.
  • The ritual can only be performed once a week.
  • Deadbreath, Voidal Spells, Malflame and other magics that are considered harmful to nature are able to be trapped within the barrier. The exception to this is Azdrazi fire, which will contact and cancel out the barrier.
  • Performing the ritual drains druii of their energy putting them out of commission using other abilities for 2 OOC days.
  • If the blight is able to be sealed will be left up to the discretion of the ET running the area.
  • This ritual is an event based spell and can be used based on the event team discretion, or story member that is running the area in preticular.

 

 

Tier Progression
 

Tier 1:

Regarded as the beginning stages of blight healing, the druid is slowly learning how to summon and manipulate their mists. Capable of expanding them in a small radius around them. This Lasts for 1 OOC week.
 

Blooming

Fertilizing

Tier 2:

The druid is becoming more adept in manipulating the mists, creating a greater understanding for Blight Healing. Able to expand their gifts to assist not just Flora but Fauna as well. Lasts for 1 OOC week.
 

Regeneration

 

Tier 3:

The Blight Healing student is beginning to better comprehend blight, and imbalance in the natural world, capable of learning how to heal mundane and magical blights. Their casting radius is still limited, becoming much larger. This stage lasts for 2 OOC weeks.
 

Cleansing

Awakening
 

Tier 4:

This stage regards the druid capable of almost full-comprehension for the Blight-Healing mists, their comprehension putting them a step up in understanding the life-forces around them in itself, capable of putting creatures to a peaceful rest. This stage lasts for 2 OOC Weeks.
 

Decay

Grasping
 

Tier 5:

The druid is fully adept in Blight Healing having gone through Months of practice and meditation to show mastery of the abilities. The Druid has become a master of bringing natural life from total death and suffering. The blight healing abilities have become much less straining upon them, and capable of being cast in a larger radius.
 

Sealing

Mani-Summoning

 

Credits
 

Writing:

MayRndz 

Previous Lore:

https://www.lordofthecraft.net/forums/topic/186716-✓-magic-lore-druidic-blight-healing/

Consultation:

RaiderBlue

Junoix

Dragonoftaters

DrusustheDumb

GlassySkies

Marsloll

 

Link to post
Share on other sites

No crazy changes, everything seems pretty reasonable and moreso just a simple update off the back of the Raider's post to get Druidism up to date.

 

Decay is a great idea for an add-on.

 

Regeneration is long awaited, being able to actually heal animals in some way. I also assume Epiphytes will not be able to be healed with regeneration nor any other blight healing ability, then? '

 

Great job, May!

Link to post
Share on other sites

BH half is out let's GOOOO - here's the results of my read-through, as I did with the Communion piece.

 

General comments

Just a minor gripe about the some redlines re-specifying emote counts (eg. Blooming, Fertilising) - if these are to imply that interrupting the spell before all the emotes are finished breaks the link, then you can just say that, otherwise it's repeating information already given in the mechanics section. OR the little lines breaking the emotes up into their constituents in the mechanics sections weren't meant to be there in the first place - in which case the redline is fine (it follows the sort-of trend the Communion rewrite does anyway), just remove the redundant information in the mechanics instead.

Similar thing with the redlines 'Required to be T? in Blight Healing to be taught' - that information's technically already in the spell title, so it's not really needed.

I noticed there's no given block ranges for the fauna-related spells (Regeneration, Beast Purging) and Decay. I half understand, given they're targeted spells rather than AoE, but I'd say they could still do with a maximum effective range (eg. line of sight within 8 metres like Beast Purging's current lore, or even touch distance). If you need to get close to the fauna/flora to do such spells, it leaves opportunity for interesting obstacles in events ("gotta climb this cliff to that little outcrop to heal this fella instead of standing at the bottom and pointing a bit" or "gotta cross this treacherous ravine to get close enough in time"-type interactions).

 

Regeneration

"The larger the wound the more staring it causes upon the druid casting" - I assume 'staring' is meant to be a different word, but my mind's blanking as to which. Either way, word probably needs a quick patch-up as this seems to be an important exhaustion function. (Edit: OH! Strain! I assume?)

Also, asking to assume the same thing Jack's asking about assuming - no Epiphyte healing? If there is, would that come under Blooming instead, as it seems they're pinned as fae flora (the Cleansing/Beast Purging redlines distinction)?

 

Beast Purging

"a Druid may use an advanced form of Purging to heal" - assume you mean Cleansing, now that Purging is no longer the name of a spell in this write.

 

Decay

Interaction with Epiphytes/Soul Trees/husks? Since they don't really fall under 'descendants' in druid terms, and again the Cleansing/Beast Purging distinction makes it seem they'd be considered (fae) plants here.

"This means is entirely peaceful to the Flora or Faune affected" - since you've been saying this is only applicable to flora, I think you know which bit I'd recommend you cutting from this redline!

 

Grasping

Feel like this should be a Combative spell, judging by, well, everything about how it's written.

 

Sealing

Is this the spell that'll cover voidal tears/Heith-Hedran rifts? Since I know druids' current mechanical inability to do much with those (beyond the aspect stones/dagger stuff, ouchie) has been a sore point. Would Sealing rid the world of the rift entirely, or is it more of a band-aid that leaves them susceptible to be torn open once more? (Or would that also be up to the discretion of the ET?)

 

Good luck on the submission Mayyy! 👍

Link to post
Share on other sites

Love it, condensed and ease of teaching I can see~
Only thing, just a quick question

I dont see it covered anywhere, but in our current lore with Powersharing reduces the cooldown time based on how many Druids are sharing with said casting Druid with the cap reduction of 1 IRL Day. Is this still going to be the case?

Link to post
Share on other sites

beautiful spectacular amazing i love the addition of regeneration and this is very easy for me to follow!! huge +1

 

edit: AND decay, i love the idea that healing nature also comes with letting some rest and die instead of shoving them back to life. it gives ~options~

Link to post
Share on other sites

4 hours ago, ItsMyWorld66 said:

Love it, condensed and ease of teaching I can see~
Only thing, just a quick question

I dont see it covered anywhere, but in our current lore with Powersharing reduces the cooldown time based on how many Druids are sharing with said casting Druid with the cap reduction of 1 IRL Day. Is this still going to be the case?

The exhaustion system from communion and control is the same here for the ease of learning - however the two spells that have longer cooldowns already require multiple druids due to their stature so those cooldowns won’t be reduced - and are mainly event esque so shouldn’t need to be.

Link to post
Share on other sites

On 6/22/2023 at 6:22 AM, Hyperdron said:

BH half is out let's GOOOO - here's the results of my read-through, as I did with the Communion piece.

 

General comments

Just a minor gripe about the some redlines re-specifying emote counts (eg. Blooming, Fertilising) - if these are to imply that interrupting the spell before all the emotes are finished breaks the link, then you can just say that, otherwise it's repeating information already given in the mechanics section. OR the little lines breaking the emotes up into their constituents in the mechanics sections weren't meant to be there in the first place - in which case the redline is fine (it follows the sort-of trend the Communion rewrite does anyway), just remove the redundant information in the mechanics instead.

Similar thing with the redlines 'Required to be T? in Blight Healing to be taught' - that information's technically already in the spell title, so it's not really needed.

I noticed there's no given block ranges for the fauna-related spells (Regeneration, Beast Purging) and Decay. I half understand, given they're targeted spells rather than AoE, but I'd say they could still do with a maximum effective range (eg. line of sight within 8 metres like Beast Purging's current lore, or even touch distance). If you need to get close to the fauna/flora to do such spells, it leaves opportunity for interesting obstacles in events ("gotta climb this cliff to that little outcrop to heal this fella instead of standing at the bottom and pointing a bit" or "gotta cross this treacherous ravine to get close enough in time"-type interactions).

 

Regeneration

"The larger the wound the more staring it causes upon the druid casting" - I assume 'staring' is meant to be a different word, but my mind's blanking as to which. Either way, word probably needs a quick patch-up as this seems to be an important exhaustion function. (Edit: OH! Strain! I assume?)

Also, asking to assume the same thing Jack's asking about assuming - no Epiphyte healing? If there is, would that come under Blooming instead, as it seems they're pinned as fae flora (the Cleansing/Beast Purging redlines distinction)?

 

Beast Purging

"a Druid may use an advanced form of Purging to heal" - assume you mean Cleansing, now that Purging is no longer the name of a spell in this write.

 

Decay

Interaction with Epiphytes/Soul Trees/husks? Since they don't really fall under 'descendants' in druid terms, and again the Cleansing/Beast Purging distinction makes it seem they'd be considered (fae) plants here.

"This means is entirely peaceful to the Flora or Faune affected" - since you've been saying this is only applicable to flora, I think you know which bit I'd recommend you cutting from this redline!

 

Grasping

Feel like this should be a Combative spell, judging by, well, everything about how it's written.

 

Sealing

Is this the spell that'll cover voidal tears/Heith-Hedran rifts? Since I know druids' current mechanical inability to do much with those (beyond the aspect stones/dagger stuff, ouchie) has been a sore point. Would Sealing rid the world of the rift entirely, or is it more of a band-aid that leaves them susceptible to be torn open once more? (Or would that also be up to the discretion of the ET?)

 

Good luck on the submission Mayyy! 1f44d.png

Grasping is for the things we can already entrap and work on, as for Sealing it’s more of a made to be a band aid and can be broken, but yes the thought is we can work on those things that have no plausible way to be closed.

Link to post
Share on other sites

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.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share



×
×
  • Create New...