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[✗] [Magic Lore] Druidic Communion & Control


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Druids - Guardians of the Wilds

Communion & Control

 

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Origins

 

Tales carried from one traveler to another speak of wise men and sages of the woods with the ability to speak with the world itself. These practitioners of these ancient arts are commonly known as Druids, chosen protectors of the natural world and the balance that is present within it. Descendants granted power and purpose from the ever distant Aspects of the wild.

 

Though the ancient order in recent ages has begun to fracture and separate from the large conglomerate they once held within the world. Urging the Aspects to grant their followers new found abilities upon the base of all druids capabilities, allowing them to enact their duties separate from one another. Ushering forth a stronger sense of independence within a druid and their oath in keeping the balance of the natural world.

 

 

 


 

Magic Explanation

 

Communion and control is the basis of all magic that a druid may wish to perform, hinging on the druid's connection to the world around them and the voices that nature carries. Establishing a connection to the Aspects the trio of Aenguls seeking to protect the mortal realms natural order.

 

This connection to these distant beings allows them to perform feats such as conversing with animals and manipulating plants to help assist them in the defense of the natural world and balance held within it.


 

  • Communion & Control is the base magic of Druidism, making up a majority of its core abilities.
  • Communion & Control takes up 2 magic slots.
  • Communion & Control is taught via a teacher that must hold an approved [TA].
  • In general Communion & Control circulates around the connection to wild and plant life a druid holds and what benefits it grants them

 

Physical Changes:

 

Being a natural blessing bestowed upon the Druids physically when one is first attuned their bodies remain as they naturally were. At first their bodies may be sore from the process of being awoken to the voices of nature but this passes with time. Though the longer a druid is within service to the natural world they will find their bodies physiology changing for their betterment.
 

Spoiler

Druids do not experience any loss of strength upon being attuned, although the longer they are connected to the blessings of the Aspects their body will begin to slowly adapt and change to be more favorable for the environments they are meant to protect. Upon being a druid for at least [1] IRL year a druid will find themselves Natural Immunity to all forms of Natural poisons and diseases.

 

Redlines: 

  • Druids do not lose their physical strength upon being attuned.

  • Upon the [1] year of a druid’s MA is approved they will earn the Natural Immunity effect.

  • Immunity to all natural poisons covers all forms of floral or animal-based toxins unless influenced by some form of magic.

  • Immunity to all natural diseases covers all forms of natural illnesses akin to common colds. Holding the exception for magical or unnatural forms of ailments such as Thanium or Azhl sickness.

 

 

 

Mental Changes:

 

While physically a druid undergoes little change to their form they will find their mentally greatly shifting. Upon attunement to the blessings of The Aspects novice druids are bombarded with the disjointed voices of nature, causing discomfort to them unless within the sanctuary of a Fae Ring. As druids continue to learn and hone their skills they may become accustomed or even find comfort within the voices constant presence. That being said, as a druid ages and becomes ancient it is not uncommon for their mind to wander or even take on more radical beliefs of the pursuit of balance within the natural world.

 

Spoiler

Once attuned, druids are constantly affected by the voices of nature that weigh heavy upon their mind. Acting almost as a guiding hand these voices will inadvertently encourage a druid to uphold the balance their wild gods pride so much. Though this may be the case as time goes on one druid may begin to lean towards one side of the balance taking up radical beliefs varying from druid to druid. That being said, so can a druid's response to the lack of a voice being present, a druid may find themselves entering a state of concern or worry while others may be struck with rage upon finding a location of blighted land where nature's voice fails to reach.

 

Redlines: 

  • Druids almost always are able to hear the voices of nature guiding them to uphold the perceived balance.

  • At first the voices of nature will overwhelm the novice druid causing things such as headaches.

  • As a druid ages they can get accustomed to the constant voices of nature, this can often lead to the druid's beliefs becoming more radical the longer they are druids.

  • Druids are not required to follow the mental changes directly listed but it is highly encouraged to be rp’d within their own way as they progress through druidism.

 

Exhaustion System:

 

In previous iterations of the Druidism exhaustion has remained rather free-form and up to player perception of how tired they feel their character would be after certain feats. This write seeks to give more concrete lines in place for what should cause a druid to become exhausted and the limits of what they are capable of within a combative and non-combative state with the two forms of casting below.

 

Passive Casting: Non-combative spells fall in the line of passive casting having rather freeform rules for how one wishes to be after exhaustion. Like previous lore write-ups, when someone first learns the ability they struggle and get better as they go. Spells that fall under passive will indicate how many times they can be used either per day or per encounter. While some that have little utility use will follow free-form exhaustion to allow for less restrictive flavor rp for druids to partake in.

 

Combative Casting: Used for Combative spells exhaustion falls within a point-based system known as chords. Allowing for druids to plan out how they wish to use dictated points in certain scenarios they may find themselves in. In the Druid's case chords are the given name so that they may play their own tune with nature's voices. The amount increases in tandem with the druids tier, while recharging between encounters within reason.

 

Chords Explained:

 

Chords in basic terms is druidic energies stockpiled within a druid that are able to be utilized for combative means. Much like how the voices of nature are often described as a song, the druid is able to utilize the chord to shift its tune to form a harmony. That harmony being found within stronger displays of druidic capabilities. A useful resource a druid must be careful when using, as should they be interrupted while casting their spell and chords will fizzle out of their possession.

 

That being so, a druid's energies are directly tied to their casting much as their exhaustion. As a druid continues to tap into this powerful reservoir of natural energies they will feel their body begin to slowly fatigue as it becomes more drained. Culminating into a point where they may fall unconscious should all chords be lost. Should a druids Chords dwindle to such a state they will have to find solace within nature to gather energies to fuel their own pool of energy. Over the course of  [1] IRL hour a druid will regain 2 Chords into their natural reservoir.

 

Tier 2: 4 Chords

Tier 3: 8 Chords

Tier 4: 12 Chords

Tier 5: 16 Chords


 

It should be noted that both forms of casting for Communion & Control are strictly only for Communion & Control as few other pieces have combative abilities within druidic subtypes. That being said, should a post wish to adapt to the system it should be noted within their lore.

 


 

Communion

 

Without Communion, the druids throughout history would be nothing but aspiring politicians for all of wildlife. Communion is the lodestone of druidism, allowing for the druid to access most of their inherent abilities, most of which revolve around speaking with, or communicating to the plants and animals all across the realm in order to garner their aid when necessary. 

 

Once tiring at their fledgling stages, the druid will build upon their experiences with nature to hone their craft in Communion, which will translate more to other aspects of druidism, such as Control. As the druid approaches their mastery over the art, they will find themselves lost in the distant whispers of the life around them - with their minds aching during their first fledgling weeks of attunement. Only when within the Fae Ring, will the druid find respite and sanctuary from the neverending onslaught of voices at the back of their minds. When their studies are near complete, the druid may passively commune with nature without need for connection.

 

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Communion Abilities

 

Spell [Passive] T1: Communion 
Communion is the foundation of the Druid's gifts, it manifests as a continuous ‘Hum’ in the back of one’s mind. This hum is like a sixth sense that connects them to the natural song of the wilds that persists around them. In their early practice, druids use this sense to engage in meditation and deepen their connection to the Aspects and nature.

 

Spoiler

Upon undergoing attunement one might experience a profound sense of awakening, gaining valuable perspective compared to their time prior to such a transformative change.

 

When this connection is opened, the hum or song that they hear is but an additive to natural energies flowing through living beings also around them. This process can be interpreted in a number of different ways depending upon the druid. The hum of nature could be seen as an intangible thread or a pulse of life akin to a heartbeat but radiating out from everywhere. It can be an entirely personal experience, potentially even affecting how they may exude their own hum.

 

This passive connection to nature is not unlimited though only stretching 15 meters in length. Allowing them a radial sense of the world around them as they move through it in their travels.

 

Communion acts as base connection for Druids and their casting, slowly progressing as one spends more time attuned and mastering the ancient art. Being overwhelmed at first before learning to pick the voices apart with Tuning until they reach T5 unlocking the ability of passive Communion, allowing a Druid to stay connected after using their granted gifts.

 

Redlines:

  • Communion acts as a connection for Druids, opening the direct perception of nature around them.

  • A druid can only perceive the hum of natural energies within a 15 block radius of themselves in each direction.

  • Once a druid reaches T5 their connection and communion with nature solidifies allowing them to hold their concentration even after casting a spell. This will remove [1] emote from all non-combative needs; they will have to emote the same as they would normally without constant connection should it be combative.

  • druid can perceive the voices through general emotions, a chaotic stream of thought, or simply flowing energy.

  • Descendants, Musin, Kha, Wonks, and otherwise unnatural creatures do not hold a voice. Unless they are otherwise connected to the Fae Realm or the Aspects.

  • Communion can be used and felt by natural animals/creatures as well as creatures of the Fae Realm as stated above. (Examples being Epiphytes & Sprites, along with event-based creatures) Unless stated otherwise within their lore.

  • Communion has no limitation upon what size of creature can be perceived as it is essentially just an additional sense that offers no advantage aside from hearing the voices of the world

  • Shapeshifters in animal form will hold the same voice akin to an animal, thus also meaning that communion cannot be used to metagame a shapeshifter or make jumps that an animal may be one.

 

 

Spell [Passive] T1: Tuning 

A focused communion to a specific plant to offer forth emotions of information between the druid and plant.

Spoiler

Acting as a direct communication between druid and flora, in contrast to the wide-open expression of communion. Tuning allows for a transference of thoughts and emotions between things like a single blade of grass, a flower, a colony of fungi, or even a tree. It is less of a real conversation as an expression of concerns or directions. This can lead a druid in a specific direction should they be searching for something or have a plant directly express a plea for help. 

 

This conversation can take place after a druid focuses upon the specific voice over the course of [2] emotes before persisting in a conversation lasting until the druid is either interrupted or drops the connection. Not costing any physical exhaustion as it is but an extension of base communion.

 

Redlines:

  • Tuning requires 2 emotes to establish the link between plant and druid [1 connection + 1 cast]

  • Any information gathered from a plant cannot be used to metagame other players in a combative sense without the sought players' consent. That being said, this can only be used to discern a cardinal direction they traveled in. 

  • Should tuning be used within an event it will be up to the ET’s discretion if to allow the plant to express the way something may have gone.

  • Plants can display information or concern in baseline and simplistic thoughts to help guide the druid. Like the location of spots of blight in the forest.

  • Does not cost the druid any exhaustion, acting as a passive ability.

  • Must fall within the 15 meter radius of communion.

 

 

Spell [Non-Combative/Combative] T2: Beastspeak 

Like that of tuning as a druid establishes a stronger connection to nature, so does the extent of their ability to communicate, even to that of animals.

Spoiler

Commune (Non-combative) - Similar to the ability of Tuning a druid may establish a connection with a singular animal or a grouping of smaller animals. Through a display of emotions and general thoughts, that they may converse back and forth with. This established link can be used to gather information or simply have a conversation with an already passive animal.

 

This conversation can take place after a druid focuses upon the specific voice over the course of [2] emotes before persisting in a conversation lasting until the druid is either interrupted or drops the connection. Not costing any physical exhaustion as it is but an extension of base communion.

 

As a druid grows in maturity naturally animal life will become aware and at ease with their presence with respect to their tier. Although these creatures have been outlined it does not mean druids are unable to speak to creatures larger than a Moose or smaller than woodland creatures.

 

T2: When the druid first learns this ability animals will act as they would naturally around any descendant.

 

T3: Only passive animals like farm animals, small woodland creatures, and house animals will feel at ease around the druid.

 

T4: Larger animals like wolves, cervidae, and wild cats become more naturally akin to the presence of the druid but will remain distant and often untrustworthy.

 

T5:  Animals like wolves, cervidae, and wild cats will now pay little mind to the druid, although the largest of the animals like Bears, Lions, and Moose will still keep a distrust of the druid. Often due to their position within the natural hierarchy. 


 

  • Commune requires 2 emotes to establish the link between animal and druid [1 connection + 1 cast]

  • Any information gathered from an animal cannot be used to metagame other players, for example one could not ask for directions as to where someone had run off from or if they had been to a certain location. Although should this ability be used within an event it will be up to the ET’s discretion if to allow the animal to express the way something may have gone.

  • Animals can display information or concern in baseline and simplistic thoughts to help guide the druid. Like the location of spots of blight in the forest.

  • Beast speak can be used upon any natural creature of the world, along with anything specifically fae in nature. For example a unicorn or some other form of fairy-like animal.

  • Does not cost the druid any exhaustion, acting as a passive ability.

  • Must fall within the 15 meter radius of communion.

 

Pacify (Combative) - A blessing from the Aspects intended to calm unruly beasts preventing them from attacking the druids that are attempting to help it. Through the span of [2] emotes a druid may expel natural energies within themselves costing [2] chords to sway a beast's actions elsewhere.

 

More akin to a sudden command a druid may force a will upon an animal to calm them, flee from the scene, or any other form of command that will not result in the harm of the animal itself. Although once this command is ushered once the animal has realistically completed the command they will return to the encounter after a minimum of [4] emote turns.

 

  • Pacify requires 2 emotes to establish the link between animal and druid [1 connection + 1 cast] Costing [2] chords.

  • Pacify allows for a druid to command an animal to perform a simple action, generally displayed through one word.

  • Animals are permitted to return to the encounter after at least [4] emotes since their initial exit from the scene.

  • Pacify cannot be used to cause an animal harm or leave things that it may find important. For example a druid could not command a mother bear to leave her cubs alone.

  • Should an animal be making an action against a druid, Pacify may be used to lessen the aggression of the animal but will not stop it in its tracks. For example should an animal be charging forward a druid may use Pacify to offer the command to calm, they may still be approaching them but an impact may be easier to be avoided at their slowed approach.

  • This ability can be used against player animals like dogs, horses, or any other sort of natural companion that falls under a natural creature.

  • Cannot be used against voidally summoned animals or other forms of unnatural.

  • The command given to the animal will persist until the encounter is completely over leaving them essentially unusable within that time. 

 

Redlines:

  • Animals that fall under beastspeak is just about any form of animal that you could expect to see within the real world, in addition to any other creature that is allowed to be communed with (Et ran or otherwise).

  • A druid may only divert their communions attention so much being limited to [1] Large creature akin to a bear or larger, [2] medium creatures the size of wolves, or [3] small creatures the size of rabbits while things like insects act as a singular swarm to commune with.

 

 

Spell [Passive] T2: Daylight Orb [Once Per encounter]

A minor cantrip-like ability in which a Druid may form their aura into a guiding light.

Spoiler

Drawing out their aura a Druid may mold it into a small orb over the course of [2] emotes. Gradually coming to hold the light as a torch taking on the aesthetic of either the light of the sun or moon. Floating around the Druid lasting until it is no longer needed.

 

Redlines:

  • Requires 2 emotes to cast [1 connection + drawing out, 1 forming] 

  • The orb can only be summoned once per encounter, meaning if it suddenly gets put out by a larger light it cannot be summoned until the Druid leaves that roleplay encounter.

  • The orb may only travel 3 blocks ahead of the druid before they must follow along with it.

  • Can be summoned underneath the water.

  • Holds the brightness of a torch, but cannot be used to blind or disorientate enemies.

  • Aesthetically it can take on either the appearance of sunlight or moonlight.

  • The orb will last as long as the Druid needs until they find light once more.

 


 

Spell [Passive] T3: Deep Stride [Twice Per IRL Day]

The land beneath the waves must be cared for all the same as that above, thus the aspects bestowed a blessing in which allows their servants to dive deep and thrive longer in the waters.

Spoiler

 

Upon channeling their own natural energies a druid may coat themselves in a veil over the course of [2] emotes. Clinging to their body allows the druid to breathe within the water for [2] additional IRL hours within the water while also being able to move freely through it with little resistance. 

 

This veil of energy may take on a number of different appearances physically but should all be in line with what would make sense helping the druid. For example the mists could take the shape of gills on the druid's neck/torso, or they could have their mists drift between their hands and feet to create webbed digits to showcase the ease of moving within the water.

 

Redlines:

  • Requires 2 emotes to cast [1 connection, 1 cast].

  • When the druid’s 2 hours run out they can still hold their breath, but a realistic timer starts until they run out of oxygen.

  • The druid may still feel the pressure of water around them, but it will not hinder their movement until the 2 hours are over.

  • A druid will move as if they were walking on land perfectly, being able to react the same as well as attack the same as if they were above water.

  • Should Deep Stride be utilized within combat mechanically standard combat rules will still apply for how quickly they may move. But they will be able to remain breathing underwater.

  • Should a druid be knocked out within the waters their veil that sorrounded their form would dissapate as they are no longer able to cast. Leaving them to be effected by the elements unless recasted or assisted by another person.

  • Strikes made by a druid utilizing Deep Stride will not be inhibited where one swinging their sword beneath the water would be faced with resistance.

  • Should something occur to the waters such as electricity running across it the druid will be effected all the same as they would naturally be.

 

 

Spell [Non-Combative] T4: Singing 

A druid possesses the ability to elevate their voice, unleashing a resonating force that carries their soothing influence across a greater distance. This ability allows them to pacify even the most blighted or restless flora and fauna, like a tranquil symphony dancing on the wind.

Spoiler

The druid must concentrate on their hopeful, or less so self, ‘fore sending their voice across the desired area in order to influence a greater majority of the wildlife around them. Via singing, the druid spends [4] emotes harnessing their inner voice and mists to then soothe the plants and animals in a 12x12 area around them. This will almost instantly affect the wildlife after [2] emotes of building up, then releasing their demands upon the wildlife. The following [2] emotes consist of the wildlife either calming, or being riled up, depending on what the druid wishes to do.

 

In less of a rush, the druid may expel their influence outward in a 15x15 area that gradually affects wildlife over the course of [6] emotes total. The first [3] emotes consist of the druid focusing on their inner voice, before expelling it outward upon the [3rd]. The following [3] emotes passively influence the wildlife, until they are overcome by the will of the druid. 

 

Redlines:

  • Singing may not be utilized in combat scenarios. (Aggravated nature cannot harm anyone, or anything, even when it comes to minor scrapes and abrasions.)

  • The area affected must be around the druid, not extending past the defined area.

  • Singing will only ever ease wildlife to a silent rest, or to an angered, frenzied state.

  • One druid’s influence over the area will not cancel out or overpower another’s, unless they exceed the other druid in tier.

  • The effect does not last forever, only for an OOC day at most.

  • A druid cannot use communion to locate an area singing was used in from far away. The druid must be within range of the effect in order to notice that it may have been used in an area.

 

 

Spell [Combative] T4: Greensight

Through the use of communion, a druid at this stage in their mastery of the gifts can choose to leave behind their sight and instead rely on that which is revealed to them by the life around them. 

Spoiler

 

Greensight (Passive) - The world around them is perceived via projected images from plants and animals all around. The druid’s attunement to nature serves as a conduit, fed off of by the druid, and fed into by the wildlife around them, granting them sight over their surroundings. Due to perceiving life from another’s point of view, the greenseer is capable of seeing all of the world’s wonders, including descendants, though they appear distorted and uncanny to the greenseer. This means that the druid is incapable of recognizing people, as their features are too distorted to properly make out. Any descendant seen by the greenseer is a blur, warping with light or shadows. A greenseer cannot tell apart an orc from a human knight with their vision alone. Things such as blight can be seen, due to the wildlife still being alive, but cannot see in areas devoid of nature life altogether. The druid is allowed to incorporate their casting aesthetic to their greensight, meaning Druid 1 may see the world as if it were made of sentient flame, or with the warble of heated surfaces distorting areas within their sight. This is purely for aesthetics. Should a greenseer wish, they may carry a kuila crystal with them in order to see in areas without nature’s voice. Through the kuila crystal, the druid may still see as they would with their typical casting of greensight, meaning they still cannot decipher descendants apart from one another, and cannot see wholly unnatural things such as dragons or the abyss. Kuila vision is limited to [15] blocks, or meters, while basic greensight is limited to [20] blocks, or meters.

 

In addition to this, seeing druid’s may utilize greensight should they have their vision obscured through the use of communion. Over the course of [3] emotes, the druid in question can passively have the surrounding flora and fauna grant them their sight, allowing them to see for an additional span of [4] emotes. 

 

Projection - The most practiced of greenseers are capable of attuning to nearby animals to make use of their senses for some while. For instance, the druid may project their minds into the mind of a nearby bird and utilize its eyes to survey an area, allowing them to see all just as the bird would. Similarly, the druid can make use of another animal's hearing, sense of smell, or any other sense so long as they are within line of sight (20 blocks) of the druid. To utilize this ability, the druid must first enter a state of greensight, locate the desired animal, then project themselves into the creature’s mind over the course of (3) emotes. Upon the (4th) emote, the druid may use the animal's senses for a period of (3) additional emotes. However, if the animal is killed or harmed during this process, the druid is stunned for a span of (3) emotes, losing the sense they were using that animal for during this period. Utilizing this form of greensight will cost the druid [3] chords.

 

  • A druid can choose to resign the use of their physical eyes and instead use Greensight to receive brief images from the plants and animals around them allowing them to see in all directions within 20 blocks but only so long as something alive and of natural origin is around. Such a thing leaves the druid defenseless in environments with little life.
     

Redlines:

  • Greensight does not need to be directly taught to a druid for it to work, though in order to access projection, or combat based abilities, the druid must be taught.

  • Greensight projection is not ‘warging’ or ‘skinchanging.’ You cannot enter the mind of an animal and have it perform outrageous feats in combat. 

  • Greensight is limited to [20] blocks when being casted.

  • Greensight cannot be used to metagame information about someone, for example you cannot retroactively say you were using projecting to listen into a conversation

  • This spell is merely meant for surveying and scouting and has no capability outside of that. 

  • When projecting into another animal, the druid’s movement is entirely stilled. Their consciousness is no longer in their body until they sever the connection to the animal, or it is forcefully severed.

  • The harming of a projected animal induces effects on the greenseer that call for [3] emotes of being staggered, or hindered. The [1st] emote acts as a stun, where the druid cannot act on anything more than doubling over in pain. On the [2nd] emote, the druid may begin to move at half speed, but cannot attack or defend against strikes, other than through their hindered movement. Upon the [3rd] & final emote, the druid is capable of moving at full speed again, and has made a full recovery.

  • In areas without nature’s call or any plant or wildlife, the greenseer is entirely blind.

  • A greenseer may carry seeds on their person to see in areas otherwise without the call of nature.

  • Greensight is an imperfect way of regaining vision. While descendants may be located through it, they are unrecognizable from one another. The greenseer cannot see anything unnatural beyond descendants, barring blight, which can still be seen due to nature still being alive inside of it.

  • Seeing druids are capable of using greensight, though they must cover their eyes in order to use it.

  • If a blind druid activates greensight, it is passive and can last for as long as they wish.

  • A Feat-Seer or Slotted-Seer is incapable of using greensight & projection to any degree. This spell may be learned by them, but not utilized whatsoever. 

  • A non blind druid may activate greensight and use it so long as their vision is obscured by something.

  • Through a kuila crystal, a druid may cast greensight to see in areas without any living nature, their vision limited to [15] blocks.

  • You may only use one sense while projecting into an animal.

 

Spell [Non-Combative] T5: Luonto

At the height of their attunement, a druid’s attunement to nature has exceeded their physical body, and influences the very world around them. This influence is displayed via the Luonto: an intangible animal or gathering of animals that acts solely in accordance to its druid.

Spoiler

The Luonto is more or less an extension of the druid it belongs to. It does not know anything the druid would not know, or grant any advantage in or out of combat. It is solely an aesthetic ability. The Lunto is conjured after a total of [2] emotes for a T5 druid. From their passive connection, the druid may choose to focus on nature, rather than perceive it passively for [1] emote. The following [1] emote is spent ushering their casting aesthetic, or mists, out from their body, thus shaping their Luonto.

 

Redlines:

  • Requires 2 emotes total. 1 emote of deepening their connection, and another of ushering their connection out of their body.

  • The Luonto may only reach the size of a moose. It is able to be represented by any animal, or gathering of animals, so long as it does not exceed the total size of one moose.

  • The Luonto grants the druid no benefit in roleplay, whether it be combative or noncombative.

  • Should combat arise, the Luonto will retreat back into its caster.

 


 

Control

 

Through the use of control, the druid is capable of not just lending an ear to flora and fauna, but to convince and garner a connection with. From it, the druid may coerce the wildlife to aid them in situations so dire.

 

Control is often thought to be an extension of Communion due to its basis being built around communicating with, and earning favor from the wild life the druid wishes to earn the help of. Due to the experience needed with Communion, the druid must first learn how to communicate with plants and animals in order to utilize Control. As the druid grows more experienced in communicating with wildlife, the more voice, or presence their tasks and queries might have. 

 

Due to the more hands on approach that comes with Control, the druid may exhaust themselves rather rapidly with the use of some of Control’s abilities.
 

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Control Abilities

 

Spell [Non-Combative/Combative] T2: Growth

The most common display of a Druid's capabilities is showcased within the growth of the world around them.

Spoiler

Growth acts as one of the trademark abilities of druidism, in which a druid may fuel plant life with their own druidic energy to expedite the growing process of whatever it may be they wish. This often can be seen as a passive ability where a druid is only assisting in the process of nature as opposed to manipulating it. Not placing a heavy penalty upon the druid in terms of exhaustion should the casting be purely non combative.

 

At an early state a novice druid may struggle, but as time goes on the process becomes akin to second nature. For smaller plants like flowers, fungi, or bushes the growth process must take place over [3] emotes at a minimum. While larger plants like a tree for example requires that of [4] emotes of reaching their peak. Being that of the 15 meter range of the druid's base communion. When utilized in groups, multiple druids may cause a plant to grow beyond its typical size. This does not make the plant monstrous, save for in events, where the ET present may decide how massive and powerful this grown plant may be. Outside of events, the larger plant may only expand up to [4] blocks, or meters beyond their typical size. 

 

  • Growth requires 3 emotes at a minimum increasing per the size of the plant to cast uninterrupted [1 connection, 1 guidance, 1 growth]

  • Growth cannot be used in any form of direct combat, acting as an introductory ability.

  • Growth allows groups of druids to grow a plant to a greater degree, surpassing the limits of their typical size, though only by [4] blocks. The only case where the plant may grow beyond this is in events, which is entirety up to the acting ET.

 

Druidcraft - That being said, growth can also be utilized in other creative means aside from simply increasing the speed at which a plant ages or spreads. A druid may utilize parts of plant life to assist in the creation of tools. For example a druid may weave together a number of vines and leaves to create a sturdy rope that they may need. Though this more adaptive form of growth requires the cost of [1] chord per 2 meters of plant life used. Requiring the druid to channel their natural energies for at least [3] emotes extending by [1] chord per emote used extending the plantlife manipulated. 

 

Redlines:

  • Druidcraft acts as a sub-ability of Growth that allows for the manipulation of plant life into mundane items that can help players. Some examples are a Rope, a wooden brace, or even the rough makings of a bow without string.

  • Druidcraft requires 3 emotes uninterrupted, while costing the druid 1 chord. Should they wish to create something larger than 2 meters it will require an additional emote and chord.

  • Druidcrafted weapons can reach the sharpness and durability of ferrum.

  • Items made through druidcraft do not retain any magical or special properties based on the plants they are sculpted from. They are simply improvised weapons. 

 


 

Spell [Combative] T3: Surge

While often not preferred or culturally seen as right the utilization of plant life in a combative manner is often shunned upon but can be the main source of a druid's defense when enacting their duties of fighting off imbalances in the natural world. Utilizing their own natural reservoir they may cause a sudden and quick change within nearby plants to trip, swipe at, bind, or even crush a desired target within their range.

Spoiler

Over the course of [3] emotes a druid can call forth a nearby limb, root, or larger piece of plantlife to shift towards a target in a combative manner. Initially costing [3] chords to reach its target, while requiring additional chords should they wish to ensnare and then begin to crush. As well as requiring [1] additional emote per further action upon the target.

 

The range that is applicable to Surge is the same as communion 15-meters, allowing them to pull from plants in the area that are mechanically present. Such as a built tree, a nearby shrub, or even a large group of seaweed. It should be stated that the strength that is present within the plants would not cause immediate death taking multiple emote rounds to kill a target through the use of crushing them serving as a far better mean to hold them within place.

 

Redlines:

  • Requires 3 emotes to cast [1 connection, 1 guidance of the plant, 1 arriving at desired location/striking target] costing 3 chords in total, while additional actions require 1 chord per extending emote. For example once the plant arrives at the target [1 moving to ensnare the target in place, 1 beginning to crush + additional emote rounds of crushing should they have the chords.]

  • All utilized plantlife should have some representation mechanically, for example it would not make sense for a druid to use roots within a dune covered desert.

  • Should they be interrupted while casting the spell, they will lose concentration and progress on the spell. Causing whatever has been grown to sink back away inert.

  • Controlled plants can withstand three attacks of a bladed weapon no matter the descendant race, while only being able to withstand two strikes from an axe.

  • Should the controlled plants caught by a flame count as one strike towards the three needed to destroy it while causing recurring damage to happen each round.

 

 

Spell [Non-Combative] T3: Gleaning

Similar to Growth, a druid is capable of harnessing their gifts to soothe nature into a joyous state, calling for flowers to bud and blossom, and fruit to bear itself upon stems. Perfect for storytelling, as well as harvesting saplings and seeds from nearby, willing flora.  

Spoiler

Over the course of [2] emotes for lesser variations of the spell, typically for making flowers blossom or to coat something in an aesthetic layer of plant life, a druid is capable of imbuing the flora around them into a state of passive harmony for as long as the druid remains in a 6x6 area around it. After [1] emote of lax concentration, the druid may then spend the next [1] emote spreading their influence over the plant life around them. 

 

Otherwise, a more concentrated version of gleaning may be utilized on plants to harvest a seed or sapling from them. This spans over the course of [4] emotes, with the druid communing with the plant for [1] emote, before it begins to procure its seed or sapling on the [2nd] emote. On the [3rd], the bark may begin to peel aside to make room for the sapling being pushed out, or, the seeds may begin to slither from off of the plant. On the [4th] and final emote, the seeds or saplings may topple out into the druid’s hands.

 

Redlines:

  • Gleaning may not be utilized in combat.

  • The area affected must be around the druid, not extending past the defined area.

  • Gleaning may be used on Soul Trees in order to harvest their sapling, though a Tree Lord will still believe their tree is under attack and will retaliate, as will the tree itself. 

  • Gleaning may only be used on naturally occurring plants, as well as fae plants. 

  • Removing these seeds requires OOC consent of the owner of the plant.

 

 

Spell [Non-Combative] T3: Ungrowth

In order to maintain balance across the realm, the druid must ensure an area is not overrun with an invasive, overly cumbersome species of flora. To ungrow a plant, is to diminish them to a smaller state, or to return them to their original seedling state. 

Spoiler

During a span of [4] emotes, a druid is capable of soothing a plant to rest. Whether for a brief period where it might be rendered docile, or forever; to a seedling under the discretion of the druid. During the first [2] emotes, the druid must commune with and soothe the plant in some reassuring light, before it will begin to wither and grow smaller to the point the druid so desires. The final [2] emotes are spent allowing the plant to shrink, either to a smaller, less matured version of its old self, or into a simple seed or sapling, ready to be planted. 

 

Redlines:

  • Ungrowth is not to be used in combat.

  • A druid cannot cast ungrowth on a soul tree or epiphyte’s fae plant without OOC, being unable to force the sentient plant to move without some influence from its host.

  • Ungrowth does not kill plants. At most, it diminishes it to its most pure, simplest form. A seed or sapling. 

  • Ungrowth may only be used on naturally occurring flora.

  • When ungrowing a massive tree, multiple druids will be required to be present, alongside a few additional emotes to compensate for the size of the tree.

 

Spell [Combative] T4: Entangle

Useful for restraining out of control creatures of the wilds, a druid is able to imbue the ground with natural energies to help hold back those that attempt to pass through it. 

Spoiler

A druid at this stage of their abilities gains the ability to imbue the earth with their energies and summon forth a small plot of land within which brambles and thorns take hold of anything that may pass through, inhibiting their movement for the duration that they remain within it. 

 

Over the course of [3] emotes a druid can place their hands into the earth and summon forth roots and restrictive flora in a 3x3 area before them draining the druid of [4] chords. This process is mainly the druid lowering themselves to the ground before communing with deep set roots beneath the ground before suddenly urging them to appear in the third emote.  When moving through the rooted land players will find that it slows them to a quarter of their natural speed. These brambles will slowly fade away after [3] emotes sinking back within the ground or be sent away after two direct strikes into its mass.

 

Redlines:

  • Requires [3] emotes to cast in tandem with costing [3] chords. [1 connection, 2 casting/bursting out.]

  • Should they be interrupted while casting the spell, they will lose concentration and progress on the spell. Causing whatever has been grown to sink back into the ground inert.

  • The bramble can withstand two attacks no matter the descendant race, requiring something with the equivalent strength of a siege weapon in order to break it with 1 strike.

  • The ensnared ground being caught by a flame will count as one strike towards the two needed to destroy it while causing recurring damage to happen each round.

  • The ensnared ground can only be formed directly in front of the druid, having a limited range.

  • Ensnared ground must be cast upon natural soil such as dirt, rock, and in some cases sand should things like mangroves be realistically nearby.

  • As an alternative for flavor a druid may use seeds although the distant limits are still imposed.
     

 

Spell [Combative] T4: Bramble Wall: 

A druid may summon forth a formidable defensive wall woven from nature’s resilience, serving as a stalwart shield intended for defense against the lesser strikes of a descendant. The wall is woven from the ground up, forming a layer of dense brambles and branches.

Spoiler

A modified form of surge pulling forth stray roots from the surrounding area and offering them additional energy over the course of [3] emotes, while costing [4] Chords. Forming a 2-wide by 3-high wall of bramble thorn covered roots. Being able to withstand [3] physical strikes from a humanoid, or a single strike from the equivalent of a siege weapon (cannon shot for example) before falling apart to the ground below.

 

Redlines:

  • Requires 2 emotes of channeling and 1 sprouting and growth of the wall, costing the druid 3 chords.  [1 connection, 2 casting/bursting out.]

  • Should they be interrupted while casting the spell, they will lose concentration and progress on the spell. Causing whatever has been grown to sink back into the ground inert.

  • The bramble wall can withstand three attacks no matter the descendant race, requiring something with the equivalent strength of a siege weapon in order to break it with 1 strike.

  • The wall being caught by a flame will count as one strike towards the three needed to destroy it while causing recurring damage to happen each round.

  • The bramble wall can only be formed directly in front of the druid, having a limited range.

  • The bramble wall must be cast upon natural soil such as dirt, rock, and in some cases sand should things like mangroves be realistically nearby.

  • As an alternative for flavor a druid may use seeds although the distant limits are still imposed. 

 

 

Spell [Combative] T4: Twilights Shroud:

An ability of a Druid that expresses adept ability with their aura, being capable of creating a dense fog to shroud their approach or escape from an area.

Spoiler

Drawing upon their own and surrounding natural energies a druid may hold their aura within, creating a reservoir before suddenly releasing it in a dome of fog over the course of [4] emotes. This process will cost the Druid [4] Chords, taking on the appearance of either a natural fog or that of the druids aura color. Covering 6x6 space for 6 emotes before slowly dissipating in form. Making it near impossible to see within the space without the use of Greensight.

 

Depending upon the location the spell is cast within the conjured fog may take on different appearances. Say a druid were in a dense forest a natural fog would be conjured forth, a druid in a barren dessert would create a swirling dust cloud of sand and dirt, while even a druid beneath the waves could create dense marine layer.

 

Redlines:

  • Requires 3 emotes of channeling and 1 of releasing the gathered energy, while costing the druid 4 chords.  [1 connection, 2 building up of aura, 1 releasing of fog.]

  • The dome of fog will extend outward from the druid making them the center point of the clouded area.

  • The fog conjured will remain until the end of the combative scenario before dispersing itself naturally.

  • Should they be interrupted while casting the spell, they will lose concentration and progress on the spell. Causing whatever has been gathered to suddenly dispel elsewhere.

  • Druids are not able to see through the fog, they will be at the same advantage as their opponent unless they use green sight or some other form of mystical vision.

  • Should a space be smaller than the 6x6 dome of space the fog will spill out where capable like doors or opened windows, otherwise being trapped in the smaller space.
     

 

Spell [Combative] T5: Entling Creation

In the face of a powerful foe, the druid may call upon the aid of another from the trees. A beast, lumbering and strong, shambling outward to aid them in battle!

Spoiler

In wooded areas, a druid is capable of creating an entling: a 7 to 8 foot tall creature of wooden make, harboring strength akin to an orc. The creature acts synonymously with the druid after being created by the druid’s energies and influence, tethering its actions to the will of the druid. The entling, while strong, may only move up to 3 blocks per combative emote, or 6 when solely sprinting. They are weak to azhl blighting, flame, thanhium, as well as axes and heavy blunt force damage. Two strikes to the head with an axe may dispatch an entling, while three from a heavy blunt weapon will allow for similar results. Edged weapons, such as spears and swords, will take 5 blows to the head in order to slay the creature. If set ablaze and not put out after [4] emotes of burning, the entling will crumble away. Azhl and thanhium will disable the entling’s limbs when struck, while striking at the head will count as double the damage. 

 

From nearby trees, the druid may spend [6] chords over the course of [5] emotes to create their own entling. The first [2] emotes are spent coercing the tree to create such a creature, while the following [2] are spent creating the entling so long as the druid is within 3 blocks of the tree. On the [5th] emote, the entling will rise from the bark.

 

Redlines:

  • An entling may act in tandem with the druid, acting in the same emote as the druid does.

  • An entling will be pulled back into the soil upon being slain or at the end of combat. Left behind will be buddings of flowers and occasionally an entire sapling.

  • The entling follows the internal will of the druid and will be controlled by the druid that created it only.

  • Entlings may not surpass 8 feet in height.

  • Entlings may only harbor strength akin to an orc.

  • Entlings are slower than typical descendents, making their strikes slower, and their maneuvering speed less adept at a speed of 3 blocks per combative emote, and 6 per sprinting emote.

  • Blows from an axe damage the entling the most out of all weapons. 2 blows to the head from an axe will kill an entling. Limbs take three strikes to cleave through, similar to druidic limbs. These are halved by azhl and thanhium based axes. 

  • Damage done via heavy blunt force will destroy an entling’s head in 3 strikes, the same going for its limbs. Azhl and thanhium will immediately disable limbs, and half the amount of strikes needed to destroy the head to roughly 2 strikes. 

  • If set on fire, the entling must be put out by a third party. 2 emotes of smothering the flame will suffice. It takes 4 emotes before an entling is slain by fire.

  • Swords and spears are not very effective against entlings. 5 strikes to the head will destroy it, with 6 for the limbs. Azhl and thanhium still immediately disable limbs, and halve the damage needed for the head and limbs.
     

 

Spell [Combative] T5: Tree Stride

An ancient process in which the druid becomes one with nature for a short moment to pass through the woodland realm they are so attuned to before being shunted out from it leaving them a great distance forward from one tree to another.

Spoiler

Once a druid reaches the pinnacle of their connection to nature and its song around them they can become almost one with it and the constant flow of its interpretive song. Awakening them to otherworldly abilities that verge on the fantastical, allowing them to move swiftly through the forest trees that they may protect.

 

Over the course of [4] emotes a druid may become one with a tree merging into its form. Initially starting out with a druid opening the connection with one tree while having another in view within 16 blocks. Before slowly as they commune with the tree they begin to become one with it, bark growing across their skin and slowly pulling them within. At which their vision will blur into that of a shifting emerald as they are completely swallowed by the tree. Traveling through the roots beneath the forest before bursting through a tree within the traveled range. Draining the druid of a majority of their strength costing a total of [6] chords.

 

Redlines:

  • Requires [4] emotes for the complete process to occur [1 connection, 1 communing with the nearby tree, 1 the bark spreading onto the druid and them sinking within, 1 being completely pulled fully within before suddenly breaking through the tree]. While costing a total of [6] chords.

  • Should the druid be interrupted at all during this process they will lose all progress as well as the chords needed to utilize the ability.

  • A druid may only travel the distance if the trees they are attempting to pass through are mechanically there.

  • Tree Stride cannot be used to access areas that are mechanically accessible unless in an event with the event runners permission. 

  • The druid may only transfer to a tree within their line of sight, capping out at a range of 16 blocks, essentially serving as a spell to quickly catch up to someone or make a quick escape.
     

 

 


 

Nature Infusion

A weight off the druid’s back, druidic infusions allow for druid kind to imbue their objects of worship and practice with blessings directly through their magic. From a strong root, capable of revitalizing entire fields, to limbs of wooden make that replace a grizzled and worn druid’s lost limbs; druidic infusion bolsters the druid’s experience and quality of life.

 

Through the myriad of enchantments one could imbue their trinkets with, the most adept of druids will find strength in creative enchantments for any situation through their mystical, crafty tricks.

 

Baubles granted their own infusion remove some of the weight from the druid’s shoulders, calling upon the gifts sealed within so that the druid might evade exhausting themselves - to save their energy for something of higher need.

 

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Infusion Abilities

Spell [Combative] T2: Shillelagh 

A form of minor infusion that a Druid may learn to strike at unruly assailants once their connection to the voices of nature begin to solidify. The druid focuses their energy upon their staff, forming it into an implement of war shaped after the spell’s namesake

Spoiler

Over the course a [2] emotes a Druid may imbue their staff with their own natural energies costing [1] Chord. Strengthening the tool of worship to be as strong as an iron mace while hitting with the same impact as one. This momentary enchantment will last for either as long as the Druid has it within hand or the period of [5] emotes goes by.

 

Redlines:

  • Shillelagh requires 2 emotes to cast uninterrupted [1 connection, 1 infusion] and 1 chord. Lasting for 5 emotes unless knocked away from the Druid.

  • Only natural materials may be infused with the energies of the spell. (Bones, Wood, and Stones for example)

  • Only blunt damage can be done and will only strike as hard as the impact of an iron mace.

  • While the Druid’s item is being imbued it may hold the same durability as that of a ferrum before the enchantment fades.

  • Should a Druid's staff also be a weapon of some kind for the period of time that the spell is active it will only do blunt damage.

  • Sheleighleigh Infusion cannot be done with ranged weaponry. Only a Druids casting focus.

 

 

Spell [Combative] T3: Power-sharing 

In a situation so dire, a druid may momentarily supply another druid with additional chords so they might perform some powerful deed. Once so dreary, the empowered druid is then capable of utilizing their newly bolstered, or rekindled magic to ensure the safety of all those dear around them.

Spoiler

Over the span of [3] emotes, the druid may grant another druid some of their own chords - as many as the casting druid wishes to give. They must either be laying a hand upon them or be within relative distance. In events only, power-sharing will bolster the strength of other druids spells to greater heights. 

 

Redlines:

  • Power-sharing grants another druid your own chords, meaning you lose the chords you supply them with. This means you are giving up your own chords [Say you currently have 6] and you supply the amount you desire to another druid [This druid currently has 3, and you supply them with 3 more. This makes their chords go from 3, to 6; & your own chords go from 6, to 3]

  • You must be power-sharing directly into a druid to supply them with your chords. This effect does not spread to other druids in the vicinity. It must be focused, leaving the power-sharing druid vulnerable.

  • You must be within arms reach of another druid to powershare with them.

  • Power-sharing is the transference of druidic energies from a willing druid to another druid. Should a druid decide to transfer too many chords this could cause them to fall unconscious.

  • A druid's chords may not exceed the limit for their respective tier. 

  • In events only, the bolstered druid’s spells will only be as powerful as the ET running your sect of the event calls for. You cannot create a kaiju entling yourself.

 

 

Enchantment [Passive] T3: Druidic limbs

Weathered and worn druids may make use of their unending vows to defend nature, taking from the natural world to procure a limb of wood to replace one of their own.

Spoiler

A druid is capable of adorning their battered and worn bodies with living limbs of wooden make that will soon act as would any other false appendage. These limbs must first be communed with by the druid, establishing a connection that joins the pair. This limb then allows for the druid to feed into it passively, for if the druid does not harness their energies into this limb, it will simply fall inert. 

 

Through trial and error, the druid will learn how to utilize communion in tandem with the living wood, allowing for it to eventually become almost as rehearsed and practiced as your typical limb would. Over the course of [1] OOC week, the druid will soon become accustomed to the living wood. This by no means grants them a true sense of touch, only allowing for the druid to feel slight pressure put on their druidic limb. 

 

After this period, the druid may also utilize Growth on their new limb, shaping it to better suit their needs. Over the course of [3] emotes, the druid may alter their limb to form talons, blades, or anything within reach of their mind, though the results of altering the living wood are more often a detriment rather than a bolster in strength or ability. At best, talons formed from the limb will be able to cut through fabric, but they will entirely shatter against armor. Greater transformations will compromise the structure of the limb, and will likely destroy it. 

 

In addition to Growth, a druid may utilize Gleaning outside of combat, calling for their limb to grow flowers or other flora that purely exist to alter the aesthetic of the prosthetic.

 

While wooden, drudic limbs are susceptible to the same detriments any other tree or wooden appliance would be. If caught ablaze, the druidic limb will burn steadily unless stamped out for a total of [5] emotes before total immolation; the limb chars and becomes brittle upon the 3rd, and crumbles away to ash upon the 5th. Magical flame burdens the limb more heavily, charring the living wood upon the 2nd emote of burning, and crumbling it away upon the 4th. Druidic limbs are also weakened when it comes to axes and other blunt weapons, where after [3] emotes of being struck, the limb will become inoperable. Otherwise, weapons such as swords or knives will be able to cut through the ‘skin’, or bark of the wood, but will perform poorly in making any lasting damage. Their emote count count doubles from the [3] of axes and blunt weapons, to [6] emotes total. Lastly, magic disabling magics, materials, or potions; such as kani, thanhium, and null arcana, will render the limb inactive when used, but will not outright cripple or ruin the limb.

 

Redlines:

  • Druidic limbs, as in the name, may only be used to replace limbs. Arms and legs. Nothing more.

  • Akin to greensight, a druid can learn this infusion without missing a limb. It is knowledge to be held for a later time.

  • Druidic limbs are not perfect replacements to lost limbs. They are less precise, slower, and not as fast to react.

  • A druid cannot ‘feel’ through their druidic limbs, only able to feel pressure from things that come into contact with it.

  • A druidic limb does not bolster the wielder’s strength in any regard.

  • The druidic limb must replicate the limb it is replacing. 

  • During combat, a druidic limb cannot be fitted to the druid.

  • Gleaning may not be utilized on the druidic limb during a combat encounter.

  • Attempting to use Growth on the druidic limb to change it into anything NOT resembling the limb that was lost, such as a sword or shield, will cause the limb to fall apart.

  • A druid may only imbue a wooden limb with this enchantment if they’ve learned the druidic infusion ability for it. If the druid being gifted the limb does not know the infusion, it may be done for them by a more learned druid.

  • The wood used to craft the limb will always maintain the same strength as any other when imbued with the enchantment. 

  • Lore approved woods, such as ironwood, will be reverted back to the strength of mundane wood should it be used to create a druidic limb.

  • Two full limbs may be replaced by druidic limbs, while four half limbs (elbow down, knee down) may be replaced as well. Anything more is too strenuous for the druid.

  • Druidic limbs being made of wood are subject to forms of fire excluding malflame not being directly attached to the druids soul. The limbs will be damaged by flame as they naturally would.

  • Druidic limbs may be player signed.

 

 

Spell [Enchantment] T5: Druidic Infusion

Requires: Power-Sharing

An action of permanence upon a chosen item of worldly origin, infusing it with natural energy creating magical artifacts to draw additional power from.

Spoiler

The art of druidic infusion is one that has been passed down for millennia from druid to druid, culminating in numerous powerful relics and artifacts of the Aspects. Acting as in averted blessings from the ever distant Aenguls. These artifacts are often given the ability to last and exist separate from a druid's own capabilities. Some notable examples of greater infusion are the Blight Stone along with the Aspect Stones themselves.

 

To create these infused items a druid must be at the pinnacle of their connection to the Aspects to enact minor infusion bestowing the object with a druidic enchantment. These enchantments may only be placed upon natural materials such as wood, stone, crystal or other precious gems, Kuila crystals, bone, or hides. Adjustments to its form for example carving a design into wood must be done beforehand as it cannot be done while the process of infusion takes place.

 

When a druid wishes to create one of this blessed trinkets or enchanted artifacts the ritual must be done within a place deep within the wilds untouched by civilization, some such places are a Grove, a Fae Ring, an Attunement Pool or simply any other place far away from civilization. Placing the item before them within their selected location the Druid will begin pooling together the natural energies within and around them channeling within them before releasing them into the chosen item before them. The entire process takes at a minimum of [4] emotes while also leaving the druid completely exhausted for the remainder of the one IRL days.

 

Leaving the druid extremely vulnerable within that time not being able to access any of their abilities directly, including that of passive communion.

 

All Druidic Infusions are either active or passive abilities, meaning that some abilities are either continuously active or require the druid to urge them to occur, often taking time to recharge after its usage. This must be dictated within the created RP item to represent its effects.

 

Known Infusions:

Spoiler

Shillelagh 

Active | Required to be infused Kuila on a druid’s staff or club.

 

An infusion that brings forth the striking power of the original spell without costing the druid any exhaustion, but only for a short time before it fades once more into normality. The Shillelagh infusion has one active charge lasting for the original duration of [5] emotes before being surrounded by natural energies for at least a day before being usable again.

 

Redlines:

  • The infused item must be a piece of Kuila around or attached to the druids staff.

  • Requires two emotes to activate [1 activation, 1 taking effect] before it is usable for [5] emotes or it is dropped from the druid's grasp.

  • Non-Druids may not activate the enchantment within the staff.

  • An item infused with this infusion must be ST signed.

 

Deep Stride

Active | Any material on smaller trinket

 

A trinket imbued with this spell will act as it’s spell counter part while holding the draw back of a singular use and becoming completely inert should it exit the water within the 2 hour time period. Mechanically requiring the same amount of emotes to occur.

 

 

Redlines:

  • The infusion must be on a small trinket, nothing over the size of a necklace.

  • Requires two emotes to activate [1 activation, 1 taking effect] whilst they are within the water. Should the trinket leave them or the water the effect will be lost.

  • Non-Druids may use these trinkets but require a druid to activate them for the one time trip beneath the water.

  • A single druid may only hold 1 of these infusions else if they use one the charge upon all others will be used.

  • An item infused with this infusion must be ST signed.

 

Singing

Active or Passive | Any material

 

Akin to the original spell these artifacts may alter the voice of nature surrounding it, whether it be a passive occurrence of a sudden outburst causing the shift within nature's tune. This imbuement can be placed upon a stationary location/shrine or upon an individual item taking up the same amount of emotes as its mechanical counterpart.

 

 

Redlines:

  • The songs within the affected area of the spell cannot influence Descendants, or other druids. They may feel an impact about the conveyed emotions but do not need to express the same in response.

  • If the effect is taking place within an area it should be noted with a sign OOCly indicating that for those that come across it.

  • Should the infusion be on an item instead of a location it will be considered an active tell requiring [4] emotes to spread out into the new area it enters.

  • An item infused with this infusion is Player Signed, and does not require ST signature.

 

Power Sharing

Active or Passive | Any material

 

An imbuement upon an artifact that allows for a druid to create a separate reservoir of natural energies they may draw from should they be in need of it. Allowing for a druid to pull forth 3 additional chords they may be in need of to perform a spell over the course of 2 emotes. Once being completely emptied it will require an entire day to pass for the artifact to gather enough power once more.

 

That being said Powersharing may also allow for a greater range of abilities should a druid choose to create a Mart separate from the base enchantments. Granting more event based powers or farther niches then recharging one's self.

 

Redlines:

  • A single druid may only hold 1 of these infusions else if they use one the charge upon both will be used.

  • The process of taking chords from the trinket takes two emotes [1 opening the connection, 1 pulling from the item]

  • Once all of the chords are pulled from it the artifact will take 1 irl day to recharge completely.

  • Artifacts that utilize a greater use of powersharing should either be directly tied to an event through ET discretion or through the creation of a MArt.

  • An item infused with this infusion must be ST signed.

 

Singing Trees

Requires Powersharing

Passive | Any Tree

 

Trees of old that are composed of kuila crystal, or are of similar origin. The Singing Trees are utilized most typically to store memories and pass tales throughout the generations of druids. Through communing with these shimmering trees, a druid could discover lost secrets or wisdom from a bygone era to aid in their current endeavors. These trees can be used actively as a druids personal journal to spill any types of rambling, or even to store tenets or rules for a way of life. 

 

With grand focus, a druid is capable of growing a seed, surrounded by kuila crystals, into one of these wondrous Singing Trees over the course of [4] multilined emotes. The druid must begin by settling the seed and the desired kuila crystals into healthy soil. In light of the moon, the druid may shroud the seed in their mists, to then urge it to grow. The tree will grow into a minimum or six [6] meters/blocks high with a similar color countenance as the kuila crystals surrounding it. When this process has been completed, the Singing Tree is fully capable of being used at the druid’s behest.

 

Index:
 

Any studied druid familiar with Singing Trees is capable of creating a secondary infusion in order to navigate through the memories & tales that come with existing Singing Trees. These objects are known as Indexes and are created much like any other druidic infusion would be. With this Index, a druid can traverse the memories of a Singing Tree to find specific stored memories with ease, whereas a druid without an Index will only be shown random, stored memories. An Index must be made for each specific Singing Tree and are not universal to all Singing Trees. Anyone with an Index can use it to locate a memory leaf to destroy it and rid the tree of that memory with relative ease, whereas a person without one will have to pass a roll out of twenty [20] with at least a fifteen [15].

 

Redlines:

  • A druid must be Tier 5 in Communion & Control in order to learn and utilize this infusion.

  • druid is capable of using any Singing Tree they come across. 

  • In order to place a memory into a Singing Tree, the druid must possess an Index or Powershare with someone who possesses an Index.

  • Singing Trees are used to tell stories, but they often leave out great detail. They are not perfect replicas of the tale. 

  • Singing Trees may only be used while outside of combat. 

  • A Singing Tree does not automatically learn everything their creator knows, and must be communed with an Index to store memories.

  • Destroying or removing a memory leaf requires great focus. Any person without an Index must succeed in a roll of 15-20 out of 20 in order to locate a memory and successfully remove it from the tree.

  • Up to two [2] memories may be removed from the tree per OOC week.

  • These memory leaves instantly turned to ash upon removal and cannot be stowed away to use later on.

  • A Singing Trees seed will survive for one [1] OOC week without being replanted, save for during map transfer.

  • The Singing Tree must be at least six [6] blocks tall.

  • A Soul Tree, Entling, Epiphyte, Elder tree, or any other ‘construct’ cannot be made from a Singing Tree. 

  • A Singing Tree cannot be used to teach any MA, FA, or CA, including Druidic ones. 

  • A Singing Tree may be destroyed through mundane means [Fire, excessive force, etc.] as well as any other debilitating effects that might hinder nature. [Blight, corruption, etc.]

 

Blooming

Requires Blight Healing
Passive | Flora only

 

To bloom is to rekindle - to replenish sour or plagued lifeforce within nearby flora. By infusing a totem or trinket with blooming, the druid may cast coalesced mists outward from their item of choice - spreading a revitalizing aura that seeps into plantlife, causing it to bloom and become more lively; as if it were unhindered. 

 

An item imbued with blooming may passively rejuvenate dour or drab looking plantlife so long as the item is within [8] meters/blocks of the damaged plants. This passive effect can be enabled or disabled by merely twisting the energies within the item via the druid’s own mists to a more dormant state.

 

Redlines:

  • Blooming does not regrow dead crops, plants, or anything of the sort. It merely revitalizes nearby, living plants to be as if they were unhindered.

  • This infusion only works on natural plantlife. Any other ‘plant’ created through magical means will not interact with blooming.

  • The infused item can be used by any druid even if they don’t have blight healing.

  • An item infused with this infusion is Player Signed, and does not require ST signature.

 

Fertilizing

Requires Blight Healing
Passive | Any Material

 

Lands with the faintest of whispers, wrought with stripped soil are capable of being blessed with green grass once again. Areas once thought so desolate, now shown to harbor a regrown plain with newly grown crops, & bushes and berries that attract animals back into the once dead area.

 

Once infused with fertilizing, a trinket is capable of being used as the ‘anchor’ or catalyst that may imbue an area with newly revitalized soils, allowing for it to become promising farmland within a 12 meter/block area. - it does not plant crops and plants for you.

 

Redlines:

  • Fertilizing merely acts as replacing dry, unusable dirt and soil within a 12 block area with a more ‘easy’ or quality of life benefiting enchantment. 

  • If the effects on the land are magical, fertilizing will not fix it on its own.

  • The infused item can be used by any druid even if they don’t have blight healing.

  • An item infused with this infusion is Player Signed, and does not require ST signature.

 

Cleansing 

Requires Blight Healing
Passive | Any material

 

A totem imbued with the art of cleansing can be placed within a chosen location allowing for a protective wave to surround the designated space from blight. Stretching across a 12 meter radius from the imbued item. A potent and useful tool that can be placed within a grove or place of natural worship.
 

Redlines:

  • Blight cannot be created within the 12 meter radius around the totem.

  • If a totem is destroyed the protective field around will falter and a new one must be created.

  • Should a blighted object enter the radius passively over [5] emotes it will begin to be cleansed unless something further is preventing it.

  • An item infused with this infusion must be ST signed. If the item is placed down to cleanse an area passively, an ST signed sign should be placed where the totem sits.

 

 

Awakening

Requires Blight Healing

Passive | Wood only
 

Once imbued with the spell of Awakening a piece of wood will become known as living wood and will remain living without Druidic energy for an IRL week before entering a state of slumber. Living wood can be used to grow stray plants or twigs depending upon what it is called upon or is naturally in tune with the wood's normal state. Things such as staffs or even prosthetic limbs can be created with Awakening and if given enough time even develop their own personalities becoming sentient in line with their druid.

 

Redlines:

  • Awakened items cannot be used to metagame information, such as what has occurred to the druid that possesses it.

  • Awakened staves can only become Sentient Staves after being with a Druid for 16 OOC weeks

  • Awakened objects require an ST signature and must be marked on the Druid’s MA.

  • Non-Druids cannot use Awakened objects. It will simply act and feel like a normal staff within the hands of a non-druid.

  • Awakened items should they be morphed into a different object utilizing growth or surge should follow the same amount of emotes unless allowed through a Mart.

  • The infused item can be used by any druid even if they don’t have blight healing

 

Decay

Requires Blight Healing

Active or Passive | Any material

 

Acting as a totem, the infusion of decay can be used to passively cull the land of extended growth, keeping a 5x5 area completely halted in growth. Should a druid wish to make an active form of Decay it will act as its spells counterpart while only being able to be used once before needing an IRL day to recharge.

 

Redlines:

  • Passive Decay requires the item to be within a visible location and the centerpiece of the area it’s effecting.

  • The infused item can be used by any druid even if they don’t have blight healing

  • Passively the will not be brought to complete decay, only limiting it to what the state of the area was when the totem was first placed.

  • The active form of the Decay Infusion will act as the standard redlines does with the exception of it only having one use per day. 

  • An item infused with this infusion is Player Signed, and does not require ST signature.

 

Sproutlings

Requires Herblore

Active or Passive | Any form of Plantlife

 

Requiring the art of druidic infusion to be performed on a piece of flora or fungi. Created over the course of [6] emotes infusion to bring them into being slowly developing into a creature 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:

  • 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.)

 

 

Mani Summoning

Requires Blight Healing and Mani Summoning Feat

Passive | Any material

 

An artifact that may be created to act as a focal point for the summoning of a Mani, in ethereal form. The infused item must showcase a likeness of the individual mani as some form of totem or shrine showcasing  If a likeness is not evidently clear for a certain mani the mani that is drawn into the artifact will be at random. All Mani summoning artifacts that verge past base ethereal summoning requires a Mart.

 

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

 

Redlines:

  • The artifact must be a statue, shrine, idol, or something of the Mani’s likeness.

  • Summoning of the Mani requires direct offerings to be present at the ritual as well as a prayer to garner the attention of the creature of the wilds.

  • A druid must be present to conjure forth Blight Healing into the beacon to summon the Mani.

  • You must have the Blight Healing MA as well as the Mani Summoning FA to use this infusion.

  • An item infused with this infusion must be player signed.

  • The beacon's effects are maxed within the region the ritual is performed to find the desired Mani. The region must line up with what its common world counterpart would exist within, like Amaethon being summoned within a woodland forest.

  • Attempts trying to summon an individual Mani can only be done once before they must wait an irl month to try once more.

  • Requires St approval and running for the event of summoning a Mani in its ethereal form.

  • Summoning rituals for these artifacts must  follow all the redlines of the base Mani summoning.

 

General Redlines:

  • All infusions are considered T5, due to the T5 Requirements for infusions.

  • Infused objects must fall in line with all the listed enchantments across Druidic subtypes. As well the druid must have been taught the matching subtype to infuse an item with the selected spell.

  • Infusions that wish to utilize a greater scope of abilities, a combination of listed infusions, or creating something new require a MArt.

  • Kuila crystals may also be enchanted, however only the Druid they are bound to will be able to activate and replenish them.

  • Druidic infusions cannot be combined with other forms of enchantments, unless directly stated within the opposing lore.

  • Three or more enchantments on a single item requires a MArt.

  • Druids may not infuse any living creatures.

  • A druid may only carry three infused items upon them at a time for combative use.

  • Infusion for a sentient object with unique abilities requires a Mart, an example being a living staff that can move about uniquely.

  • Infusions surrounding Fae creatures, the Fae Realm, Mani, etc. Require a Mart to be created unless they are a beacon.

  • Infusions may not surround the Aspects directly  in any way even if it is a Mart.

  • All infusions must be at a minimum of four [4] decent multi-line emotes to infuse.

  • All enchantments are fueled passively by a being nearby a druid.

  • Using Druidic Infusion will cause the enchanting druid to become tired for [1] OOC Day, and they will be required to rest, otherwise they will be fatigued and exhausted when attempting to cast druidism within combat. This is due to the call of nature becoming quiet after use of this spell, plaguing the druid’s mind with exhaustion or mild concern until the [1] OOC Day is over, where the voices return stronger.

  • Any druidic infusion item (whether it be a staff, trinket, totem, and so on) can be broken through mundane means. The same goes for totems that are set down and stationed in an area for passive effects, such as Cleansing.

  • A druid may carry a maximum of [3] items with ST-signed Druidic Infusions on them at any time. They may carry as many Non-ST signed Infusions as they wish.

 

 

Attunement and Unattunement

 

Spell [Connection] T4: Attunement 

Requires a TA and Powersharing to be taught

[Non-Combat][Connection]

 

Through a vision of perseverance and triumph, a dedicant is connected to Druidism. Typically done by submerging the Dedicant in water, though this is certainly not required, and casting within the pool in a meditative state, the dedicant enters a comatose state during which they encounter all sorts of trials. These trials typically consist of battling memories from the past and overcoming fears/shortcomings, though the vision is highly freeform and up to the Guide. Although the presence of the Aspects may be implied in the vision, they can not actually intervene in the Attunement in any way. A Dedicant also can not realize the vision is not real in the middle of the Attunement, nor can they suddenly wake up. The illusion can certainly be broken, but the dangers associated with such include more intense and violent visions, shock, and phantom pain. Once the Dedicant has completed their vision, they awake from their slumber and immediately hear the voices of Nature. 

 

These voices are disorientating and overwhelming at first, a loud and headache inducing noise which constantly assaults the newly-attuned. This is expected to last for about [1] irl week from the attunement and it is encouraged to rp side effects such as trouble sleeping, dissociation, and frequent migraines. Such side effects can be alleviated by sitting within a Fae Ring, where the voices will calm and become a bit more manageable to hear.

 

A Dedicant is expected to have undergone a complete and substantial dedicancy before undergoing Attunement, consisting of at least [6] trials and lasting for no less than [2] irl weeks. Should an Attunement be attempted without having a dedicancy be completed, the ritual shall fail and leave the Dedicant feeling disoriented and fatigued. This will also happen should an Attunement be attempted on someone who already holds a deific connection, with Templarism and Seer being the only exceptions. The ritual shall also fail if combat breaks out, for Attunements are not possible during combat, and puts the Dedicant and Guide in imminent danger. 

 

 An Attunement vision is sort of like a player event, with the Guide emoting the vision for the Dedicant to react to. OOC communication is encouraged to gather all that is needed to create a memorable vision and provide good character development. As stated above, this vision is highly freeform, but traditional motifs involved include the Dedicant’s fears and insecurities, hopes and dreams, important past events, and their Totem. 

 

Attunement is a spell required to be taught by someone who knows it. The druid must be at least T4 with an accepted TA and knows Powersharing in order to be taught Attunement. Having learnt this ability must be marked on someone’s TA for validity. 

 

Redlines:

  • Attunement must be marked on a druid’s accepted Communion & Control TA upon learning it.

 

Spell [Disconnection] T4: Unattunement

Requires a TA and Attunement to be taught

[Feat][Disconnection]

 

Unattunement is the process of disconnecting a druid from Druidism. It requires [3] druids to perform, with all three possessing a TA and knowing Attunement. Only [1] of the involved druids needs to have an accepted FA in Unattunement. Unattunement does not require the breaking of tenets or rules to perform, and can essentially be done to anyone for any reason as long as it is proven to not be OOCly motivated. A Druid can also be Attuned once again after being disconnected, which requires [3] Druids to perform who all know Unattunement. 

 

This procedure is excruciating, as it involves ripping the connection from the Druid’s soul. The three Druids must circle the one who is to be Unattuned, and such Druid must be bound to ensure they do not move much during this process. Once such is done, the leading Druid begins their incantation, evoking a range of strange visuals from an enigmatic luminescence in their eyes to a symphony of nature's melodies reverberating through a medley of screams and shouts.The surrounding flora and fauna also bear witness to this phenomenon, as branches violently rustle and animals swiftly retreat, as if instinctively sensing imminent danger. Simultaneously, the two assisting Druids Powershare into the leader, channeling their energies and providing ample power to sever the connection.

 

At the peak of the process, the leading Druid will then emote “severing” the connection from the soul. This is largely left up to the Druid on how they wish to do such, but traditionally the hand will grasp onto the connection and pull it from the soul, where they will then use their staff to sever it with a slashing motion. The two assisting the druids may join into the chant, or simply sit idly by as they watch and Powershare. A vortex effect may also be emoted, center at the Druid being unattuned and fanning out with a silencing effect on the voices of nature. 

 

Once the Unattunement is completed, the Unattuned Druid may choose to stay awake or pass out to then awaken later. Once they come to, they might be struck by sudden panic in the midst of the ensuing silence or experience a disorienting shock. The specific aftereffects that follow vary depending on the tier of the Druid at the time of their Unattuned state. For newly Attuned, this isn’t as strenuous, but for Elder Druids, this may cause them to descend into utter madness and desperation, and in some cases, even death can occur if the silence is too unbearable. 

 

Your character’s actions have consequences, and the varying philosophies of Druidism can cause Druids to clash. What one may view as right, another may view as wrong, but any OOC motivations, arguing, harassing, and so on will not be tolerated. This ability should not be taken likely, and should an Unattunement be attempted for OOC reasons, those involved will find their applications at risk. 

 

Unattunement is a spell required to be taught by someone who knows it. The druid must be at least T4 with an accepted TA and knows Attunement in order to be taught Unattunement. Having learnt this ability must be marked on someone’s TA for validity.

 

Redlines:

  • If attuned for another time, the druid cannot be unattuned by any of the same druids involved in their prior attunement(s.)

  • Unattunement must be marked as an accepted FA & should be added to a druids accepted Communion & Control TA.

 

 


 

Magic Compatibilities

 

While a Druid’s abilities are often ingrained within the natural world they garner these abilities from a deific connection. Like all other deities, the Aspects hold expectations of their followers, holding expectations of what they expect of the druids. Should a druid choose to forsake their bond to the Aspects their connection with the forces of nature will begin to change.

 

When first becoming a practitioner of another magic against the gaze of the Aspects the Druid will find their natural connection halted, no longer able to advance in Druidism.  Should the Druid continue to practice other magical arts not acceptable to the Aspects, their connection will begin to wane and gradually decrease over time. The constant tune of nature becomes a burden upon them once more as aggressive and angered tones lash out at the druid. They will find that natural places become more challenging for them to focus within until eventually the connection completely fades once the Druid reaches Tier 3 of this opposed magic.

 

It should be noted that if the guidelines of the other magic restrict the ability for a person to hold a deific connection, the Druids must seek out Unattunement first, serving their connection to pursue this ulterior magic.

 

The Seers, Eyes of Vaseek Feat is acceptable with no magical drawbacks of learning another magic. However, the Druid cannot utilize the ability of  ‘Greensight’ as this Feat/MA immediately overrides such. Similarly, a seer-druid may proceed to learn seer magic.

 

Herald of Azdromoth: Druids cannot receive Azdromothian Draan and, therefore, are incapable of becoming Heralds.

 

Blood Magic: a Druid with any form of Blood Magic cannot use the Feat “Transcendence” given the chaotic mindset and effects Blood Magic has on the user. Druids with Blood Magic may self-teach Blood Druidism.

 

Alchemy can be learned without any drawbacks. A druid may also utilize and have a Tawkin Klone, although should a druid die and enter this new body, the druid will be unable to become a Soul Tree.

 

Other Deity Magics can primarily not be obtained unless the Druid is Unattuned first. Attempts to Attune another deity-user will result in a failed Attunement, with all its side-effects. The sole exception being Templarism at the time of writing.

 

Kani, Golemancy, Sorvian Crafting, Housemancy, Bardmancy are all compatible with Druidism.

 

Dark Arts such as Necromancy, Mysticism, Naztherak, cannot be learned. A Druid must be Unattuned before attempting to learn them.

 

All Voidal Magics are incompatible with Druidism. Attempting to learn them will gradually weaken the Druid’s connection with nature, eventually severing it entirely.

 

Animati Crafting is able to be learned however, a Machine Spirit Druid cannot be a shapeshifter, and cannot become a Treelord.

 

Incompatible Creatures

 

Zar'ei

Ologs

Sprites

Wights

Azdrazi

Zar’akal

Atronach

Frost Witch

All other Undead

All other Soul-Altered beings

All other creatures lacking a soul

 


 

Tier Progression

 

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Tier 1:

The Druid has been Attuned and is from this point on, connected to nature and the Aspects. The connection is still primitive and weak at this point, requiring the young Druid to first meditate in order to achieve Communion and begin to perceive the voices of nature and the flow of life energies around them. Without instruction from a teacher, they cannot achieve this on their own. When taught how to, the sapling Druid may Commune with a 1 block meter around them, while everything beyond that is an indecipherable wall of noise.


Abilities:
Communion Spell

Tuning


 

Tier 2:
The Druid reaches this stage after about one Elven Week of continuous meditation and practice. Their connection to nature has become stronger, allowing them to tune into the melodies of nature after a shorter period of meditation. The Druid is able to focus and tune out certain voices of nature to hone in on which one they wish to hear and commune with it. Turning into these individual voices, the Druid may begin to guide nature to grow and bloom. Upon hearing animals, the Druid is able to sense emotions and the intentions of the animal, along with opening the baseline form of communication with them.

Tier 2 is reached 1 OOC week after App. Accepted Date.
Requires Communion Spell taught to reach Tier 2.

Abilities:
Beastspeak

Daylight Orb

Shillelagh

Growth

Tier 3:
T
he Druid will reach this stage of their connection after about an Elven month and three abilities learned. Now fully able to feel the pulse of nature, one no longer needs to meditate to listen to its calls, but still requires concentration. Nourishing flora with their energies becomes more efficient, and they are more capable of convincing nature to follow their guidance. If taught, they may be able to begin perceiving nature purely through its flow of natural energy.

Tier 3 is reached 4 OOC weeks after App. Accepted Date. (1 month)
Requires 3 Abilities learned to reach Tier 3.

Can now learn the Subtype Blight Healing and Feat Herblore

 

Abilities:

Deepstride

Surge

Gleaning

Powersharing

Druidic Limbs

 

 
 

Tier 4:
A
Druid will reach this stage after three Elven Months and six abilities learned. The pulse of life has become familiar to the Druid and the calls of nature are heard clearly. Speech between Druid and beast is more easily articulated, even Elder Trees will take the time to converse should the subject  pique their interest. One’s requests and guidance hold greater sway, for nature has come to trust the Druid’s intentions and animals are more likely to comply with requests. The Druid’s control over their connection enables them to guide nature’s song to mimic emotions or feelings. They may even advance further from pairing their senses with Communion, to fully ‘seeing’ through Communion. Druids of this level may pass on their knowledge and take on students of their own.

 

Tier 4 is reached 12 OOC weeks after the Accepted App. Date. (3 months)
Requires 6 Abilities Learned to reach Tier 4.
Can now obtain a TA in Communion/Control.

Abilities:

Singing
Greensight
Entangle
Twilights Shroud
Bramble Wall
Ungrowing
Attunement
Unattunement (Requires FA app.)



Tier 5:  

Finally, the Druid has reached the last stage, after four Elven Months of practice and meditation. Though a good Druid would know that he shouldn't stop here. Practice has allowed the Druid to better refine the use of their own energies, allowing them to become more efficient in nourishing nature with it. Animals can be easily soothed and will comply with most of the Druid's requests. Their oneness with nature is reflected in the continuous passive Communion, which has emerged from their connection. This sometimes manifests as nature around the Druid reacting at their very presence. In some cases flowers sprout in the Druid's footsteps, animals unafraid of the Druid who understands them so well.


Tier 5 is reached 16 OOC weeks after the Accepted App. Date. (4 months)
Requires 9 Abilities Learned to Reach Tier 5.
Can now learn the Subtype Shapeshifting, Feat Transcendence, Feat Mani Summoning, and C.A. Soul Trees.

 

Abilities:

Treestride
Luonto
Entling Creation
Druidic Infusion

 

 


 

Purpose

 

Spoiler

 

 

Greetings, everyone RaiderBlue here with another attempt at creating a Communion & Control rewrite for Druidism. Our previous write had very little apparent mechanical issues referred to by the LT as a sound write but failed to meet expectations. So a majority of what was present before is still in place with a few additions and modifications. The main reason we were given for its denial was lack of detailing and listing of compatibility, physical/mental changes, and some further explanation on how Chords function some of which I had mistakenly thought was fine to simply remain as the Hub Page.

 

With this write we’ve come together with a new system for druidic exhaustion, while granting druids a wider range of utility-based abilities. Allowing them to fall into a very versatile category of magic. The intention of them is to allow druids to have the ability to be problem solvers, being able to create something or adapt to a situation when need be. All druids will inherently learn each of the new abilities and how they function should they be T4 or beyond, while those below should be taught by their respective teachers. This ruling is at the exception of Attunement & Unattunement, both still being required to be taught by those who currently hold it.

 

The link provided below is all of the feedback the LT gave us with pinpointed responses should the LT wish to look up specific things they had issues with prior. Other than that, happy reading and reviewing.

https://docs.google.com/document/d/1CTYDXAWQUyjfSqnLvM1NtzeOj24F2PRQtTRADSRCwtQ/edit?usp=sharing

 

 

Credits:

RaiderBlue (Writing)

GlassySkies (Writing)

Junoix (Writing)

Mayrndz (Consultation)

DragonOfTaters (Consultation)

Delmodan (Permission to use their tier descriptions)

 

 

Majority of the art used within this post was taken from Wizards of the Coast, Magic the Gathering.

 

Previous Lore:

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Had my +1 the first time and still has my +1

 

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Wojak Pointing Sticker - Wojak Pointing Wojak Pointing - Discover ...

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evonpire wins either way

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I like this submission a lot more than the previous one, though I have some thoughts on Druidic Infusion for this.

- The recent amendment made it so player signed infusions tier 3 enchantments while also removing the 3 day cooldown for said infusions. Reverting that and leaving those infusions player signed would revert the purpose of that amendment. I'd ask if this can be changed back.
- The 3 combative/st signed enchantment on a person at once thing is something which is no longer policy, which is similarly why it was removed from current infusion. So it probably does not need to be here.
- One redline implies druids no longer hear the song while recovering, which based on established druid lore would drive them insane during the entire time period. Moreso adding on physical exhaustion to the magical exhaustion for the entire period seems a bit extreme and even moreso than currend druidism. The combination of problems makes it so a druid goes from being annoying restricted for 3 days to essentially unplayable for that same amount of time.

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Two comments from here: 
For ungrowth, you specifically state that it may not be used on Epiphyte plants or Soul Trees. However this ability is the only ability they have to move their plants. Both lores state that you must have permission oocly and icly for ungrowing to be used however. Do you mean for these CAs to no longer be able to move their plants, or can this be altered to reflect their current CA lore and allow for use with given permission?

 

The other is a purely aesthetic question. Powersharing currently has a non combative, non utility purpose. Granting warmth and comfort to another Druid when used by sharing the harmony and life of the world with a distressed Druid. Would it be possible to maintain that aesthetic/non combative use, or would it cause conflict with Powersharing’s new function?

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5 hours ago, DragonofTaters said:

Two comments from here: 
For ungrowth, you specifically state that it may not be used on Epiphyte plants or Soul Trees. However this ability is the only ability they have to move their plants. Both lores state that you must have permission oocly and icly for ungrowing to be used however. Do you mean for these CAs to no longer be able to move their plants, or can this be altered to reflect their current CA lore and allow for use with given permission?

 

The other is a purely aesthetic question. Powersharing currently has a non combative, non utility purpose. Granting warmth and comfort to another Druid when used by sharing the harmony and life of the world with a distressed Druid. Would it be possible to maintain that aesthetic/non combative use, or would it cause conflict with Powersharing’s new function?


I second this, missed it. Its an issue I had with the previous write and I'm not sure why it is here again. Some epiphytes are literally unable to move their plants without druidic help unless their tile is about to get hollowed.

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On 9/17/2023 at 10:34 PM, ClassyDryad said:

- The recent amendment made it so player signed infusions tier 3 enchantments while also removing the 3 day cooldown for said infusions. Reverting that and leaving those infusions player signed would revert the purpose of that amendment. I'd ask if this can be changed back.
- The 3 combative/st signed enchantment on a person at once thing is something which is no longer policy, which is similarly why it was removed from current infusion. So it probably does not need to be here.
- One redline implies druids no longer hear the song while recovering, which based on established druid lore would drive them insane during the entire time period. Moreso adding on physical exhaustion to the magical exhaustion for the entire period seems a bit extreme and even moreso than currend druidism. The combination of problems makes it so a druid goes from being annoying restricted for 3 days to essentially unplayable for that same amount of time.


I'll go through each one at at time.

1. The cooldown of infusions in this write has been brought down to 1 day, I did see that the redlines did not get switched from the last write. Although I will not be removing the exhaustion rules for the ST signed Infusions as I believe there should be a realistic draw back to their creation.

2. Most magics have implemented rules at how many ST signed enchantments you may carry. The same applies to this druidism rewrite.

3. I suggest you look over the mental effects when one loses it is now up to how the druid wishes to rp the lack of voices effecting them. It no longer makes them go insane instantly it can cause them to become worried or perhaps agitated. That being said I can see a concern of how the redline was written I believe Glassy had intended it to be casting within combat that was weakened so I've made an adjustment to it.
 

On 9/18/2023 at 6:18 PM, DragonofTaters said:

For ungrowth, you specifically state that it may not be used on Epiphyte plants or Soul Trees. However this ability is the only ability they have to move their plants. Both lores state that you must have permission oocly and icly for ungrowing to be used however. Do you mean for these CAs to no longer be able to move their plants, or can this be altered to reflect their current CA lore and allow for use with given permission?

 

The other is a purely aesthetic question. Powersharing currently has a non combative, non utility purpose. Granting warmth and comfort to another Druid when used by sharing the harmony and life of the world with a distressed Druid. Would it be possible to maintain that aesthetic/non combative use, or would it cause conflict with Powersharing’s new function?

 

1.  This just isnt true and I feel we've already had a repeat of this on the previous post, Epiphyte plants as I have just checked do have a way to move their plants without the need of a druid. In addition to this Soul Tree's currently have their own spell also deemed Ungrowth, as its marked as a specific ability within its own lore page. That being said I see no harm within it so it's been made to be allowed with OOC consent of the Host.

2.  I'd say yes as at its most basic approach it is the process of sharing energy with another person so some comfort could be found in it. But that honestly can just remain as a flavor function without a need for further explanation. For now I won't add a redline but I will think on it.

 

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11 hours ago, RaiderBlue said:


I'll go through each one at at time.

1. The cooldown of infusions in this write has been brought down to 1 day, I did see that the redlines did not get switched from the last write. Although I will not be removing the exhaustion rules for the ST signed Infusions as I believe there should be a realistic draw back to their creation.

2. Most magics have implemented rules at how many ST signed enchantments you may carry. The same applies to this druidism rewrite.

3. I suggest you look over the mental effects when one loses it is now up to how the druid wishes to rp the lack of voices effecting them. It no longer makes them go insane instantly it can cause them to become worried or perhaps agitated. That being said I can see a concern of how the redline was written I believe Glassy had intended it to be casting within combat that was weakened so I've made an adjustment to it.
 

 

1.  This just isnt true and I feel we've already had a repeat of this on the previous post, Epiphyte plants as I have just checked do have a way to move their plants without the need of a druid. In addition to this Soul Tree's currently have their own spell also deemed Ungrowth, as its marked as a specific ability within its own lore page. That being said I see no harm within it so it's been made to be allowed with OOC consent of the Host.

2.  I'd say yes as at its most basic approach it is the process of sharing energy with another person so some comfort could be found in it. But that honestly can just remain as a flavor function without a need for further explanation. For now I won't add a redline but I will think on it.

 


Thanks for the response!

I think st signed infusions should have some form of cooldown, I don't disagree on that point. My main two things here are:

- As far as I can tell, there is no redline stating player signed infusions do not have a cooldown

- Nor is there a redline saying player signed infusions are not tier 3 or some other low tier. This doesn't seem important but due to what arcanium established, thanhium striking an enchanted object basically heats it up as if struck by a spell of that tier. Attaching this onto a player signed item enables thanhium destroying items to be mass produced without supervision of the st.

Spoiler

-Arcanium counts as a Tier 5 Enchantment, affecting any magic and lore effectively as so (E.x. immunity to Auric Oil, the ability to overpower and overwhelm Thanhium.)

The redline incase some random person tries to um actually me again.



The enchantment limit thing is a holdover due to it being an old standard rule, which has been slowly removed from most magics through ammendments (including current druidism.) As for the mental effects, I can see how the change would make it less problematic but unfortunately it then raises the problem of mudding a bit of the history/identity/downsides of druidism. Druidism as a whole only really has the effect of song disruptions/silence as a downside, and if anything I think this should be increased with ways to exploit it outside of just events.

On the epiphyte fae plant thing. Planting a fae seed can only be done if your plant's body has already been destroyed, through map transitions, or due to some immediate existential threat (someone put a voidal tear right nearby would be an example of that.) This is because doing so is supposed to be a really stressful/straining process for an epiphyte, though I think I will have to make an amendment to make that a more concrete thing.

 

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6 hours ago, ClassyDryad said:

Thanks for the response!

I think st signed infusions should have some form of cooldown, I don't disagree on that point. My main two things here are:

- As far as I can tell, there is no redline stating player signed infusions do not have a cooldown

- Nor is there a redline saying player signed infusions are not tier 3 or some other low tier. This doesn't seem important but due to what arcanium established, thanhium striking an enchanted object basically heats it up as if struck by a spell of that tier. Attaching this onto a player signed item enables thanhium destroying items to be mass produced without supervision of the st.


For the first point sure I can add a set limit to the amount of player signed infusions.

As for your second point, I am a bit lost on the point you are attempting to make as Arcanium is tied deeply in with Voidal magic so I'm not understanding on what you are wishing for. Is it that you believe a redline should be in place saying Druidism cannot be used on Arcanium or with it? Or is it a concern infusions not having a specific redline stating they can be destroyed with it. If so I don't find and issue with it as there is a redline saying they can be broken through mundane means. Which could be as simple as hitting it a bunch until it breaks.

 

 

6 hours ago, ClassyDryad said:

The enchantment limit thing is a holdover due to it being an old standard rule, which has been slowly removed from most magics through ammendments (including current druidism.) As for the mental effects, I can see how the change would make it less problematic but unfortunately it then raises the problem of mudding a bit of the history/identity/downsides of druidism. Druidism as a whole only really has the effect of song disruptions/silence as a downside, and if anything I think this should be increased with ways to exploit it outside of just events.


The continued concern of ST signed enchantments is simply turning into semantics here so I'm going to leave it up to reviewers as I feel I've given my reasoning fine enough. It should be noted this is strictly 3 st signed Druidic Infusion Items not enchanted items in general.

 

If I am going to be honest the purpose of a rewrite is meant to adjust said history & identity of magics so I personally feel the streamlining and allowance of differing reactions to the loss of the voices is fine. As for exploitive nature outside of events it should be noted that majority of current dark magics and even some mundane magics have some form of corruptive effect over nature, should it be Naz'Therak, Mysticism, Necromancy, Voidal Magic, or even Blood Magic. Each one can create a zone that is silent or in pain to druids so I feel in respect to the downsides listed can exist plenty outside of events should druids find such effected places. That being said if reviewers find that it requires greater effects that can be done once feedback is given.
 

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17 minutes ago, RaiderBlue said:

As for your second point, I am a bit lost on the point you are attempting to make as Arcanium is tied deeply in with Voidal magic so I'm not understanding on what you are wishing for. Is it that you believe a redline should be in place saying Druidism cannot be used on Arcanium or with it? Or is it a concern infusions not having a specific redline stating they can be destroyed with it. If so I don't find and issue with it as there is a redline saying they can be broken through mundane means. Which could be as simple as hitting it a bunch until it breaks.


Don't think I explained it super well. Basically if thanhium hits an enchanted item it heats up as if it was hit by a spell of that tier (and presumably destroys the enchanted item.) An example of how this can be a problem: lets say someone puts a singing infusion on a cloak of moss and club. Since they have two tier 5 enchanted items, someone can block a strike of the weapon with their cloak and then swing their club at it, essentially immediately destroying the thanhic weapon. Limiting the tier of easier to make player signed infusions prevents this from becoming an issue. Alternatively just saying thanhium does not heat up from striking them also would work. (i.e. the oposite of what I said came across as, I think?)

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