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[Amendment] - Druidic Blight Healing


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Spoiler

This post was written by ClassyDryad after a discussion regarding some discrepancies between base druid magic, how it functions, and the functionality in some of the blight healing spells and discrepancies there. I'm just the acting secretary.

Bold blue text is an alteration/addition. Strikethroughs are removals.

 

Blooming [Non-Combat][Infusion] - T1 

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

Spoiler

Mechanics:
 

Over the course of [3] emotes the druid invokes their mists and begins to expel it outwards, altering the plant life before them and beginning to infuse it with natural energies rejuvenating its lively form. Blooming may also speed the natural healing of floral fae within the effect at the cost of exhausting them.

 

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

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

 

  • This ability only affects natural plant life, not unnatural flora such as Voidal conjurations.
  • Blooming hastens an epiphyte or sprite's regrowth ability, following the mechanics listed therein. It will not function if the creature is blighted or otherwise sickened. It may function similarly upon other fae composed of plant material, at ET discretion.
  • A sprite may be healed with T1 Blooming, able to be returned to a whole, healthy state after the full 3 emotes.
  • An epiphyte may only be healed via a minimum of T3 Blooming; fully returning them to a healthy state after the 3 full emotes influencing their Regrowth ability. Non life threatening wounds require T3 Blooming, while a life threatening wound to the epiphyte can only be healed via T4 Blooming due to the sheer severity.
  • Blooming requires 3 emotes to establish a link with the flora and expel healing mists. [1] Connect [1] Invoke Mists [1] Rejuvenating Flora.
  • Blooming is not to be used in combat.
  • Allows for plants to be rejuvenated back to as if they were living.

 

OOC: Primarily a clarification for druids who keep forgetting they can do this. Emote count reduced from 4 to 3 to cut down on unnecessary non-combative emotes.

 


 

Fertilising [Non-Combat][Infusion] - T1

 

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

 

Spoiler

 

Mechanics:
 

Over the course of [3] emotes a druid is able to invoke their blight healing mists and expand it outwards, seeping down into the soil around to rejuvenate it. The spell akin to fertilising farmland with mundane methods. In addition, a blight healer with knowledge of infusion may cause the land to become more permanently infused with natural energy, allowing it to remain habitable for plants even if they could not normally grow in those conditions.
 

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

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

  • This ability only restores fertility to land or to barren plantlife and may not be used on animals or characters.
  • Fertilizing requires 3 emotes to establish a link with the flora and expel healing mists. [1] Connect [1] Invoke Mists [1] Fertilize lands.
  • Requires the druid to know the spell Blooming.
  • Requires the druid to be T1 in Blight Healing.
  • If the effects upon the land are magical or blight one must see ‘Cleansing’.
  • When land has been permanently infused, a player sign must denote the presence of the spell. Scorching the land with flame or salting the earth for 3 emotes will negate this effect.
  • Performing a permanent infusion on the land follows the mechanics and redlines of player-signed druidic infusions, save that it affects a static area of land and does not need to recharge.
  • Elder Trees, Soul Trees, Infused Trees, Singing Trees, and Epiphyte trees cannot have their growing conditions altered by this spell. A soul tree must have access to moonlight for instance, as they require not only sunlight but also moonlight due to their inherently altered state. (You cannot use Fertilizing to bypass the necessity of keeping lore builds open to the sky)


OOC: Gives the spell more of a niche by mimicking the effects capable under alchemy. Emote count reduced from 4 to 3 to cut down on unnecessary non-combative emotes


 

Regeneration [Non-CombatCombat] - T2

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

Spoiler

 

Mechanics:
 

Over the course of [3-4] emotes the druid invokes their mists and begins to weave a web with it upon the target creature, focusing upon closing the wound or cleansing the beast of taint. The larger the wound/taint the more staring it causes upon the druid casting.
 

Regeneration is capable of sealing small cuts and scrapes on the skin, as well as managing internal hemorrhages, ex. larger stab wounds, or an arrow wounds, etc. Though dependent on the size and extent of the damage depends on how much energy the druid puts forth. Ex. Healing a small cut on the foot of a rabbit won't be as costly on the druid physically, however healing a stab wound that goes across a tigers chest causing them to bleed out could cause the druid to become exhausted, lightheaded, and if they continue casting they could pass out. Healing a minor wound such as a scrape, cut, first degree burn, or bruise requires [3] emotes, while healing anything beyond this requires [4] emotes.  

 

Regeneration may cleanse wounds of magical corruption, or even purge magical contaminants within an animal's digestive tract or other bodily systems. If a rabbit were to have eaten Voidal-tainted grass for example, this ability could purge the taint from within and leave the rabbit unharmed. This only occurs upon played characters (fae and shapeshifters) if [4] emotes are spent.
 

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

  • This ability only affects natural and Fae animal life including fae CA-creatures such as Epiphytes and Sprites.
  • Regeneration can be used for minimal healing on Fae based CA-creatures such as Epiphytes and Sprites.
  • Required to be T2 in Blight Healing to be taught.
  • Allows for wounds, cuts, and scrapes upon animals to be healed and closed back up cleanly.
  • Minor wounds: shallow lacerations, bruises, second degree burns or less, bone fractures, and other similar non life threatening injuries.
  • Major wounds: deep lacerations, third degree burns, broken bones, and other majorly debilitating or life threatening injuries.
  • Cannot fix lost appendages, or limbs upon these creatures.
  • Cannot be used to restore deformities such as blindness, lost hearing, ect.
  • When used in combat, healing major wounds is limited to stabilizing the target. Injuries will reopen should they attempt to rejoin combat.
  • Shapeshifting Druids in animal form are able to be healed with this ability.
  • Unnatural blight and taint can be healed from creatures this way.
  • Necromantic Blight and Voidal Taint can be healed VIA this ability (Unless stated otherwise in the lore).
  • Depending upon if a source within is causing the corruption, it may have to be removed by other means before Regeneration can take effect. This falls with communication towards ET or other magics that may have such abilities.
  • The following may be removed from animals and fae when using this ability in combat: Voidal taint, Necromantic Blight, and Azhl’s Blight. While effects which cause or count as magical corruption (such as darkening, pale curses, witch doctor curses, etc.) can be cured with this ability, they can only be removed outside combative scenarios.
  • When in a combative situation, a druid may only either heal damage to the body OR remove magical corruption.
  • This spell may only be used twice per combative scenario at most.


OOC: Blight healing had most of its combative ability removed with the rewrite, which has negatively impacted multiple aspects of the wider lore as things like azhl went from being severe to essentially immediate defeat. Given the spell only functions on natural creatures it has little abusable qualities compared to existing healing magic.

 


 

Decay [Non-Combat][Infusion] - T4

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

 

Spoiler

 

Mechanics:
 

Over the course of [3] emotes the druid invokes their mists and begins to expel it outwards, altering the life before them and beginning to use the mists to essentially extract mana from the flora and fauna before them, putting them to a peaceful almost sleep like rest.
 

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

 

T4: Affects flora in an up to 4 meter/block radius or up to 1 animal.

T5: Affects flora in an up to 8 meter/block radius or up to 3 animals.

  • Required to be T4 in Blight Healing to be taught.
  • Cannot be used on Descendants, or anything Unnatural.
  • Cannot be casted upon playable facefae creatures such as epiphytes or sprites, as well as plant structures like fae plants. Tree lord husks and soul trees are included in this despite not being fae.
  • Animals cannot be affected by decay; this is simply something applicable to plants.
  • This ability only affects natural plant life, not unnatural flora such as Voidal conjurations.

This means is entirely peaceful to the Flora or Fauna affected, though leaves a feeling of exhaust on the casting druid. If the target is healthy, they will easily shrug off the spell without any effect. Animals especially will only be killed if already in a terminal condition, or corrupted.


OOC: Cut emote count from 4 to 3 to reduce druidic emote tax. Altered the spell to be a catch all alternative to stabbing a dying animal. This spell does not see much use because in any situation where a plant is completely beyond saving, you cannot cast druidism at all. It would see more use as a way of mercy killing animals as those are much harder to fully heal than plants.

 


 

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

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

 

Spoiler

 

Mechanics:
 

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

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

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

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

Radius: 8 block radius surrounding the casting druid
 

  • When casted successfully, a 1 day cooldown starts where no other Druidic spell but passive communion may be used by the druid. This includes Luontos.
  • This spell can only be casted once per encounter. This applies if the spell is forcibly disrupted, but this will not apply the cooldown to the druid.
  • If interrupted, no matter how many emotes have occurred, the druid is done. They cannot recast, and the above cooldown is still applied.
  • Holy magics are unaffected, being things that do not harm nature.
  • Mystic Hindering will be temporarily negated if casted within its area. The same for the pollution formed from Smoggers. This will let druids within the radius cast without their penalties. However the penalty increase to emote counts WHILE setting up the spell will still apply
  • Deadbreath, Voidal Spells, Malflame and other magics that are considered harmful to nature are blocked. The exception to this is Azdrazi fire or general abjuration effects capable of disrupting a T4 spell, such as kani, which will contact and cancel out the barrier like water on fire (ironically), ending the spell prematurely. Trying to get rid of the barrier by hand can be done within a span of four emotes, requiring sharp weapons. 
  • Constructs and CAs formed by dark means will find themselves struggling if they enter the radius. The exception is Voidal Atronachs, who are so voidally dense they will take two emotes before their bodies are suitably repressed.
  • Mechanical Movement rules would be cut in half.
  • This effect immediately goes away exiting the radius.
  • Anything tainted within the region is purged and cleansed of blight as long as it is natural and falls within blight healing redlines. If casted within dead land, the radius will be brought to life.
  • Will not resurrect animals, will not heal druids. 
  • Any thanium or thanic steel upon the persons within said radius will explode due to the sheer scale of natural mana being utilized.
  • Thanhium within the radius will react as though absorbing a T4 spell every emote the item remains within the radius.
  • Requires a MArt to be used in infusions.


OOC: Completely exhausting the druid for a whole day if they get interrupted is overly punishing for an ability that already requires 4 emotes to pull off. The ability has also been changed to allow it to be used once per day instead of once per three days for consistency.

 



Addition

 

 

Veiling [Combat][Twice per IRL day] - T2

 

A lesser variant of the venerable druidic grasping, a blight healer is capable of shrouding themselves in mists in order to keep their body alone a pure image of nature. The shroud is a potent defense, though it lacks much of the grandeur and capacity of its proper form.

 

Spoiler

 

Mechanics:
 

Over the course of [2] emotes the druid invokes their mists in the form of a veil around them, or in the form of their lunoto overtaking their body should they possess one. The next time a corruptive spell would strike them, the spell is instead repelled and the spell ends. They may maintain this spell for up to [2] emotes, though this requires most of their concentration and limits them to purely defensive actions or regular movement.
 

[1] Connect [1] Shroud Mists
 

  • Required to be T2 in Blight Healing to be taught.
  • A druid may only move 4 blocks per turn while casting Veiling.
  • Maintaining the spell may only be done for 4 emotes, and requires continued focus. The druid may perform defensive actions and move up to 4 blocks per turn while maintaining it, but attacking or attempting to cast another spell will end it without activating.
  • This ability cannot be stacked with Natural Guardian, as the veil is built of the natural energies forming the Luonto. Should the Guardian be present when this Veil is cast, the Guardian would dissipate to form the Veil. Only reappearing upon the Veil's dispersal when energy is free again. No other abilities may be cast while this is in place, as it requires focused energies to maintain.
  • Cannot be utilized while within a Grasping spell's radius.
  • This cannot be used to shroud another individual in mists, only the druid themselves. A druid must physically put themself between the spell and its target if they wish to protect another person with it. Spells with area of effects larger than the target will still affect those full areas, the spell only protecting the druid themselves from its effects.
  • This only protects against voidal and dark spells and abilities. Other deific magics and misc magics are unaffected. This also only affects spells with a physical presence of some kind which can be repelled, meaning things like voidal illusions, voidstalker invasion, and blood magic hemorrhaging are similarly unaffected.
  • Attacks with weapons shrouded in voidal or dark magic, such as Fire Evocations and Darkstalker’s Enwreathe, will bounce off the shroud as if deflected by a shield. They will still cause the spell to end.
  • Has no effect on nonmagical effects, like regular attacks and alchemical potions.
  • Druids will only be protected from continuous dangers, such as streams of fire or clouds of magic, for the single emote they are protected. After that emote, they will become affected should they remain inside the effect.
  • Striking the shroud with general abjuration or similar, such as from Kani’s abjuring strike, auric oil, or thanhium causes the spell to rebound on the druid, overwhelming them and stunning them for a single emote.
  • Striking the shroud with azhl will cause the mists to corrupt and rebound on the druid, causing them to suffer the effects of being cut by azhl even if the blade fails to pierce flesh.
  • Dragonsfire, including that of a Nephilim, will cause the shroud to ignite and erupt, immediately scorching the druid as if they had been struck by whichever ability is used for two full emotes. Epiphytes and Tree Lords will instead be immediately incapacitated should this occur.
  • If multiple separate attacks strike the druid in the same emote, only one of the druid’s choice will be blocked by the spell.
  • This spell may only be used twice per IRL day, though using this ability twice will not confer total exhaustion to a tier 5 blight healer. A blight healer of T3 and below can only use this ability once per IRL day. Failed uses do not apply exhaustion, but do count towards the limited number of uses per day.


OOC: This ability, with the changes to regeneration, fills out the combative niche of blight healing as a magic. It follows the lore and mechanics of the already existing grasping, but for a self-protective shielding spell rather than an all or nothing full area negation spell. 2 emotes is the standard number of emotes for single target protection spells (as more is generally impractical) so hopefully the relatively low emote count for a druid spell is fine. The spell has more varied and severe counters compared to grasping as its low emote count means it is far more likely to be used in CRP against players than grasping is.

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Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

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