Difference between revisions of "Druidism"
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=Abilities= | =Abilities= | ||
− | '''Cultivate''': Novice. WIP. | + | '''Cultivate''': Novice. WIP. Cultivate is the first ability any new Druid learns. It is within this ability that they practice the principles of the Law of Druidic Exchange, learning to trade life for another, using ether as a medium through which to perform the transaction. wip |
'''Suture''': Novice. WIP. Suture a wound with small plant stalks, extending from the finger. | '''Suture''': Novice. WIP. Suture a wound with small plant stalks, extending from the finger. |
Revision as of 12:49, 17 October 2021
Contents
The Origins
Y'shendra and Azunath. WIP.
Concepts
Law of Druidic Exchange: x
x: x
Initiation
X
Threshold Sickness
The drawbacks listed below do not always come in pairs, and certainly not simultaneously. Some may come and others may not.
Lesser: Nausea, fatigue, headaches, muscle spasms, dehydration
Moderate: Bleeding through the nose, eyes and ears, intense cramps, seizure-like shocks and spasms, internal bleeding, vomiting and weakness
Severe:
Mutations
Abilities
Cultivate: Novice. WIP. Cultivate is the first ability any new Druid learns. It is within this ability that they practice the principles of the Law of Druidic Exchange, learning to trade life for another, using ether as a medium through which to perform the transaction. wip
Suture: Novice. WIP. Suture a wound with small plant stalks, extending from the finger.
Commune: Apprentice. WIP. Thread with the instinctual mind of an animal, allowing the Druid to gain an awareness of their feelings, and the things they have seen.
Entangle: Apprentice. WIP. Wrap roots around a target.
Ameliorate: Journeyman. WIP. Healing roots, saps the life from the surrounding environment, lodges into the target.
Regeneration: Journeyman. WIP. Galvanize and power a target's cells to dramatically hasten their natural healing and recovery.
Wildveil: Expert. WIP. Thread a powerful, protective layer of plants within your own muscles, creating a seamless underarmor.
Wildflail: Expert. WIP. Spring large roots around a target, which will lash or crush them.
Affinity: Expert. WIP. Bond with one animal, who will grow, and come to your aide and defense throughout your life.
Convalesce: Master. WIP. Cure any illness, including any of those crafted by a Bane mage. Even a Scourge's diseases may be cured, with great expense of ether.
Renewal: Master. WIP. Sapping a mass amount of ether from surrounding air and life, heal the wounds of a large quantity of people within a given area.
Keeper Abilities
The Circle: WIP. Harnessing the power of the environment, wield cosmic force.
Lifewell: WIP. Create a mending well that can create life, cure ailments and extend lifespan. Can also heal Spirits.
Novice
Apprentice
Journeyman
Expert
Master
Ascension: The Keeper
True physical supremacy, life-creating powers, wip. x