Difference between revisions of "Druidism"
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'''Suture''': Novice. A Druid learns not to grow but to manipulate plant life through this ability, which acts as their first glance into 'healing'. By drawing a wound (typically a cut or gash) near to a plant source, the Druid may draw away the fibers of that plant, threading them into the wound to act as sutures. This ability will whittle at the fibers of the plant, causing it to lose large sections of its leaves or other fibers, but the ability offers an efficient and easy way for a Druid to suture wounds closed, a method that tends to be considerably less painful and less infectious than through traditional methods. | '''Suture''': Novice. A Druid learns not to grow but to manipulate plant life through this ability, which acts as their first glance into 'healing'. By drawing a wound (typically a cut or gash) near to a plant source, the Druid may draw away the fibers of that plant, threading them into the wound to act as sutures. This ability will whittle at the fibers of the plant, causing it to lose large sections of its leaves or other fibers, but the ability offers an efficient and easy way for a Druid to suture wounds closed, a method that tends to be considerably less painful and less infectious than through traditional methods. | ||
− | '''Commune''': Apprentice. | + | '''Commune''': Apprentice. Through Azunath's imprint on the magic, the Druid learns to Commune with animals. Most animals are said to be mildly less hesitant to interact with a Druid, and Druids are known to be capable of forming at least surface level bonds with most species that are not exceptionally aggressive. If an animal's trust is sufficiently acquired, Commune allows the Druid - through touch - to communicate with them through the eyes, which will convey questions and answers. They may grasp whether the animal is ill or hungry, or may even be able to discover whether the animal has seen a specific entity or individual they are looking for. For this reason, Druids typically try to cultivate strong bonds with animals in their surrounding areas, hoping to be able to harness those bonds to discover information. |
'''Entangle''': Apprentice. WIP. Wrap roots around a target. | '''Entangle''': Apprentice. WIP. Wrap roots around a target. |
Revision as of 13:15, 17 October 2021
Contents
The Origins
Y'shendra and Azunath. WIP.
Concepts
Law of Druidic Exchange: The Law of Druidic Exchange is also often called the 'Law of Verdant Equilbrium'. It is a universal truth built into Atharen's structure, instilled so by Y'shendra and Malek. All life must mean death, and all death must mean life. The consumption of a plant allows for an animal to live, through energy; the carcass of an animal allows for fungi to decompose it, for its own sustenance, and the fungi may then enrich the earth. Heavily linked to Azunath's domain of 'The Cycle', these three Gods once acted as a coalition to construct the laws and principles of what a scientific mind may know as biology.
Given that Druidism is the magic of life, it necessarily must follow this principle. Therefore, all life energy is exchanged for another. A Druid must absorb or decompose in order to produce; the wounds of a mortal may only be closed by the wilting of flowers, grass, trees; and even the opposite may be true.
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. 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 (also known as Verdant Equilibrium), learning to trade life for another, using ether as a medium through which to perform the transaction. To Cultivate, the Druid must channel ether through one source of life surrounding the plant or fungal life they wish to cultivate. This can be an organic life, a weed, or another fungi or plant. A Druid may sacrifice a bundle of weeds to grow a bouquet of flowers, or they might drain the life of a mouse to do so, until it is dead or feeble. Whatever the case, they drain the essence of one source of life and usher it into another, causing for it to cultivate, or grow. This ability is a very challenging one to learn, and can often consume months of a Druid's life to master. Many Druids accidentally drain their own essence in doing so, causing their hands to shrivel until they naturally or magically recover.
Suture: Novice. A Druid learns not to grow but to manipulate plant life through this ability, which acts as their first glance into 'healing'. By drawing a wound (typically a cut or gash) near to a plant source, the Druid may draw away the fibers of that plant, threading them into the wound to act as sutures. This ability will whittle at the fibers of the plant, causing it to lose large sections of its leaves or other fibers, but the ability offers an efficient and easy way for a Druid to suture wounds closed, a method that tends to be considerably less painful and less infectious than through traditional methods.
Commune: Apprentice. Through Azunath's imprint on the magic, the Druid learns to Commune with animals. Most animals are said to be mildly less hesitant to interact with a Druid, and Druids are known to be capable of forming at least surface level bonds with most species that are not exceptionally aggressive. If an animal's trust is sufficiently acquired, Commune allows the Druid - through touch - to communicate with them through the eyes, which will convey questions and answers. They may grasp whether the animal is ill or hungry, or may even be able to discover whether the animal has seen a specific entity or individual they are looking for. For this reason, Druids typically try to cultivate strong bonds with animals in their surrounding areas, hoping to be able to harness those bonds to discover information.
Entangle: Apprentice. WIP. Wrap roots around a target.
Equilibrium: 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