Druidism
Contents
The Origins
Y'shendra and Azunath. WIP.
Concepts
The Cycle: x
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. Rapidly grow plants.
x: Novice. WIP. x
Commune: Apprentice. WIP. Thread with the instinctual mind of an animal, allowing the Druid to gain an instinctual awareness of 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.
Lash: Expert. WIP. Spring large roots around a target, which will lash or crush them.
Affinity: Master. WIP. Bond with one animal, who will grow, and come to your aide and defense throughout your life.
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.
Warden Abilities
The Circle: WIP. Harnessing the power of the environment, wield cosmic force.
x: WIP. x
Novice
Apprentice
Journeyman
Expert
Master
Ascension: The Warden
x