Druidism

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Druidism.png


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 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.

Lash: 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.

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