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Druidism

The basics and standard spells of the magic sphere of Druidism.


Nature Magic, Druidism

Contents


[top]Abstract

As Nature Magic, Druidism allows control and manipulation over the natural world around the caster, including plants, animals, weather, and restoration/destruction. It is one of the two spheres with the most control over the physical universe by controlling the environment and its natural resources to both destructive and restorative ends, with its healing done over time.

It is a Divine Magic with Thaumaturgy and Necromancy and a Material Magic with Elementalism, Spellbreaking, and Shamanism.
Further Reading: A Primer to Arcana, A Primer to Magic

[top]Learning Spells

Aspiring Druids may learn the standard spells of their sphere by either having another mage impart them or by studying arcane treatises. The following lists are those most commonly taught at each level that all students would learn, but are not exhaustive or limiting. Mages also have the ability to create unique spells within the aspects of their chosen sphere.

Factors such as damage done, duration, distance, area of effect, and the like are dependent on the level of the spell and caster.
Example:
An Initiate Nature’s Healing would mend a few small cuts no deeper than the skin.
An Archmage Nature’s Healing would mend multiple broken bones to almost-perfect functionality.
Some spells require arcane reagents, a staff of arcana, or amplify in order to be cast.
Further Reading: Spell Creation

[top]Spell List

[top]Initiate

Bark Skin
Duration: Temporary
Targets: Single - Self or Other
Range: Touch or Close Proximity
Type: Natural Affinity
Description:
The Druid alters her skin into that of bark, which will thicken her skin and cause it to break out into wood so as to provide durability, armor and defense in combat.
Calm Animal (Alternate Spell: Spook Animal)
Duration: Temporary
Targets: Single - Animal
Range: Close or Medium Proximity
Type: Animal Control
Description:
This spell allows the Druid to calm and quiet an animal in close proximity to herself. Alternatively, the Druid can weave the spell so that the animal becomes spooked and flees the area. Either variation of the spell does not work well on sentient animals, such as unicorns.
Growth (Alternate Spell: Wither)
Duration: Instant
Targets: Single - Plant or Seedling
Range: Touch or Close Proximity
Type: Restoration/Destruction
Description:
The Druid encourages and increases the growth rate in a plant. Alternatively, the Druid can weave the spell so that the plant withers and dies rather than thrives.
Nature's Healing
Duration: Instant
Targets: Single - Other
Range: Close Proximity
Type: Restoration/Destruction
Description:
The Druid may heal minor wounds. This spell works best on animals and plants, healing in a supernatural fashion that is unlikely to leave signs of the wound's previous presence. On sentient beings, such as humans or elves, this healing spell's strength is diminished, merely accelerating the natural healing process and leaving behind scars or other signs of the wound's past existence even at high levels.

[top]Journeyman

Animal Token
Duration: Temporary
Targets: Single - Self or Other
Range: Touch or Close Proximity
Type: Natural Affinity
Description:
With this spell the Druid can make alterations with their body, such as altering her eyes see in the dark or exchanging fingers for claws. Whole body limbs can be altered or added. Druids are able to draw upon inspiration from animals they have interacted with and may require practice in order to utilize the ability, such as with the addition of wings.
Patriling
Duration: Temporary
Targets: Single - Self or Other
Range: Close Proximity
Type: Natural Affinity
Description:
Named after Patrius, the Nature Tree-Spirit, this spell enables the Druid to assume the form of a tree for a limited duration. The shape and size of the tree can greatly vary in each casting, depending on the experience of the druid. In the tree form the Druid is able to understand the environment by sensing, hearing and feeling; however she is unable to actually see anything.
Purify (Alternate Spell: Spoil)
Duration: Instant
Targets: Single - Food or Drink
Range: Touch or Close Proximity
Type: Restoration/Destruction
Description:
Altering the natural particles from which food and drink are made, the Druid can purify rotten, spoiled and even poisonous food and drinks. Alternatively, the Druid may cause food or fluid to spoil or become stagnant.
Summon Animal
Duration: Instant
Targets: Single - Animal
Range: Close Proximity
Type: Animal Control
Description:
The Druid can summon ordinary animals even if they are not nearby, such as (but not limited to) deer, wolves or cats. These animals materialize next to the caster while the spell is active but dissipate when the spell is over. Only one animal may be summoned per cast.

Note: The spell requires the mage to be a Journeyman, at minimum. Animals are usually amenable to the caster's commands, but they still retain all their natural abilities, personalities, and instincts. Should the caster order something contrary to their interests or safety, the animals will turn on the mage and either attack or flee.
Further Reading: Summoned Creatures
Entwine
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Type: Nature Control
Description:
Plants in the area can be made to entangle targeted creatures. Natural objects, such as weeds, vines, bushes and even trees will twist and entwine about the targets. They will be held in place for a period of time determined by the experience of the Druid.

[top]Adept

Animal Form
Duration: Temporary
Targets: Single - Self or Other
Range: Touch or Close Proximity
Type: Natural Affinity
Description:
The Druid can transform herself into an animal, assuming the shape of that creature and deriving its benefits. Common choices are often bears for their increased strength and stamina for engaging in combat, wolves for their endurance and speed for traveling distances, and birds for their power of flight. The mage will have to get accustomed to the form and learn its abilities, such as flight. The Druid may transform only into animals that she has encountered. The spell will use more energy for forms that are greatly different in size to that of the mage.
Cloud Disperse (Alternate Spell: Cloud Cover)
Required: Amplify or Staff of Arcana
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Type: Restoration/Destruction
Description:
This spell allows the Druid to push cloud cover off in another direction so that the sun may shine through. Alternatively, the Druid may summon clouds for rain or simply for cloud cover. The clouds must be present in the vicinity and cannot be conjured from nothing.
Stampede
Duration: Temporary
Targets: Group - Animal
Range: Close or Medium Proximity
Type: Animal Control
Description:
This spell enables the Druid to awaken the wildlife around her, enraging them into a stampede on a target of her choosing. This stampede is not limited to hoofed animals but may include birds, lizards, monkeys, etc.
Poison Purge (Alternate Spell: Pestilence)
Duration: Instant
Targets: Single - Self or Other
Range: Close Proximity
Type: Restoration/Destruction
Description:
A Druid can purge a single tree, plant or animal of any natural poisons or diseases, such as an overwhelming growth of fungus on a tree or an animal suffering after drinking stagnant water. The Druid may have some success with this spell on people, provided the disease or poison in question is natural in origin. Alternatively, the Druid may visit a pestilence of poison or natural disease on a target of her choice.

[top]Master

Call of Carmelya
Required: Unknown Reagent
Duration: Permanent
Targets: Single – Animal
Range: Touch or Close Proximity
Type: Animal Control
Description:
The Druid is capable of commanding any single animal to be her personal familiar permanently; this animal will protect the mage and also carry out her bidding. This spell only works on a single animal at any given time; to change familiars the Druid must first dispel the original spell.
Guise of the Locust
Required: Staff of Arcana
Duration: Permanent, At Will
Targets: Group – Self, plus Two
Range: Touch or Close Proximity
Type: Natural Affinity
Description:
The Druid alters the form of her body to a large swarm of certain insects or bugs, such as a swarm of locusts. From thereon she can move as one entity and one mind as she pleases. Up to two other individuals can be included within the swarm. In this form the mage will be difficult to wound unless a large part of the swarm is destroyed. The mage can change back to her original form at will.

[top]Archmage

Mockingbird
Required: Staff of Arcana
Duration: Permanent
Targets: Single - Animal
Range: Close Proximity
Type: Animal Control
Description:
This spell allows the Druid to cast a spell over an animal that gives it permanent sentient speech and thought.
Nature's Wrath
Required: Amplify
Duration: Temporary
Targets: Area of Effect
Range: Medium Proximity
Type: Nature Control
Description:
This spell incites the whole of nature to riot against a target of the Druid's choosing. Plant growth turns wild, animals attack and bad weather converges on the area.

[top]Credits

Credits go to Nimh and Skay Ravendi for the original write-up.


Contributors: Nimh, Charybdis
Created by Charybdis, July 11, 2014 at 05:12 PM
Last edited by Nimh, August 6, 2015 at 04:40 AM
0 Comments, 3,263 Views
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