Nature
Nature is the prime skill of both druids and wiccans, and reflects their bond with the natural kingdom, especially forests. Earth magic is drawn from the ethereal plane, and druids and most especially wiccans maintain close bonds with the Fae. Upon mastering nature, druids and wiccans move on to specialize in two very different paths: Druidry and Wicca. |
Skill | Learned At | Description |
---|---|---|
Sense | Inept+0% | You can sense elementals infused in the ground. |
Blend | Inept+0% | Blend into the foliage of the forests. |
Barkskin | Inept+33% | Make your skin tough like bark. |
Talisman | Inept+66% | Summon your nature talisman. |
Rooting | Novice+0% | Root yourself to the earth. |
Nut | Novice+50% | Plant the sacred tree nuts in your commune. |
Torc | Apprentice+0% | Store your mana reserves in a magical torc. |
Faeriefire | Apprentice+33% | Illuminate an enemy, making him easier to see and hit. |
Vines | Apprentice+66% | Entangle others in a spray of vines. |
Growth | Capable+0% | Increase the rate of plant growth. |
Flow | Capable+50% | Slip to the location of another standing in the forests. |
Guard | Adept+0% | Protect plants from harm. |
Communing | Adept+--% | Communing with the Ethereal Plane grants increased mental fortitude. |
Rain | Adept+--% | Open the skies and deluge the earth. |
Gate | Adept+--% | Open gates to the ethereal realm. |
Master | Master+0% | Move on to a master specialization. |
Sense
If you can survey a location, you will be able to sense whether or not an elemental is infused in that location. You can also sense any runes infused at that location.
Blend
Syntax: |
NATURE BLEND ON/OFF |
When you are in the forests, you can blend yourself into the foliage, hiding from prying eyes.
Barkskin
Syntax: |
NATURE BARKSKIN |
Damage Modifier: 1/8 blunt and cutting resistance |
Your skin will become as hard as bark, offering protection against physical damage.
Talisman
Syntax: |
NATURE TALISMAN NATURE CURSE <target> |
Damage Type: 100% Magic Damage Source: Magical |
For those who travel nature's path, it is very important to wield a sacred talisman. If you take the wicca path, nature will gift you a mystic athame dagger, and if you take the druidical path, she will grant you a sacred golden sickle. The talismans have a special attack.
Rooting
Syntax: |
NATURE ROOTING |
By rooting yourself to the earth, you will be more resistant to unwanted summons.
Nut
Syntax: |
PLANT NUT |
If you are a member of a nature commune, there is most likely some method of getting a nut from the sacred tree of the forest with which you are associated. You can then plant that nut in any forest location and a sacred tree will grow.
When five saplings have been planted in that location, they will mature to the next growth stage. At this point, they will suffocate each other, so two of these trees must be cut down.
When three mature trees become enormous trees, two will have to be cut down, then the one remaining tree will grow to be an elder tree.
The more elder trees are in a forest, the more power the forest will naturally generate for the nexus tree. Elder trees may also be carved into Great Totems by druids with the skill.
Additional Notes: |
All stages of the growth of sacred trees generate power, but more power the more mature they are. |
Torc
Syntax: |
NATURE TORC |
Damage Modifier: 1/8 magic resistance |
Nature will grant you a sacred torc to wear, which will offer some protection against magical attacks. Significantly, it also stores mana which will automatically be used when you cast spells.
Additional Notes: |
Rather than storing mana, it actually simply reduces how much mana you use by 10%. |
Faeriefire
Syntax: |
NATURE FAERIEFIRE <target> |
Surrounding someone with faerie fire will make it easier to strike that person.
Additional Notes: |
Faerie Fire makes it so shrouded people can be seen moving. It wears off after a little while, or can be cured with Focus Spirit. |
Vines
Syntax: |
NATURE VINES <target> |
When in a forest, you can command the vines to come alive and wrap around an enemy.
Growth
Syntax: |
NATURE GROWTH |
In order to help the green, you can use your powers of nature to make herbs grow faster in a location.
Flow
Syntax: |
NATURE FLOW <target> |
From a forest location, you can flow through to anyone who also stands in a forest location of the same type.
Additional Notes: |
Denizens can follow when you flow but players cannot. |
Guard
Syntax: |
NATURE GUARD |
Power: 1 (Any) (Or from Powerstone)
Cost: 1 mistletoe |
Herbs and other plants are delicate creations, and you are able to protect them from fire, taint or anything else that may harm them. No herbalist will be able to harvest plants in that location below 10. This protection even extends to preventing plants from going dormant during their natural yearly cycle, though their rate of growth will still be negligible during down cycles. You will also need a sprig of mistletoe to guard a location.
Rain
Syntax: |
NATURE RAIN |
Calling down a cool shower will put out fires or cleanse a room of bad smells.
Gate
Syntax: |
TRANSVERSE <plane> |
You can travel to or from the ethereal realms from any planar gate.
Master
At this point in your training of Nature, you have progressed where you must specialize in an aspect of this skill to continue learning. If you have not yet selected a specialization, see SKILLCHOICE LIST to see what is available. There may be a choice between two or more specializations.