Nature

Revision as of 01:37, 13 September 2012 by Enyalida (talk | contribs) (Updating to templated skilltable.)
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.
Rain Adept+33% Open the skies and deluge the earth.
Gate Adept+66% Open gates to the ethereal realm.
Master Master+0% Move on to a master specialization.
Nature Curse (by Faeran)

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: variable based on skill level, max of 18

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: 5

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.