Druids are often considered "mages of the forest" for, like mages, they create demesnes over which they have almost complete control. However, instead of using elemental magic, druids use nature magic and, thus, their demesne are great tracts of forests.


Skill Learned At Description
Mulch Master+0% As caretaker of the sacred trees, sacrifices must be made.
Treebourne Master+20% The canopy is as much your home as anywhere.
OtherThing (Stag) Master+40, Stag% Infest forests with the grace of the dark forest.
Infestation Master+40, Crow% Infest forests with the grace of the dark forest.
Forest Master+40% Sprout forests in nearly any environment.
Meld Master+60% Merge your magics with the forest.
Influence Master+80% Increase your sway over others in your demesne.
Briars Gifted+0% Spring up walls of briars.
Dissolve Gifted+20% Easily remove an aura of protection around another.
Roots Gifted+40% Command the tree roots to attack burrowed enemies.
Center Gifted+60% Move to the centre of your demesne.
SeedCloud Gifted+80% Release a cloud of allergenic seeds.
Sapling Expert+0% Populate the forests with thriving trees.
Runes Expert+20% Affix mystical runes upon your totem.
Squirrels Expert+40, Stag% "Aid shall come from even the smallest." -Glinshari
Murder Expert+40, Crow% Call down a murder of crows to descend upon your prey.
Spores Expert+60% Hallucinogenic mushroom spores affect the mind.
Monitor Expert+80% Monitor the state of your foe.
Totem Virtuoso+0% Summon your totem animal.
Pollen Virtuoso+20% Irritate the allergies of others.
Treelife Virtuoso+40% Bring combat into the tree tops.
Treebane Virtuoso+60% Throw your tree-climbing foes onto the ground.
Thorns Virtuoso+80% Thorny vines attack your foes.
IntoxicatingFlower Fabled+0% Your enemy can't help but follow the smell of this flower.
Pathtwist Fabled+0, Stag% All roads lead to you.
Spiders Fabled+0, Crow% Call up millions of poisonous spiders.
Swarm Fabled+20% Wasps and bees descend upon your enemies.
Cudgel Fabled+40% Summon the ultimate weapon of the druids.
Sap Fabled+60% Slow down your opponents with sticky sap.
LightningBugs Fabled+80, Stag% "And they shall know the fury of lightning." - Glinshari
Wasps Fabled+80, Crow% "Of all the venomous creatures, so few can fly." - Brennan
Storm Mythical+0% Strike down your enemies with lightning strikes.
Thornrend Mythical+25% Unleash the power of the vines!
Regrowth Mythical+50% Cast the powers of the forests in one spell.
Darkseed Mythical+75, Stag% Plant the darkseed inside your victim.
Scarab Mythical+75, Crow% Plant an egg-laying beetle in the flesh of your victim.
Fury Transcendent+0% Unleash the god-like power of nature.
Mystic Cudgel (by Incabulos)

Mulch

Syntax:
MULCH <tree>

The sacred trees of your commune will give up their lives for each other in order so that elder trees may live. It is the responsibility of druids to make sure these sacred trees do not crowd each other. Note that the trees will not agree to turn into mulch if it is not their time. See also AB NATURE NUT for more information on these sacred trees.

You may also mulch normal trees (those grown from saplings). This can be done at the discretion of the druid, and needs no permission from the trees themselves. If they are mature, they will leave behind lumber (the amount depending on their weight). You may not mulch dryad trees, as they are fae and do not harken the land's call.

TotemCarve

Syntax:
TOTEMCARVE <tree>
Power: 10 (Commune Nexus)

When a mystic tree of your commune becomes an elder, you may call upon the powers of nature to transform it into a living totem, which will remain standing for a year and a day before reverting back to an elder tree. Living totems cannot be chopped down. The type of power depends on what commune the tree to carve is associated with.

When carving a totem, power will first attempt to be drawn from a wielded powerstone, then your personal reserve, and then finally your active power.


TotemCarve

So used are you to being in the canopy, you can now cling tightly to the trees without using any balance whatsoever. If you specialise in Crow and have the Perch ability, you can also use this with no balance cost.

Furthermore, you will be able to glance at the ground with no balance cost.


Infestation (Crow)

Syntax:
FORESTCAST INFEST
Power: 1 (Master Ravenwood)

If a forest is not wyrded, you can infest it with the glory of the dark forest to prepare it for your meld. Also, when you normally forest or forceforest a non-forest location, you will automatically turn it into a dark forest environment.

Forest

Syntax:
FORESTCAST FOREST

FORESTCAST FORCEFOREST

Power: 1 (Commune Nexus)

You may temporarily transform almost any environment into a forest location. If a location is currently the demesne of any druid or mage, you can FORCE it and break the meld in that location.

Meld

Syntax:
FORESTCAST MELD

FORESTCAST SENSE
FORESTCAST WATCH ON/OFF
FORESTCAST DISSOLVE
FORESTCAST DAMPEN <effect>
DEMESNE CENTER
DEMESNE

The primary power of druidism is to build your own forest demesne. By creating a MELD between a forest location and yourself, you thus build your demesne. Each new MELD must be adjacent to another. While in your demesne, you can SENSE who is trodding your forest and WATCH who enters and leaves. To check on its status, DEMESNE will show you where its center is, and what powers are curently active and how long they will last. DEMESNE CENTER will change the center of your demense to the current room. You can DISSOLVE your demesne at any time.

Influence

Within your own demesne, you will find your ability of influence to be more effective.

Briars

Syntax:
FORESTCAST BRIARS [<direction>|DEMESNE]

Ordering the forests to guard an entrance with fearsome briars will create such a thicket that anyone passing that direction will become entangled in the troublesome vines. If cast on a meld, it will produce walls of briars in random locations throughout the demesne.

Dissolve

Syntax:
DISSOLVE <target>

You can dissolve the aura of protection around those who are using it to escape some of the powers of your demesne. This requires balance but not equilibrium and is a very fast attack.

Roots

Syntax:
FORESTCAST ROOTS [DEMESNE]
Damage Type: 50% Cutting, 50% Asphyxiation

Damage Source: Magical

This can be cast in a single forest location or throughout your demesne. Anyone who is burrowed underground when it is cast will find themselves painfully lashed by roots and pulled back up. This is not like other demesne abilities in it only works on people in your demesne the moment it is cast; it is not a recurring task. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

Center

Syntax:
FORESTCAST CENTER
Power: 2 (Any)

From anywhere in your demesne, you can instantly transport to the centre of your demesne. If you are outside your demesne, but on the same plane and terrain type as your demesne, you may teleport back to the centre of your demesne at a cost of power.

SeedCloud

Syntax:
FORESTCAST SEEDCLOUD <target>
Power: 1 (Commune Nexus)

By encouraging the wildlife around you to spill its bounty, you can create a cloud of highly allergenic seeds around your target which is bound to induce an allergic reaction. The seedcloud is generally stronger when used from within the canopy.

Allergic reactions get better over time, and will recover particularly quickly when you are not around. If someone who is having an allergic reaction leaves both the forest and your presence for ten seconds, he will overcome his reaction completely.

When someone is suffering from an allergic reaction, they will find it harder to writhe from their bonds, be more susceptible to poisons, and if they are suffering particularly badly, will struggle to climb.

Sapling

Syntax:
FORESTCAST SAPLING [DEMESNE]
Power: 10 (Any) (For Demesne)

By encouraging growth within a forest location, a random type of sapling will be born. Only one sapling can grow in any location, and it will prevent any mage from changing the environment. If the location a sapling grows is not a natural forest location (i.e., a location where the environment has been changed into a forest), it will die in one Lusternian day. However, if the sapling is born into a true forest location, it will permanently thrive there, growing larger and larger. If it survives for two years, it will blossom into a mature tree, which can then be harvested for lumber. The older (and heavier) a tree is, the more lumber it will provide. If the tree is never harvested, it will eventually die on its own in about 10 years (leaving only half the lumber it would have yielded if harvested). Trees grow faster during the Spring and Summer months, as well as if the growth spell is used in its location.

Casting for the demesne will create saplings in each room for ten power.

Additional Notes:
There are different breeds of tree grown by each commune, which must be chopped down before the terrain can be changed by mage or druid terrain-changing skills.

Runes

Syntax:
AFFIX <rune> ON TOTEM [ON <base|top|east|west|north|south>]

WIPE TOTEM [<base|top|east|west|north|south>]

On any totem you are bonded with, you may affix up to six runes and tune it in a variety of ways (see TUNE <totem> for syntax). Most, but not all, runes are able to be transferred to your totem. Also, you do not have to know the Runes skill to affix runes, although you must have the appropriate rune in your inventory.

Squirrels

Syntax:
FORESTCAST SQUIRRELS [DEMESNE]

This can be cast in a single forest location or throughout your demesne. Never underestimate the powers of these furry friends--any enemy caught by them in or beneath their trees will find themselves on the wrong side of an acorn! If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

Additional Notes:
Squirrels have an equal chance of having one of the following effects every ten seconds: Amnesia, blindness, or small bleeding.

Murder

Syntax:
FORESTCAST MURDER [DEMESNE]

This can be cast in a single forest location or throughout your demesne. A murder of crows will descend upon your enemies who stand above the ground (flying, in trees or mountains, etc.), or with a small chance those on the ground, either blinding them, raking them with their talons, or infecting them with the dread disease of black lung. If it is cast for your demesne, it will only affect the location of the demesne where you stand and adjacent locations that also reside in the demesne. But, as you move throughout different areas of your demesne, it will shift location with you.

Spores

Syntax:
FORESTCAST SPORES [DEMESNE]

This can be cast in a single forest location or throughout your demesne. Hallucinagenic mushrooms will spring to life and release mind-altering spores upon your enemies. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.


Additional Notes:
Spores have an equal chance of having one of the following effects every ten seconds: Fear, Hallucinations, Dementia

Monitor

Syntax:
MONITOR <target>

By monitoring the state of your target, and the wildlife around him, you can determine the level of his allergies and also notice what thorny vines are binding him.

Totem

Syntax:
FORESTCAST TOTEM
Power: 10 (Moonhart Mother Tree or Master Ravenwood)

Call on White Hart to gift you with one of his fawns. The power cost will be significantly less if cast on the Ethereal Plane. The fawn will mature to a stag which will be able to heal your health and also have the unique inherent ability to toss others into trees.

Syntax:
BEAST ORDER TREETOSS <target>
Beast Mana: 250

This is a unique attack that will toss a target into a tree (assuming there are trees around).

Syntax:
BEAST ORDER HEAL HEALTH
Beast Ego: 500

Your stag can tap into its reserves and channel those energies into you. This is the same as the Beastmastery skill except stags have a stronger ability to heal. Note that you do not need the Beastmastery skill so long as you have the Druidry skill of Totem and the Stag specialization.

NOTE: If you lose the Druidry skill of Totem or forget the Stag specialization, your stag will not abandon you; however, it will lose its special beast abilities (including the more powerful healing).

Call on Great Crow to gift you with a crow's egg. The power cost will be significantly less if cast on the Ethereal Plane. The crow will be able to fly and have the unique inherent ability to give blacklung.

Syntax:
BEAST ORDER BLACKLUNG <target>
Beast Mana: 250

This is a unique attack that will give the blacklung disease.

NOTE: If you lose the druidry skill of totem or forget the Crow specialization, your crow will not abandon you; however, it will lose its special beast abilities. You do not need the Beastmastery skill of flying in order to fly so long as you have the druidry skill of totem and the Crow specialization.

Pollen

Syntax:
FORESTCAST POLLEN [DEMESNE]

This can be cast in a single forest location or throughout your demesne. Thick clouds of pollen will be released and afflict your enemies with asthma. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

As the pollen sticks to the clothes and bodies of your opponents, any existing allergic reaction they are having will undoubtedly worsen, and moreso if they are in the trees.

Treelife

Syntax:
FORESTCAST TREELIFE [DEMESNE]

This can be cast in a single forest location or throughout your demesne. If any of your enemies are caught flying while the trees are alive, they will be caught and pulled in by the caught branches of the trees. Those that walk below the branches are also vulnerable. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

Treebane

Syntax:
FORESTCAST TREEBANE [<target>|DEMESNE]

This can be cast at a single target or throughout your demesne. Trees will eject those marked by the treebane curse. This is not like other demesne abilities in that it only works on people in your demesne the moment it is cast, giving all targets the treebane curse; it is not a recurring task. (Though the curse itself, when dealt to someone, is a recurring task, even if they flee your demesne.)

Thorns

Syntax:
FORESTCAST THORNS [DEMESNE]
Damage Type: 50% Cutting 50% Asphyxiation

Damage Source: Magical

This can be cast in a single forest location or throughout your demesne. Anyone in the trees will be attacked by thorny branches. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

IntoxicatingFlower

Syntax:
FORESTCAST INTOXICATINGFLOWER <target>
Power: 3 (Commune Nexus)

This can be cast in a single forest location or throughout your demesne. Anyone in the trees will be attacked by thorny branches. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

Pathtwist

Syntax:
FORESTCAST PATHTWIST
Power: 6 (Moonhart Tree)

This spell is only available to druids who have taken Stag as a totem. The Great Spirit of White Hart will forge a path back from where you stand to the center of your demesne. Any enemies who seek to follow you through this path will be slowed down as the thorns and branches reach out, dizzied and disoriented.

Additionally, enemies who seek to leave the location of the path not at the centre of your demesne may find themselves lost in the dizzying forest trails of your demesne and forced through the path.

Spiders

Syntax:
FORESTCAST SPIDERS [DEMESNE]

This can be cast in a single forest location or throughout your demesne. A swarm of spiders will cover the forest floor, attacking your enemies with their deadly stingers, that contain one of the following poisons: mactans, anatine or ibululu. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

Swarm

Syntax:
FORESTCAST SWARM [DEMESNE]

This can be cast in a single forest location or throughout your demesne. Wasps and bees will hear your call and swarm your enemies, paralyzing them with their stings. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

As the bees sting the bodies of your opponents, any existing allergic reaction they are having will undoubtedly worsen, and moreso if they are in the trees.

Cudgel

Syntax:
FORESTCAST CUDGEL

POINT CUDGEL <target> [direction]
WHIRL CUDGEL
RAISE CUDGEL
TWIRL CUDGEL

Power: 10 (Commune Nexus)

Damage Type: 50% Cutting, 50% Blunt (point cudgel)
Damage Source: Magical
Damage Modifier: 1/3 blunt and cutting resistance

The forests will grant you the ultimate weapon of a druid--the fearsome cudgel. By wielding the cudgel you may POINT CUDGEL at a target and release the burl burst attack, shooting thousands of tiny splinters at your target. You can RAISE CUDGEL in a location with trees and lift everyone in that location (including yourself) up into its branches. With WHIRL CUDGEL, you can reveal anyone hiding in your location. Finally, TWIRL CUDGEL will create a shield that will offer some protection against physical attacks. The power cost is significantly less if cast on the Ethereal Plane.

Sap

Syntax:
FORESTCAST SAP <target>
Power: 5 (Commune Nexus)

Casting this curse on a target who is in the trees will cause sap to coat your victim, causing any action to be delayed from the stickiness of the sap.

NOTE: Sapping someone removes any lashed vines on them as well as preventing thornlashes.

LightningBugs

Syntax:
POINT CUDGEL <offender> LIGHTNINGBUGS

POINT CUDGEL <target> <direction> LIGHTNINGBUGS

Damage Type: 100% Electrical

Damage Source: Magical

Glinshari promised his followers that aid shall come from even the smallest, and indeed, it shall. A druid true of intentions and loyal to Nature shall find that even the seemingly harmless lightning bugs will come to the defense of their home - you need but ask.

Wasps

Syntax:
POINT CUDGEL <offender> WASPS

POINT CUDGEL <target> <direction> WASPS

Damage Type: 100% Poison

Damage Source: Magical

The cudgel is the epitome of a druid's strength and magic, and from it he can cast many things. Even the beasts and creatures of the Wyrd bow before the druids of great and mighty Crow, and even the Queen of Wasps shall send her children to answer your summons.

Storm

Syntax:
FORESTCAST STORM [DEMESNE]
Damage Type: 100% Electric

Damage Source: Magical

This can be cast in a single forest location or throughout your demesne. A thunder storm will cover your demesne, throwing lightning bolts at your enemies. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.

Thornrend

Syntax:
FORESTCAST THORNLASH <target>

FORESTCAST THORNREND <target>

Power: 2/vined limb (Commune Nexus) (thornrend only)

Nature will respond when you point out a threat, viciously wrapping spiked vines around a limb of your enemy until they writhe free. Although this is not true entanglement, it does cause bleeding should they try to move through the forest and also prevents them from flying. Further, if the legs are lashed in vines, there is a chance movement is slowed (chance increases if both legs are lashed), and lashed arms will have increased arm balance time. Commanding the vines to rend apart your victim will cause increased bleeding depending on how many limbs are lashed together, and if all four limbs are lashed, the vines will fatally rip apart your hapless captive.

Regrowth

Syntax:
FORESTCAST REGROWTH
Power: 8 (Commune Nexus)

Your forest demesne will wildly spring to life, and become imbued with: Storm, Thorns, Spores, Pollen, Treelife, and Swarm, plus any additional demesne Druidry spells specific to your Totem specialisation.

Additional Notes:
Resets already-raised demesne effects to their full timer, aligning them to tick at the same time. Those not already raised will still be aligned but will last about a third to a quarter as long.

Darkseed

Syntax:
FORESTCAST DARKSEED <target>
Power: 8 (Moonhart Tree)

Damage Type: Unblockable
Damage Source: Magical

This fearsome curse will plant a seed within the body of your victim. It will quickly mature, sprouting vines that painfully burst forth from the target's skin and entangle the hapless victim--multiple times.

Scarab

Syntax:
FORESTCAST SCARAB <target>
Power: 5 (Master Ravenwood)

Damage Type: Unblockable
Damage Source: Magical

Implant the scarab beetle within the body of your enemy, where it will lay its eggs. When the eggs hatch, the young beetles will scrawl up their host's throat, damaging the host who will also find it impossible to eat or drink.

Fury

Syntax:
UNLEASH CUDGEL
Power: 10 (Commune Nexus)

Damage Type: 100% Cutting
Damage Source: None

Unleash the wrath of nature in her full and glorious fury. She shall seek out your personal enemies that still stand within your demesne and leave them battered and bloodied! You must wield your cudgel and be at full mana to invoke such a spectacle