Difference between revisions of "Druidry"

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(Migrated to template. Need to go back and re-add the crow skills.)
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[[Image:Druidry.jpg|thumb|Mystic Cudgel (by Incabulos)]]
[[Image:Druidry.jpg|thumb|Mystic Cudgel (by Incabulos)]]


==Mulch==
{{AB
 
|skillname = Mulch
{|
|syntax = MULCH <tree>
|-
|description = 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 [[Nature#Nut|<tt>AB NATURE NUT</tt>]] for more information on these sacred trees.
| style="background:darkblue; color:white"|'''Syntax:'''
<br><BR>
|-
| style="background:lightblue"|<tt>MULCH <tree></tt>
|-
|}
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 <tt>AB NATURE NUT</tt> 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.
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.
}}


==Treebourne==
{{AB
 
|skillname = Treebourne
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.
|description = 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.
 
<br><br>
Furthermore, you will be able to glance at the ground with no balance cost.
Furthermore, you will be able to glance at the ground with no balance cost.
}}


==Infestation (Crow)==
{{AB
 
|skillname = Forest
{|
|syntax = FORESTCAST FOREST <br>
|-
FORESTCAST FORCEFOREST  
| style="background:darkblue; color:white"|'''Syntax:'''
|cost = Power: 1 (Commune Nexus)
|-
|description = 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.
| style="background:lightblue"|<tt>FORESTCAST INFEST</tt>
}}
|-
|style="background:pink"|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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST FOREST</tt><br/>
<tt>FORESTCAST FORCEFOREST</tt>
|-
|style="background:pink"|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 <tt>FORCE</tt> it and break the meld in that location.
 
==Meld==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST MELD</tt><br/>
<tt>FORESTCAST SENSE</tt><br/>
<tt>FORESTCAST WATCH ON/OFF</tt><br/>
<tt>FORESTCAST DISSOLVE</tt><br/>
<tt>FORESTCAST DAMPEN <effect></tt><br/>
<tt>DEMESNE CENTER</tt><br/>
<tt>DEMESNE</tt>
|-
|}
The primary power of druidism is to build your own forest demesne. By creating a <tt>MELD</tt> between a forest location and yourself, you thus build your demesne. Each new <tt>MELD</tt> must be adjacent to another. While in your demesne, you can <tt>SENSE</tt> who is trodding your forest and <tt>WATCH</tt> who enters and leaves. To check on its status, <tt>DEMESNE</tt> will show you where its center is, and what powers are curently active and how long they will last. <tt>DEMESNE CENTER</tt> will change the center of your demense to the current room. You can <tt>DISSOLVE</tt> your demesne at any time.
 
==Influence==


Within your own demesne, you will find your ability of [[influence]] to be more effective.
{{AB
|skillname = Meld
|syntax = FORESTCAST MELD <br>
FORESTCAST SENSE <br>
FORESTCAST WATCH ON/OFF <br>
FORESTCAST DISSOLVE <br>
FORESTCAST DAMPEN <effect> <br>
DEMESNE CENTER <br>
DEMESNE
|description = The primary power of druidism is to build your own forest demesne. By creating a <tt>MELD</tt> between a forest location and yourself, you thus build your demesne. Each new <tt>MELD</tt> must be adjacent to another. While in your demesne, you can <tt>SENSE</tt> who is trodding your forest and <tt>WATCH</tt> who enters and leaves. To check on its status, <tt>DEMESNE</tt> will show you where its center is, and what powers are currently active and how long they will last. <tt>DEMESNE CENTER</tt> will change the center of your demense to the current room. You can <tt>DISSOLVE</tt> your demesne at any time. If there is a demesne effect active that you wish to get rid of, you may <tt>DAMPEN</tt> it.
}}


==Briars==
{{AB
|skillname = Influence
|description = Within your own demesne, you will find your ability of influence to be more effective as though you had more prestige.
}}


{|
{{AB
|-
|skillname = Briars
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FORESTCAST BRIARS [<direction>{{!}}DEMESNE]
|-
|description = 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.
| style="background:lightblue"|<tt>FORESTCAST BRIARS [<direction>|DEMESNE]</tt>
}}
|-
|}
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==
{{AB
|skillname = Dissolve
|syntax = DISSOLVE <target>
|description = 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.
}}


{|
{{AB
|-
|skillname = Roots
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FORESTCAST ROOTS [DEMESNE]
|-
|cost = Damage Type: 50% Cutting, 50% Asphyxiation
| style="background:lightblue"|<tt>DISSOLVE <target></tt>
|description = 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 location where you stand and any adjacent rooms, if they are also part of your demesne.
|}
}}
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==
{{AB
 
|skillname = Centre
{|
|syntax = FORESTCAST CENTRE
|-
|cost = Power: 2 (Any)
| style="background:darkblue; color:white"|'''Syntax:'''
|description = 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.
|-
}}
| style="background:lightblue"|<tt>FORESTCAST ROOTS [DEMESNE]</tt>
|-
|style="background:pink"|Damage Type: 50% Cutting, 50% Asphyxiation<br/>
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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST CENTER</tt>
|-
|style="background:pink"|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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST SEEDCLOUD <target></tt>
|-
|style="background:pink"|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.


{{AB
|skillname = SeedCloud
|syntax = FORESTCAST SEEDCLOUD <target>
|cost = Power:  1 (commune)
|description = 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.
<br><br>
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.
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.
 
<br><br>
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.
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==
{{AB
 
|skillname = Sapling
{|
|syntax = FORESTCAST SAPLING [DEMESNE]
|-
|cost = Power: 10 (Any) (For Demesne)
| style="background:darkblue; color:white"|'''Syntax:'''
|description = 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.
|-
<br><br>
| style="background:lightblue"|<tt>FORESTCAST SAPLING [DEMESNE]</tt>
|-
|style="background:pink"|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.
Casting for the demesne will create saplings in each room for ten power.
{|
}}
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AFFIX <rune> ON TOTEM [ON <base|top|east|west|north|south>]</tt><br/>
<tt>WIPE TOTEM [<base|top|east|west|north|south>]</tt>
|-
|}
On any totem you are bonded with, you may affix up to six runes and tune it in a variety of ways (see <tt>TUNE <totem></tt> 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 (Stag)==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST SQUIRRELS [DEMESNE]</tt>
|-
|}
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.
 
{{AdditionalNotes| Squirrels have an equal chance of having one of the following effects every ten seconds: Amnesia, blindness, or small bleeding.}}
 
==Murder (Crow)==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST MURDER [DEMESNE]</tt>
|-
|}
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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST SPORES [DEMESNE]</tt>
|-
|}
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.


{{AB
|skillname = Runes
|syntax = AFFIX <rune> ON TOTEM [ON <base{{!}}top{{!}}east{{!}}west{{!}}north{{!}}south>] <br>
WIPE TOTEM [<base{{!}}top{{!}}east{{!}}west{{!}}north{{!}}south>]
|description = 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.
}}


{{AdditionalNotes|Spores have an equal chance of having one of the following effects every ten seconds: Fear, Hallucinations, Dementia}}
{{AB
|skillname = Squirrels
|syntax = FORESTCAST SQUIRRELS [DEMESNE]
|description = 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 battered by acorns and left bleeding! 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.
}}


==Monitor==
{{AB
|skillname = Spores
|syntax = FORESTCAST SPORES [DEMESNE]
|description = This can be cast in a single forest location or throughout your demesne. Hallucinogenic 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.
}}


{|
{{AB
|-
|skillname = Monitor
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = MONITOR <target>
|-
|description = 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.
| style="background:lightblue"|<tt>MONITOR <target></tt>
}}
|-
|}
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==
{{AB
|skillname = Totem (Stag)
|syntax = FORESTCAST TOTEM <br>
:BEAST ORDER TREETOSS <target> <br>
:BEAST ORDER HEAL HEALTH
|cost = Power: 10 (Mother Moonhart) <br>
Beast Ego: 500 to Heal
|description = 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.
<br><br>
===Treetoss===


{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST TOTEM</tt>
|-
|style="background:pink"|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.
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>BEAST ORDER TREETOSS <target></tt>
|-
|style="background:pink"|Beast Mana: 250
|-
|}
This is a unique attack that will toss a target into a tree (assuming there are trees around).
This is a unique attack that will toss a target into a tree (assuming there are trees around).
<br><br>
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>BEAST ORDER HEAL HEALTH</tt>
|-
|style="background:pink"|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.
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>BEAST ORDER BLACKLUNG <target></tt>
|-
|style="background:pink"|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==
===Heal Health===


{|
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.
|-
<br><br>
| style="background:darkblue; color:white"|'''Syntax:'''
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).
|-
}}
| style="background:lightblue"|<tt>FORESTCAST POLLEN [DEMESNE]</tt>
|-
|}
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.


{{AB
|skillname = Pollen
|syntax = FORESTCAST POLLEN [DEMESNE]
|description = 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 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.
<br><br>
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.
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==
{{AB
 
|skillname = Treelife
{|
|syntax = FORESTCAST TREELIFE [DEMESNE]
|-
|description = 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 branches of the trees. Those that
| style="background:darkblue; color:white"|'''Syntax:'''
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.
|-
}}
| style="background:lightblue"|<tt>FORESTCAST TREELIFE [DEMESNE]</tt>
|-
|}
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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST TREEBANE [<target>|DEMESNE]</tt>
|-
|}
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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST THORNS [DEMESNE]</tt>
|-
|style="background:pink"|Damage Type: 50% Cutting 50% Asphyxiation<br/>
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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST INTOXICATINGFLOWER <target></tt>
|-
|style="background:pink"|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 (Stag)==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST PATHTWIST</tt>
|-
|style="background:pink"|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 (Crow)==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST SPIDERS [DEMESNE]</tt>
|-
|}
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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST SWARM [DEMESNE]</tt>
|-
|}
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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST CUDGEL</tt><br/>
<tt>POINT CUDGEL <target> [direction]</tt><br/>
<tt>WHIRL CUDGEL</tt><br/>
<tt>RAISE CUDGEL</tt><br/>
<tt>TWIRL CUDGEL</tt>
|-
|style="background:pink"|Power: 10 (Commune Nexus)<br/>
Damage Type: 50% Cutting, 50% Blunt (point cudgel)<br/>
Damage Source: Magical<br/>
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 <tt>POINT CUDGEL</tt> at a target and release the burl burst attack, shooting thousands of tiny splinters at your target. You can <tt>RAISE CUDGEL</tt> in a location with trees and lift everyone in that location (including yourself) up into its branches. With <tt>WHIRL CUDGEL</tt>, you can reveal anyone hiding in your location. Finally, <tt>TWIRL CUDGEL</tt> 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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORESTCAST SAP <target></tt>
|-
|style="background:pink"|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 (Stag)==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>POINT CUDGEL <offender> LIGHTNINGBUGS<br/>
POINT CUDGEL <target> <direction> LIGHTNINGBUGS</tt>
|-
|style="background:pink"|Damage Type: 100% Electrical<br/>
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 (Crow)==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>POINT CUDGEL <offender> WASPS<br/>
POINT CUDGEL <target> <direction> WASPS</tt>
|-
|style="background:pink"|Damage Type: 100% Poison<br/>
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==
{{AB
|skillname = Treebane
|syntax = FORESTCAST TREEBANE [<target>{{!}}DEMESNE]
|description = 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.)
}}


{|
{{AB
|-
|skillname = Thorns
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FORESTCAST THORNS [DEMESNE]
|-
|cost = Damage Type: 50% Cutting 50% Asphyxiation
| style="background:lightblue"|<tt>FORESTCAST STORM [DEMESNE]</tt>
|description = 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.
|-
}}
|style="background:pink"|Damage Type: 100% Electric<br/>
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==
{{AB
|skillname = IntoxicatingFlower
|syntax = FORESTCAST INTOXICATINGFLOWER <target>
|cost = Power:  3 (commune)
|description = The intoxicating flower is purported to smell differently to every individual, but in almost all cases it evokes deep-rooted memories that simply cannot be ignored. When you cause the flower to bloom, and design
the smell for a specific person, your target will be unable to resist coming to it, unless of course their nose has not been made sensitive enough by a strong allergic reaction. The scent of the flower will be blown through your demesne and no further, so you can only hope to catch your foe's attention if they are still within your meld. Their frantic pace and hurried steps will invariably brush some allergenic pollen from their skin and body.
}}


{|
{{AB
|-
|skillname = PathTwist
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FORESTCAST PATHTWIST
|-
|cost = Power: 6 (Moonhart Tree)
| style="background:lightblue"|<tt>FORESTCAST THORNLASH <target></tt><br/>
|description = 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, paranoid 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.
<tt>FORESTCAST THORNREND <target></tt>
}}
|-
|style="background:pink"|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==
{{AB
|skillname = Swarm
|syntax = FORESTCAST SWARM [DEMESNE]
|description = This can be cast in a single forest location or throughout your demesne. Wasps and bees will hear your call and swarm your enemies, paralysing 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.
<br><br>
As the bees sting the bodies of your opponents, any existing allergic reaction they are having will undoubtedly worsen.
}}


{|
{{AB
|-
|skillname = Cudgel
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FORESTCAST CUDGEL <br>
|-
:POINT CUDGEL <target> [direction] <br>
| style="background:lightblue"|<tt>FORESTCAST REGROWTH</tt>
:WHIRL CUDGEL <br>
|-
:RAISE CUDGEL <br>
|style="background:pink"|Power: 8 (Commune Nexus)
:TWIRL CUDGEL
|-
|cost = Power: 10 (Commune Nexus) <br>
|}
Damage Modifier: 1/8 blunt and cutting resistance <br>
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.
Can Target Denizens
|description = The forests will grant you the ultimate weapon of a druid--the fearsome cudgel. By wielding the cudgel you may <tt>POINT CUDGEL</tt> at a target and release the burl burst attack, shooting thousands of tiny splinters atyour target. You can <tt>RAISE CUDGEL</tt> in a location with trees and lift everyone in that location (including yourself) up into its branches. With <tt>WHIRL CUDGEL</tt>, you can reveal anyone hiding in your location. Finally, <tt>TWIRL CUDGEL</tt> will create a shield that will offer some protection against physical attacks. The power cost is significantly less if cast on the Ethereal Plane.
}}


{|
{{AB
|-
|skillname = Sap
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax =  FORESTCAST SAP <target>
|-
|cost = Power: 5 (Commune Nexus)
| style="background:lightgreen"|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.
|description = 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.
|-
}}
|}


==Darkseed (Stag)==
{{AB
|skillname = LightningBugs
|syntax = POINT CUDGEL <target> [<direction>]  LIGHTNINGBUGS
|cost = Damage Type: 100% Electrical
|description = 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.
}}


{|
{{AB
|-
|skillname = Storm
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FORESTCAST STORM [DEMESNE]
|-
|cost = Damage Type: 100% Electric
| style="background:lightblue"|<tt>FORESTCAST DARKSEED <target></tt>
|description = 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.
|style="background:pink"|Power: 8 (Moonhart Tree)<br/>
}}
Damage Type: Unblockable<br/>
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 (Crow)==
{{AB
|skillname = ThornRend
|syntax = FORESTCAST THORNLASH <target> <br>
:FORESTCAST THORNREND <target>
|cost = Power:  2/vined limb (Commune Nexus) (thornrend only)
|description = 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 (-5/-5 penalty). 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.
}}


{|
{{AB
|-
|skillname = Regrowth
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FORESTCAST REGROWTH
|-
|cost = Power: 8 (Commune Nexus)
| style="background:lightblue"|<tt>FORESTCAST SCARAB <target></tt>
|description = 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.
|-
}}
|style="background:pink"|Power: 5 (Master Ravenwood)<br/>
Damage Type: Unblockable<br/>
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==
{{AB
|skillname = DarkSeed
|syntax = FORESTCAST DARKSEED <target>
|cost = 7 (Moonhart Tree) <br>
Damage Type: Unblockable
|description = 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.
}}


{|
{{AB
|-
|skillname = Fury
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = UNLEASH CUDGEL
|-
|cost = Power: 10 (Commune Nexus) <br>
| style="background:lightblue"|<tt>UNLEASH CUDGEL</tt>
Damage Type: 100% Cutting  
|-
|description = 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.
|style="background:pink"|Power: 10 (Commune Nexus)<br/>
}}
Damage Type: 100% Cutting<br/>
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

Revision as of 21:39, 27 April 2016

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.
Infestation (Crow) Master+40% 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 (Stag) Expert+40% "Aid shall come from even the smallest." -Glinshari
Murder (Crow) Expert+40% 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 (Stag) Fabled+0% All roads lead to you.
Spiders (Crow) Fabled+0% 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 (Stag) Fabled+80% "And they shall know the fury of lightning." - Glinshari
Wasps (Crow) Fabled+80% "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 (Stag) Mythical+75% Plant the darkseed inside your victim.
Scarab (Crow) Mythical+75% 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.


Treebourne

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.


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 currently 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. If there is a demesne effect active that you wish to get rid of, you may DAMPEN it.


Influence

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


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

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 location where you stand and any adjacent rooms, if they are also part of your demesne.


Centre

Syntax
FORESTCAST CENTRE
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)

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.


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 battered by acorns and left bleeding! 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.


Spores

Syntax
FORESTCAST SPORES [DEMESNE]

This can be cast in a single forest location or throughout your demesne. Hallucinogenic 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.


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 (Stag)

Syntax
FORESTCAST TOTEM
BEAST ORDER TREETOSS <target>
BEAST ORDER HEAL HEALTH
Power: 10 (Mother Moonhart)

Beast Ego: 500 to Heal

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.

Treetoss

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

Heal Health

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).


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 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.

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 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

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)

The intoxicating flower is purported to smell differently to every individual, but in almost all cases it evokes deep-rooted memories that simply cannot be ignored. When you cause the flower to bloom, and design the smell for a specific person, your target will be unable to resist coming to it, unless of course their nose has not been made sensitive enough by a strong allergic reaction. The scent of the flower will be blown through your demesne and no further, so you can only hope to catch your foe's attention if they are still within your meld. Their frantic pace and hurried steps will invariably brush some allergenic pollen from their skin and body.


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, paranoid 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.


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, paralysing 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.


Cudgel

Syntax
FORESTCAST CUDGEL
POINT CUDGEL <target> [direction]
WHIRL CUDGEL
RAISE CUDGEL
TWIRL CUDGEL
Power: 10 (Commune Nexus)

Damage Modifier: 1/8 blunt and cutting resistance
Can Target Denizens

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 atyour 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.


LightningBugs

Syntax
POINT CUDGEL <target> [<direction>] LIGHTNINGBUGS
Damage Type: 100% Electrical

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.


Storm

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

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 (-5/-5 penalty). 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.


DarkSeed

Syntax
FORESTCAST DARKSEED <target>
7 (Moonhart Tree)

Damage Type: Unblockable

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.


Fury

Syntax
UNLEASH CUDGEL
Power: 10 (Commune Nexus)

Damage Type: 100% Cutting

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.