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| GROVES:
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| Perceive: Determine if a forest area is a Druidic grove.
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| Imprint: Choose a forest location as your Druidic grove.
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| Sever: Erase your imprint permanently from your grove.
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| Energy: Determine how much sunlight your grove has stored.
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| Who: Sense who is in the forest.
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| Status: Discover information on the status of your grove.
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| Look: See through the eyes of a forest into a distant location.
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| Shake: Send a tremor throughout your grove.
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| Elevate: Ascend into the treetops.
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| Watch: Command your grove to report certain activity within it.
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| Cease: Cease using skills in your grove.
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| Eject: Toss all but yourself out of your grove.
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| Cage: Command the branches of your grove to seal it closed.
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| Return: Return instantly to your grove from anywhere in the forest.
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| Whisper: Communicate through the trees.
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| Eyes: Locate everyone in the forest.
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| Forestwatch: Know all entry and exit from the forest.
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| Seal: Prevent night-time draining sunlight from your grove.
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| Tend: Lovingly caring for your grove.
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| Vigour: Absorb energy from your grove directly into your body.
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| Screen: Raise a screen against telepathy within your grove.
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| Roots: Secure yourself to the ground with tree roots.
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| Preservation: For one year, shield your grove from damage.
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| Quarterstaff: Summon a Druidic quarterstaff from your grove.
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| Calling: Call your loyal creatures back to your grove.
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| Thorns: Give life to the surrounding undergrowth to harm your foes.
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| Track: Constantly track the movement of anyone in the forest.
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| Portal: Open a portal to your grove for anyone in the forest.
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| Entangle: Command your grove to bind your enemies.
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| Summon: After a time, bring anyone in the forest to your grove.
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| Flow: Slip instantly from your grove to anyone in the forest.
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| Cure: Cure someone of an affliction.
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| Isolatio:n Send everyone in your room to the Grove of Isolation
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| Channel: Transfer energy to another Druid's grove.
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| Trap: Form a cage of branches around anyone in the forest.
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| Join: Lend support to another Druid in his grove.
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| Rain: Conjuring a magical shower of rejuvenating rain. (Must be joined with another druids grove)
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| Fertility: Speed herb growth throughout the forest.
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| Exorcise: Drive entities of Chaos from your Grove.
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| Lightning: During a storm, strike at your foe from the heavens.
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| Concealment: Hide all those within your grove from prying eyes.
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| Flash: Send a flash of revealing light about your grove.
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| Sharing: Granting the use of your grove to your allies.
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| Gate: Open a gateway of light.
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| Hive: Create a hive of stinging bees to defend your Grove.
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| Rejuvenate: Restore an exterminated room to its natural state.
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| Charging: Store sunlight energy in your quarterstaff for later use.
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| Displacement: Swap places with a target in the forest.
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| Hinder: Call upon the forest to impede the progress of a foe.
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| Barrier: Tap into the earth magic to enable a magical defence.
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| Canopy: Thicken the canopies of your grove.
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| Forestbinding: Prevent all entry and exit from the forest.
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| Resurrection: Restore a friend to life.
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| Annihilation: Destroy everything in your grove in one fatal blast.
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| Hypercure: Constant healing of afflictions.
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| Portability: The ultimate expression of the bond with your Grove.
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| Creation: Call upon nature from anywhere.
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| Sunlight: Allowing the sun to pass through all barriers. (Can only be used by completing the cure Scidve quest)
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| METAMORPHOSIS:
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| Squirrel: A cute, bushy-tailed woodland creature.
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| Powers: Lists the powers you possess when morphed into a creature.
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| Wildcat: A small untamed feline. Alert and perceptive.
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| Duck: The common waterfowl.
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| Wolf: The wary white wolf.
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| Jackdaw: The black jackdaw.
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| Cheetah: A creature quick of eye and fleet of foot.
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| Owl: The wise bird of prey.
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| Hyena: A vicious, stealthy creature with a chilling howl.
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| Condor: The swift and mighty bird of prey.
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| Gopher: A cute, burrowing animal.
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| Sloth: A slow, ponderous creature.
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| Basilisk: The silent, magical beast of lore.
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| Bear: The mighty grizzly bear.
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| Bonding: Increased rapport with the animal spirits.
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| Swordfish: Dashing swashbuckler of the oceans.
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| Nightingale: A delicate, beautiful bird with an exquisite song.
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| Elephant: Largest of the land mammals.
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| Transmorph: The ability to morph from form to form.
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| Wolverine: Pound for pound, one of the most vicious animals.
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| Jaguar: A powerful, quick, and stealthy beast.
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| Eagle: The king of all flighted birds.
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| Gorilla: An agile yet powerful primate.
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| Icewyrm: A mythical creature of awesome, magical power.
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| Affinity: Obtaining a greater affinity with an animal spirit.
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| Wyvern: The cousin of dragons themselves.
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| TrueMorph: Instantaneous metamorphosis.
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| CONJURATION:
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| Fettlestone: A stone imbued with healing properties.
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| Fulgorwhip: A whip of fulgent lightning.
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| Aesthesis: Preserve the natural state of the senses.
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| Vine: Bind your wielded weapons in vines.
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| Cold: Protection against the cold.
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| Gills: Breathe while swimming beneath the waves.
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| Holdfast: Anchor items to the ground.
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| Electric: Protection against electrical attacks.
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| Firewall: Conjure a wall of fire.
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| Bijou: A trinket woven through with life energies.
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| Ore: Protect your property.
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| Flame: Exploding arrows of fire.
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| Firefly: Reveal that which is hidden from you.
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| Spiritbulb: A natural reservoir of Devotional energy.
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| Augment: Fortify the power of weapons and armor.
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| Meteor: Turn arrows into flaming meteors.
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| Magic: Resistance against all forms of magic.
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| Thorn: Pierce the elemental channels.
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| Icewall: Conjure a wall of ice.
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| Spore: Foment rapid destruction.
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| Geyser: The trenchant Geyser of Slyphe.
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| Obfuscation: The concealing orb of obfuscation.
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| Fire: Protection against the flame.
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| Lure: A scented lure to attract falcons.
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| Icecave: Create a tiny cave of ice within a container.
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| Totem: A conjuration to bind two places together.
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| Root: Protection against magical travel.
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| Hyoscine: Sleep without a care in the world.
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| Umbra: Protection against the influence of the stars.
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| Void: Make void your afflictions - and defenses.
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| Snail: Slow time to a snail's pace.
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| Dew: Dampen the effects of crystal vibrations.
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| Sachet: Calm your senses in meditation.
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| Decomposition: Degrade the health of your adversaries.
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| Petrification: Petrify objects placed within the satchel.
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| Prism: Mitigate the forces of the Chaos Plane.
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| Cleansing: An amulet of cleansing.
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| Perception: An amulet imbuing an understanding of all tongues. (no longer used)
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