Difference between revisions of "Druid"
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GROVES: | GROVES: | ||
Perceive Determine if a forest area is a Druidic grove. | Perceive: Determine if a forest area is a Druidic grove. | ||
Imprint Choose a forest location as your Druidic grove. | Imprint: Choose a forest location as your Druidic grove. | ||
Sever Erase your imprint permanently from your grove. | Sever: Erase your imprint permanently from your grove. | ||
Energy Determine how much sunlight your grove has stored. | Energy: Determine how much sunlight your grove has stored. | ||
Who Sense who is in the forest. | Who: Sense who is in the forest. | ||
Status Discover information on the status of your grove. | Status: Discover information on the status of your grove. | ||
Look See through the eyes of a forest into a distant location. | Look: See through the eyes of a forest into a distant location. | ||
Shake Send a tremor throughout your grove. | Shake: Send a tremor throughout your grove. | ||
Elevate Ascend into the treetops. | Elevate: Ascend into the treetops. | ||
Watch Command your grove to report certain activity within it. | Watch: Command your grove to report certain activity within it. | ||
Cease Cease using skills in your grove. | Cease: Cease using skills in your grove. | ||
Eject Toss all but yourself out of your grove. | Eject: Toss all but yourself out of your grove. | ||
Cage Command the branches of your grove to seal it closed. | Cage: Command the branches of your grove to seal it closed. | ||
Return Return instantly to your grove from anywhere in the forest. | Return: Return instantly to your grove from anywhere in the forest. | ||
Whisper Communicate through the trees. | Whisper: Communicate through the trees. | ||
Eyes Locate everyone in the forest. | Eyes: Locate everyone in the forest. | ||
Forestwatch Know all entry and exit from the forest. | Forestwatch: Know all entry and exit from the forest. | ||
Seal Prevent night-time draining sunlight from your grove. | Seal: Prevent night-time draining sunlight from your grove. | ||
Tend Lovingly caring for your grove. | Tend: Lovingly caring for your grove. | ||
Vigour Absorb energy from your grove directly into your body. | Vigour: Absorb energy from your grove directly into your body. | ||
Screen Raise a screen against telepathy within your grove. | Screen: Raise a screen against telepathy within your grove. | ||
Roots Secure yourself to the ground with tree roots. | Roots: Secure yourself to the ground with tree roots. | ||
Preservation For one year, shield your grove from damage. | Preservation: For one year, shield your grove from damage. | ||
Quarterstaff Summon a Druidic quarterstaff from your grove. | Quarterstaff: Summon a Druidic quarterstaff from your grove. | ||
Calling Call your loyal creatures back to your grove. | Calling: Call your loyal creatures back to your grove. | ||
Thorns Give life to the surrounding undergrowth to harm your foes. | Thorns: Give life to the surrounding undergrowth to harm your foes. | ||
Track Constantly track the movement of anyone in the forest. | Track: Constantly track the movement of anyone in the forest. | ||
Portal Open a portal to your grove for anyone in the forest. | Portal: Open a portal to your grove for anyone in the forest. | ||
Entangle Command your grove to bind your enemies. | Entangle: Command your grove to bind your enemies. | ||
Summon After a time, bring anyone in the forest to your grove. | Summon: After a time, bring anyone in the forest to your grove. | ||
Flow Slip instantly from your grove to anyone in the forest. | Flow: Slip instantly from your grove to anyone in the forest. | ||
Cure Cure someone of an affliction. | Cure: Cure someone of an affliction. | ||
Isolatio:n Send everyone in your room to the Grove of Isolation | |||
Channel Transfer energy to another Druid's grove. | Channel: Transfer energy to another Druid's grove. | ||
Trap Form a cage of branches around anyone in the forest. | Trap: Form a cage of branches around anyone in the forest. | ||
Join Lend support to another Druid in his grove. | Join: Lend support to another Druid in his grove. | ||
Rain Conjuring a magical shower of rejuvenating rain. | Rain: Conjuring a magical shower of rejuvenating rain. (Must be joined with another druids grove) | ||
Fertility Speed herb growth throughout the forest. | Fertility: Speed herb growth throughout the forest. | ||
Exorcise Drive entities of Chaos from your Grove. | Exorcise: Drive entities of Chaos from your Grove. | ||
Lightning During a storm, strike at your foe from the heavens. | Lightning: During a storm, strike at your foe from the heavens. | ||
Concealment Hide all those within your grove from prying eyes. | Concealment: Hide all those within your grove from prying eyes. | ||
Flash Send a flash of revealing light about your grove. | Flash: Send a flash of revealing light about your grove. | ||
Sharing Granting the use of your grove to your allies. | Sharing: Granting the use of your grove to your allies. | ||
Gate Open a gateway of light. | Gate: Open a gateway of light. | ||
Hive Create a hive of stinging bees to defend your Grove. | Hive: Create a hive of stinging bees to defend your Grove. | ||
Rejuvenate Restore an exterminated room to its natural state. | Rejuvenate: Restore an exterminated room to its natural state. | ||
Charging Store sunlight energy in your quarterstaff for later use. | Charging: Store sunlight energy in your quarterstaff for later use. | ||
Displacement Swap places with a target in the forest. | Displacement: Swap places with a target in the forest. | ||
Hinder Call upon the forest to impede the progress of a foe. | Hinder: Call upon the forest to impede the progress of a foe. | ||
Barrier Tap into the earth magic to enable a magical defence. | Barrier: Tap into the earth magic to enable a magical defence. | ||
Canopy Thicken the canopies of your grove. | Canopy: Thicken the canopies of your grove. | ||
Forestbinding Prevent all entry and exit from the forest. | Forestbinding: Prevent all entry and exit from the forest. | ||
Resurrection Restore a friend to life. | Resurrection: Restore a friend to life. | ||
Annihilation Destroy everything in your grove in one fatal blast. | Annihilation: Destroy everything in your grove in one fatal blast. | ||
Hypercure Constant healing of afflictions. | Hypercure: Constant healing of afflictions. | ||
Portability The ultimate expression of the bond with your Grove. | Portability: The ultimate expression of the bond with your Grove. | ||
Creation Call upon nature from anywhere. | Creation: Call upon nature from anywhere. | ||
Sunlight Allowing the sun to pass through all barriers. (Can only be used by completing the cure Scidve quest) | Sunlight: Allowing the sun to pass through all barriers. (Can only be used by completing the cure Scidve quest) | ||
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METAMORPHOSIS: | METAMORPHOSIS: | ||
Squirrel A cute, bushy-tailed woodland creature. | Squirrel: A cute, bushy-tailed woodland creature. | ||
Powers Lists the powers you possess when morphed into a creature. | Powers: Lists the powers you possess when morphed into a creature. | ||
Wildcat A small untamed feline. Alert and perceptive. | Wildcat: A small untamed feline. Alert and perceptive. | ||
Duck The common waterfowl. | Duck: The common waterfowl. | ||
Wolf The wary white wolf. | Wolf: The wary white wolf. | ||
Jackdaw The black jackdaw. | Jackdaw: The black jackdaw. | ||
Cheetah A creature quick of eye and fleet of foot. | Cheetah: A creature quick of eye and fleet of foot. | ||
Owl The wise bird of prey. | Owl: The wise bird of prey. | ||
Hyena A vicious, stealthy creature with a chilling howl. | Hyena: A vicious, stealthy creature with a chilling howl. | ||
Condor The swift and mighty bird of prey. | Condor: The swift and mighty bird of prey. | ||
Gopher A cute, burrowing animal. | Gopher: A cute, burrowing animal. | ||
Sloth A slow, ponderous creature. | Sloth: A slow, ponderous creature. | ||
Basilisk The silent, magical beast of lore. | Basilisk: The silent, magical beast of lore. | ||
Bear The mighty grizzly bear. | Bear: The mighty grizzly bear. | ||
Bonding Increased rapport with the animal spirits. | Bonding: Increased rapport with the animal spirits. | ||
Swordfish Dashing swashbuckler of the oceans. | Swordfish: Dashing swashbuckler of the oceans. | ||
Nightingale A delicate, beautiful bird with an exquisite song. | Nightingale: A delicate, beautiful bird with an exquisite song. | ||
Elephant Largest of the land mammals. | Elephant: Largest of the land mammals. | ||
Transmorph The ability to morph from form to form. | Transmorph: The ability to morph from form to form. | ||
Wolverine Pound for pound, one of the most vicious animals. | Wolverine: Pound for pound, one of the most vicious animals. | ||
Jaguar A powerful, quick, and stealthy beast. | Jaguar: A powerful, quick, and stealthy beast. | ||
Eagle The king of all flighted birds. | Eagle: The king of all flighted birds. | ||
Gorilla An agile yet powerful primate. | Gorilla: An agile yet powerful primate. | ||
Icewyrm A mythical creature of awesome, magical power. | Icewyrm: A mythical creature of awesome, magical power. | ||
Affinity Obtaining a greater affinity with an animal spirit. | Affinity: Obtaining a greater affinity with an animal spirit. | ||
Wyvern The cousin of dragons themselves. | Wyvern: The cousin of dragons themselves. | ||
TrueMorph Instantaneous metamorphosis. | TrueMorph: Instantaneous metamorphosis. | ||
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CONJURATION: | CONJURATION: | ||
Fettlestone A stone imbued with healing properties. | Fettlestone: A stone imbued with healing properties. | ||
Fulgorwhip A whip of fulgent lightning. | Fulgorwhip: A whip of fulgent lightning. | ||
Aesthesis Preserve the natural state of the senses. | Aesthesis: Preserve the natural state of the senses. | ||
Vine Bind your wielded weapons in vines. | Vine: Bind your wielded weapons in vines. | ||
Cold Protection against the cold. | Cold: Protection against the cold. | ||
Gills Breathe while swimming beneath the waves. | Gills: Breathe while swimming beneath the waves. | ||
Holdfast Anchor items to the ground. | Holdfast: Anchor items to the ground. | ||
Electric Protection against electrical attacks. | Electric: Protection against electrical attacks. | ||
Firewall Conjure a wall of fire. | Firewall: Conjure a wall of fire. | ||
Bijou A trinket woven through with life energies. | Bijou: A trinket woven through with life energies. | ||
Ore Protect your property. | Ore: Protect your property. | ||
Flame Exploding arrows of fire. | Flame: Exploding arrows of fire. | ||
Firefly Reveal that which is hidden from you. | Firefly: Reveal that which is hidden from you. | ||
Spiritbulb A natural reservoir of Devotional energy. | Spiritbulb: A natural reservoir of Devotional energy. | ||
Augment Fortify the power of weapons and armor. | Augment: Fortify the power of weapons and armor. | ||
Meteor Turn arrows into flaming meteors. | Meteor: Turn arrows into flaming meteors. | ||
Magic Resistance against all forms of magic. | Magic: Resistance against all forms of magic. | ||
Thorn Pierce the elemental channels. | Thorn: Pierce the elemental channels. | ||
Icewall Conjure a wall of ice. | Icewall: Conjure a wall of ice. | ||
Spore Foment rapid destruction. | Spore: Foment rapid destruction. | ||
Geyser The trenchant Geyser of Slyphe. | Geyser: The trenchant Geyser of Slyphe. | ||
Obfuscation The concealing orb of obfuscation. | Obfuscation: The concealing orb of obfuscation. | ||
Fire Protection against the flame. | Fire: Protection against the flame. | ||
Lure A scented lure to attract falcons. | Lure: A scented lure to attract falcons. | ||
Icecave Create a tiny cave of ice within a container. | Icecave: Create a tiny cave of ice within a container. | ||
Totem A conjuration to bind two places together. | Totem: A conjuration to bind two places together. | ||
Root Protection against magical travel. | Root: Protection against magical travel. | ||
Hyoscine Sleep without a care in the world. | Hyoscine: Sleep without a care in the world. | ||
Umbra | Umbra: Protection against the influence of the stars. | ||
Void Make void your afflictions - and defenses. | Void: Make void your afflictions - and defenses. | ||
Snail Slow time to a snail's pace. | Snail: Slow time to a snail's pace. | ||
Dew Dampen the effects of crystal vibrations. | Dew: Dampen the effects of crystal vibrations. | ||
Sachet Calm your senses in meditation. | Sachet: Calm your senses in meditation. | ||
Decomposition Degrade the health of your adversaries. | Decomposition: Degrade the health of your adversaries. | ||
Petrification Petrify objects placed within the satchel. | Petrification: Petrify objects placed within the satchel. | ||
Prism Mitigate the forces of the Chaos Plane. | Prism: Mitigate the forces of the Chaos Plane. | ||
Cleansing An amulet of cleansing. | Cleansing: An amulet of cleansing. | ||
Perception An amulet imbuing an understanding of all tongues. (no longer used) | Perception: An amulet imbuing an understanding of all tongues. (no longer used) |
Revision as of 02:39, 21 April 2010
GROVES:
Perceive: Determine if a forest area is a Druidic grove.
Imprint: Choose a forest location as your Druidic grove.
Sever: Erase your imprint permanently from your grove.
Energy: Determine how much sunlight your grove has stored.
Who: Sense who is in the forest.
Status: Discover information on the status of your grove.
Look: See through the eyes of a forest into a distant location.
Shake: Send a tremor throughout your grove.
Elevate: Ascend into the treetops.
Watch: Command your grove to report certain activity within it.
Cease: Cease using skills in your grove.
Eject: Toss all but yourself out of your grove.
Cage: Command the branches of your grove to seal it closed.
Return: Return instantly to your grove from anywhere in the forest.
Whisper: Communicate through the trees.
Eyes: Locate everyone in the forest.
Forestwatch: Know all entry and exit from the forest.
Seal: Prevent night-time draining sunlight from your grove.
Tend: Lovingly caring for your grove.
Vigour: Absorb energy from your grove directly into your body.
Screen: Raise a screen against telepathy within your grove.
Roots: Secure yourself to the ground with tree roots.
Preservation: For one year, shield your grove from damage.
Quarterstaff: Summon a Druidic quarterstaff from your grove.
Calling: Call your loyal creatures back to your grove.
Thorns: Give life to the surrounding undergrowth to harm your foes.
Track: Constantly track the movement of anyone in the forest.
Portal: Open a portal to your grove for anyone in the forest.
Entangle: Command your grove to bind your enemies.
Summon: After a time, bring anyone in the forest to your grove.
Flow: Slip instantly from your grove to anyone in the forest.
Cure: Cure someone of an affliction.
Isolatio:n Send everyone in your room to the Grove of Isolation
Channel: Transfer energy to another Druid's grove.
Trap: Form a cage of branches around anyone in the forest.
Join: Lend support to another Druid in his grove.
Rain: Conjuring a magical shower of rejuvenating rain. (Must be joined with another druids grove)
Fertility: Speed herb growth throughout the forest.
Exorcise: Drive entities of Chaos from your Grove.
Lightning: During a storm, strike at your foe from the heavens.
Concealment: Hide all those within your grove from prying eyes.
Flash: Send a flash of revealing light about your grove.
Sharing: Granting the use of your grove to your allies.
Gate: Open a gateway of light.
Hive: Create a hive of stinging bees to defend your Grove.
Rejuvenate: Restore an exterminated room to its natural state.
Charging: Store sunlight energy in your quarterstaff for later use.
Displacement: Swap places with a target in the forest.
Hinder: Call upon the forest to impede the progress of a foe.
Barrier: Tap into the earth magic to enable a magical defence.
Canopy: Thicken the canopies of your grove.
Forestbinding: Prevent all entry and exit from the forest.
Resurrection: Restore a friend to life.
Annihilation: Destroy everything in your grove in one fatal blast.
Hypercure: Constant healing of afflictions.
Portability: The ultimate expression of the bond with your Grove.
Creation: Call upon nature from anywhere.
Sunlight: Allowing the sun to pass through all barriers. (Can only be used by completing the cure Scidve quest)
METAMORPHOSIS:
Squirrel: A cute, bushy-tailed woodland creature.
Powers: Lists the powers you possess when morphed into a creature.
Wildcat: A small untamed feline. Alert and perceptive.
Duck: The common waterfowl.
Wolf: The wary white wolf.
Jackdaw: The black jackdaw.
Cheetah: A creature quick of eye and fleet of foot.
Owl: The wise bird of prey.
Hyena: A vicious, stealthy creature with a chilling howl.
Condor: The swift and mighty bird of prey.
Gopher: A cute, burrowing animal.
Sloth: A slow, ponderous creature.
Basilisk: The silent, magical beast of lore.
Bear: The mighty grizzly bear.
Bonding: Increased rapport with the animal spirits.
Swordfish: Dashing swashbuckler of the oceans.
Nightingale: A delicate, beautiful bird with an exquisite song.
Elephant: Largest of the land mammals.
Transmorph: The ability to morph from form to form.
Wolverine: Pound for pound, one of the most vicious animals.
Jaguar: A powerful, quick, and stealthy beast.
Eagle: The king of all flighted birds.
Gorilla: An agile yet powerful primate.
Icewyrm: A mythical creature of awesome, magical power.
Affinity: Obtaining a greater affinity with an animal spirit.
Wyvern: The cousin of dragons themselves.
TrueMorph: Instantaneous metamorphosis.
CONJURATION:
Fettlestone: A stone imbued with healing properties.
Fulgorwhip: A whip of fulgent lightning.
Aesthesis: Preserve the natural state of the senses.
Vine: Bind your wielded weapons in vines.
Cold: Protection against the cold.
Gills: Breathe while swimming beneath the waves.
Holdfast: Anchor items to the ground.
Electric: Protection against electrical attacks.
Firewall: Conjure a wall of fire.
Bijou: A trinket woven through with life energies.
Ore: Protect your property.
Flame: Exploding arrows of fire.
Firefly: Reveal that which is hidden from you.
Spiritbulb: A natural reservoir of Devotional energy.
Augment: Fortify the power of weapons and armor.
Meteor: Turn arrows into flaming meteors.
Magic: Resistance against all forms of magic.
Thorn: Pierce the elemental channels.
Icewall: Conjure a wall of ice.
Spore: Foment rapid destruction.
Geyser: The trenchant Geyser of Slyphe.
Obfuscation: The concealing orb of obfuscation.
Fire: Protection against the flame.
Lure: A scented lure to attract falcons.
Icecave: Create a tiny cave of ice within a container.
Totem: A conjuration to bind two places together.
Root: Protection against magical travel.
Hyoscine: Sleep without a care in the world.
Umbra: Protection against the influence of the stars.
Void: Make void your afflictions - and defenses.
Snail: Slow time to a snail's pace.
Dew: Dampen the effects of crystal vibrations.
Sachet: Calm your senses in meditation.
Decomposition: Degrade the health of your adversaries.
Petrification: Petrify objects placed within the satchel.
Prism: Mitigate the forces of the Chaos Plane.
Cleansing: An amulet of cleansing.
Perception: An amulet imbuing an understanding of all tongues. (no longer used)