Difference between revisions of "Druid"

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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)

Revision as of 02:42, 21 April 2010