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)