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)