Druids are the Guardians of Nature and Natural Things, they seek balance between the Man-made and Natural-Governed worlds, planting a tree when one is felled, or protecting a forest when it is too heavily forested.
Active Skills: (3 dots per skill, 2 dots per upgrade)
Druid Grove (slotted ability): RP for 1 minute to create one Druid Grove with a 5' radius. You must include a site description. You may only have one site at a time per spirit upkeep. The site may be removed with an RP for 1 minute. This is biddable. Spirit costs are reduced by one for you within the Circle.
Sharing Nature's Bounty: Anyone you decree may gain the benefits of the circle as well. A minimum sign of respect to nature is required.
Druidic Teamwork: You may combine your Druid Grove with any other Druid Grove.
Cleansing Circle (Body): 1 minute RP in grove, remove toxin or plague.
Cleansing Circle (Spirit): 1 minute RP in grove, remove lesser curse on living target.
Obscuring Underbrush: 1 minute RP in grove, may designate a small object (2 feet or less) in grove to be OOC. (requires orange ribbon around object)
Field Control (slotted ability): 1 minute RP. "Area enemies slow". You may spend 1 Spirit to call "Area enemies Long Slow"
Triproot: May call "area enemies trip" instead.
Grasping Flora: May call "area enemies bind legs" instead.
Thornroot: May call "area enemies [element] 1" instead. Choose element at time of purchase.
Power Plant: 15 second RP and spend 1 spirit or blood to call Field Control abilities.
Vine Lash: May core trip or bind legs through packet or weapon. Must be touching a tree, the ground, natural living thing, or spend 1 spirit.
Thorn Strike: may call [elemental] damage on spike damage through weapon.
Nature Walker (slotted ability): 15 second RP touching a large natural object (tree, boulder, etc), gain Shroud as long as you are in contact with the object.
Tree Stride: Skitterflit to another large natural object within 20 feet. This breaks Shroud.
Home Terrain: 1 minute RP, may teleport back to your grove.
Utility Skills: (2 dots per skill)
Animals Love Me: 15 second RP, Core Charm Animal/Plant though packet or weapon.
Heel: 15 second RP, Core Compel Animal/Plant through packet or weapon.
Quick Training: 15 second RP, Core Dominate Animal/Plant through packet or weapon.
Nature Likes Me: You may ask a favor of the natural world around you. Bid to staff, up to story teller discretion. The natural world will ask an equal favor of you immediately or at a later date. If you refuse, there may be negative consequences.
Passive Skills: (1 dot per skill)
Shape Growth: Control plant growth. Bid to staff.
Shape Elements: Minor roleplay control over elements. Bid to staff. Storyteller discretion.
Nature’s Blessing: Gain "wilderness luck". Bid to staff, effects up to storyteller discretion.
Sharing Nature’s Blessing: 15 second RP (communing with nature/elements, praying, etc..), grant "aura wilderness luck" to another target. Does not stack with previous skill.
Nature Tracking: RP 1 minute (communing with nature, talking to animals, etc..) to track a target through a natural area. Bid to staff. Up to storyteller discretion.
Animal Nose: You may bid Heightened Senses: Smell
Natural Empathy: Communicate on an empathic impression level to plants, animals, and insects. Bid to staff.
Elemental Empathy: Communicate on an empathic impression level to elements [fire, earth, air, ice]. Bid to staff.
Natural Intuition: Gain augury on whether an action will offend the natural world around you. This may have a spirit cost at staff discretion.
Commune: Improve communication you already posses with the natural world. This may have a Spirit cost at Staff discretion.