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Druid Abilities
Early initiates can directly influence the surrounding area in a variety of ways as well as command flora to overgrow. More advanced training brings not only a larger area of effect, but more severe effects that directly impact the local weather.
Spell - Mutation
Cause vines to grow from target space in 6 + TT x 2 range. The vines count as size 0 with 1 + TT/2 in each Skill Tier. The vines attempt to Grab each creature in the area immediately and again at the beginning of each of your turns. If the vines have already Grabbed the target, they Grapple instead.
Boost: When the vines are targeted by an attack, the attack also targets any target the vine has Grabbed.
Spell - Elemental
Increase or decrease the Temperature in a Burst 3 + TT up to 10 + TT x 10 degrees.
Boost: Increase or decrease Poor Breathability up to 1 + TT/2 Tiers.
Aspect
You may Manifest spells that have Earth, Naturalist, or Spiritual Affinity without speaking while you are outdoors. When you Manifest a spell like this, the spell gains +1 + TT/2 duration.
Boost: Reduce the Skill Tier requirement of abilities that have Earth, Naturalist, or Spiritual Affinity by 1.
Aspect
Gain +1 + TT/2 on Nature Knowledge rolls.
Boost: Gain +1 on defense against subjects and environments you exceeded the DL for Nature knowledge about by 6.
Spell - Infusion
Choose Wind or Fog. Cause Tier 1 + TT/2 or increase the Tier by 1 + TT/2 of the chosen option in a Burst 3 + TT.
Boost: Choose the direction the wind blows and fog in the area becomes a conductive material.
Spell - Mutation
Overgrowth in target space in 3 + TT range grows to grant physical obstruction in 1 + TT/2 directions.
Boost: It also grants this obstruction in each space at 1 higher elevation for a number of spaces equal to the Overgrowth Tier.
Advanced Abilities
Those that practice and excel in the Druid style gain access to these more unique abilities.
Spell - Infusion
Requirements: 7 Combined Tiers of Zeal and Nature
Increase or decrease Precipitations in a Burst 12 + TT x 3 by 1 + TT/2 Tiers.
Boost: Increase or reduce Wind and Lightning each up to 1 + TT/3 Tiers.
Spell - Mutation
Requirements: 11 Combined Tiers of Zeal and Nature
Target creature in 12 + TT x 3 range has a 1 + TT/3 penalty on defenses against Diseases of the Body, non-Magical poisons, and all effects from the environment.
Boost: The also suffer this penalty against abilities that have Naturalist or Environmental and their effects.
Spell - Elemental
Requirements: 7 Combined Tiers of Zeal and Nature
Treat Poor Breathability as 1 + TT Tiers lower.
Boost: Gain Immunity to Inhaled poison.
Spell - Elemental
Requirements: 9 Combined Tiers of Zeal and Nature
Create Tier 1 Hail or increase the Hail Tier by 1 in a Burst 3 + TT. Gain Immunity to damage from Hail.
Boost: At the start of you turn for 1 + TT rounds, roll 1d12 to increase the Hail Tier by 1, DL 9.
Spell - Mutation
Requirements: 9 Combined Tiers of Zeal and Nature
Shapeshift into a creature that is within TT/3 sizes of you and gain + TT defense against Shapeshifting effects. Do not gain any Movement types.
Boost: You can speak even if the creature you become cannot and gain their Movement types.
Spell - Elemental
Requirements: 7 Combined Tiers of Zeal and Nature
Create Tier 1 + TT/2 Raining or increase the Raining Tier by 1 + TT/2 in a Burst 12 + TT x 3.
Boost: Cause Tier 1 + TT/3 Lightning.
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