In more modern times it's believed that ancient tales of natural spirits are likely mistaken Druid sightings
given the breadth of their influence on the environment. 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.
Savvy farmers, conservationists, even city officials, know to curry favor with Druids rather than make
them an enemy.
Spell - Mutation | Zeal and Nature
Cause vines to grow from target space with Overgrowth and Grab each creature in the area. The vines count as size 0 with 1 + TT/4 in each Still Tier. The vines attempt to Grapple at the beginning of each of your turns and are Vulnerable to Fire.
Target 6 + TT
3 + TT rounds
Boost: When the vines are targeted by an attack, the attack also targets any target the vine has Grabbed.
Spell - Elemental | Zeal and Nature
Increase or decrease the Temperature up to 10 + TT x 5 degrees.
Burst 3 + TT
3 + TT minutes
Boost: Increase or decrease Poor Breathability up to 1 + TT/4 Tiers.
Spell - Infusion | Zeal and Nature
Cause Tier 1 + TT/3 Wind or increase the Wind Tier by 1 + TT/3.
Burst 3 + TT
3 + TT minutes
Boost: Choose the direction the wind blows.
Aspect - Wit | Zeal and Nature
Gain +1 + TT/3 on Nature Knowledge rolls.
Boost: Gain +1 on defenses against subjects and enviroments you exceeded the DL for Nature knowledge about by 6.
Spell - Elemental | Zeal and Nature
Cause Tier 1 + TT/2 fog or increase the fog Tier by 1 + TT/2.
Burst 3 + TT
3 + TT minutes
Boost: Fog in the area counts as conductive material.
Spell - Mutation | Zeal and Nature
Overgrowth in target space grows to grant physical obstruction in 1 + TT/3 directions.
Target 1 + TT
3 + TT minutes
Boost: It also grants this obstruction in each space at 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 | Zeal and Nature
Requirements: Zeal Proficiency 9, Nature Proficiency 9
Increase or decrease Precipitations 1 + TT/2 Tiers.
Burst 12 + TT x 3
3 + TT minutes
Boost: 2 Energy: Increase or reduce up to Tier 1 + TT/2 Wind Tier and up to 1 + TT Lightning Tier.
Spell - Mutation | Zeal and Nature
Requirements: Zeal Proficiency 21, Nature Proficiency 21
Target creature has a 1 + TT/3 penalty on defenses against Diseases of the Body, non-Magical poisons, and all effects from the environment.
Target 6 + TT x 3
12 + TT x 3 minutes
Nature
Boost: The also suffer this penalty against abilities attuned to Naturalist and Environmental and their effects.
Spell - Elemental | Zeal and Nature
Requirements: Zeal Proficiency 9, Nature Proficiency 9
Treat Poor Breathability as 1 + TT/2 Tiers lower.
Self
6 + TT x 3 minutes
Boost: Gain Immunity to Inhaled poison.
Spell - Elemental | Zeal and Nature
Requirements: Zeal Proficiency 15, Nature Proficiency 15
Create Tier 1 Hail or increase the Hail Tier by 1. Gain Immunity to damage from Hail.
Burst 3 + TT
3 + TT minutes
Boost: 3 Energy: At the start of you turn for 1 + TT rounds, the Hail increases 1 Tier.
Spell - Mutation | Zeal and Nature
Requirements: Zeal Proficiency 15, Nature Proficiency 15
Shapeshift into a creature that is within TT/3 sizes of you.
Self
6 + TT x 6 minutes
Boost: 4 Energy: You can speak even if the creature you become cannot.
Spell - Elemental | Zeal and Nature
Requirements: Zeal Proficiency 9, Nature Proficiency 9
Create Tier 1 + TT/2 Raining or increase the Raining Tier by 1 + TT/2.
Burst 6 + TT x 6
6 + TT x 6 minutes
Boost: 2 Energy: Cause Tier 1 + TT/3 Lightning.
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