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 Druid Specifications, (For Character Creation)
Intellect
Posted: Jul 23 2006, 12:09 PM


Primoris Sator


Group: Co-Architect
Posts: 15
Member No.: 1
Joined: 30-November 05



When you create your character, there are five mandatory fields of information to include:

  1. Character's Name
  2. Character's Class (See below for classes)
  3. Character's Race
  4. Character's Hometown (Coepi Locus, Aléste, or Galent)
  5. Character's Biography

Once you have gotten these things together, post them in the forum. Once it is approved by the staff, it will automatically be moved to it's appropriate forum for completed characters.

If you have any questions about character creation, they should go in this forum (Character Creation), not the unapproved character forum.

If you have any questions that are more personal, feel free to PM an admin or someone who appears to be an experienced RPer and they'll probably be happy to answer, unless they're morons. Then just ask someone else.

--The Staff

Druid
Druids are those select individuals who choose to use their magic to attune themselves to the pulse of the natural world, be it for their own gain, or that of the Earthmother. They have an uncanny sense of ease in natural settings, are extremely knowledgable about the uses for nearly anything in nature, and are rivaled only by Hunters in their ability to track. Additionally, through their connection to the pulse of nature, Druids may use the magic inside of them in strange and wond'rous ways, including shapeshifting, healing, and affecting the weather. Some even speak of druidic rituals by which a several druids working together may bring back the dead.*

One of the things that sets druids apart from their colleagues in the magical realm is their ability to adopt a familiar.** A familiar is a creature linked to the druid by a deep, powerful spiritual and psychic connection. A familiar is almost always well suited for combat, not bent to the will of the druid, but in tune with it, understanding them intimately, and able to lend it’s sight and senses to them when necessary, making them an invaluable resource when scouting. These animals are familiars for life, and often the druid's closest companion. By the very nature of the bond, the familiar and druid may communicate as easily, and often far more more easily, than two humans. A common misconception about drudic familiars is that they exist solely to serve the druid. In fact, nothing could be further from the truth. Being a druid is all about balance and equality, and a familiar is a partner, not a servant. There is no definable master in the relationship, rather, each member aids the other as best he can.

*The Ritus Erigon - If a large enough gathering of druids occurs, they may perform a sacred act called the Ritus Erigon, or the Ritual of Raising. This ritual represents such a perfect communion with the Earthmother that she relinquishes her hold on the dead, reuniting soul with restored body. The more powerful the druids involved, the fewer are required. In order to perform the Ritus Erigon, after the preperation of the site of the ritual, there must be thirty levels of power represented, and no druid may represent more than ten. Thus, thirty level one druids working together may perform the ritual, three level one druids, or two level eight druids, a level four druid, and five level two druids. The ritual may used used on any sentient creature, so long as it has not been dead for more than three days.

**On the Adoption of Familiars - Not all druids adopt familiars, and the different druidic classes have their own frequency of adoption. Caintu druids, for example, almost always adopt familiars, Taira often do, and Feraile do so quite rarely. To maintain this reality in an RP setting, the Primoris Sator have in place statistical restrictions on the adoption of familiars. After a druid character is created and accepted, a Primoris Sator will inform the user whether they have the option of choosing a familiar or not. If this option is available to the user, they may PM one of the Primoris Sator with their choice of familiar for approval. If this is a huge problem, PM one of the Primoris Sator, and we'll discuss it.

  1. Taira
    • A druid completely at one with the Earthmother. Fully immersing him or herself in the spirit links of nature, Terra Magi generally have no formal training in any arts, but are gifted by ancestral spirits to wield forces of the subphysical. Skilled in healing and the use of plants as medicine, the Terra Magi wield no weapons (as doing such would imply that man is superior to nature, a blasphemy in the eyes of the Taira) save the rare staff. However, when force is necessary, the skilled Taira may unleash unimaginable energy, drawing from the very environment he or she is immersed in. Taira, like their brethren the Caintu, often choose a familiar. Historically, Taira druids are peacemakers, and it is rare to find a malevolent Taira. However, as evidenced by ancient history, they have arisen before, and a powerful, dark Taira can channel the properties of nature toward deathly ends.
    • Starting spells:
      • Radix Insolio -- Summons living, controllable roots from the ground to restrain, imprison, and if need be strangle a single target.
        Can be cast 3 times/post.
      • Kellurius -- Through the grace and providence of the Earthmother, a Taira druid may use various herbs and salves to remarkable use, demonstrating remarkable healing skill, neutralizing simple biological poisons, toxins, and venoms, and expediting the healing of simple cuts and wounds.
        Can be cast 2 times/post, out of combat. Multiple uses on the same wound are redundant and ineffectual.
      • Preternatural Sense -- By tapping into the Web of Life, the natural links between all things in nature, the druid gains a momentary glimpse of the overall structure of the Web at that moment, revealing the location of people and the actuality of events occuring in the surrounding area. Gives a kind of radar picture of a five mile radius from the Taira, though this radius decreases in areas with little natural matierial(i.e. a stone castle)
        Can be cast 3 times/day.
      • Ward of the Night -- If the Taira is in a natural setting, he may create a circle of protection invoked through sacred designs drawn in the earth, aided by ancient incantations. Ranging anywhere from twenty to 300 feet in diameter, this creates a perimeter invisible to all save the druid himself. Active for fifteen hours,(or until released) this passive ward simply exists until something crosses its perimeter. At that point, the druid is immediately alerted to that fact, and given a rough direction from whence the intrusion came. The Ward of Night has been traditionally used as an untiring sentry, eliminating the need to post a watch, and allowing parties on the move time to sleep.
        Requires five minutes of preperationat the centerpoint of the Ward.
        Can be cast 1 time/day.

  2. Caintu
    • These druids see nature as a means to an end, not the end itself. Though they respect nature, they do so as a knight might respect his blade, or a mage might respect a school of magic, rather then as a deity, as their colleagues, the Taira, do. As close to a ‘warrior’ as druids come, Caintu employ iron and steel as readily as wood, putting the focus more on battle rather than enchanting, naturalizing, or healing. These druids are known for their unsurpassed ability to wield the earth itself as a weapon, bending soil, stone, tree and spirit to their will in a heated battle, as well as their supreme ability to survive in the wild. Almost all Caintu choose a familiar. Additionally, Caintu, while limited in their shapeshifting ability, may indeed assume the form of their familiar, if no other.
    • Starting spells:
      • Radix Insolio -- Summons living, controllable roots from the ground to restrain, imprison, and if need be strangle a single target.
        Can be cast 3 times/post.
      • Terris Poela -- A Caintu druid's signature ability, this innate power grants the druid control over the very soil upon which he stands. While crude and unrefined originally, a druids control and precision increases with experience. At levels one through five, the druid must remain utterly still and focused while he uses this ability.
      • Ward of the Night -- If the Taira is in a natural setting, he may create a circle of protection invoked through sacred designs drawn in the earth, aided by ancient incantations. Ranging anywhere from twenty to 300 feet in diameter, this creates a perimeter invisible to all save the druid himself. Active for fifteen hours,(or until released) this passive ward simply exists until something crosses its perimeter. At that point, the druid is immediately alerted to that fact, and given a rough direction from whence the intrusion came. The Ward of Night has been traditionally used as an untiring sentry, eliminating the need to post a watch, and allowing parties on the move time to sleep.
        Requires five minutes of preperation at the centerpoint of the Ward.
        Can be cast 1 time/day.

  3. Feraile
    • These druids are known primarily for their unsurpassed shapeshifting ability. They use their intimate communion with nature as a conduit to all of its forms. Starting with common, though still quite potent, forms, such as the wolf, bear, and hawk, as the druid becomes wiser and more experienced, they gain access to more and more powerful, exotic, and fantastical forms. The frequency of familiars among Feraile is lesser then among Taira and Caintu, as the frequency and variety of shapeshifting on the part of the druid often makes for difficulties, and if they do choose one, the familiar is usually either small enough to be a passenger on the back of an airborne creature or be airborne itself. With limited elemental abilities, the Feraile relies mostly on claws and talons for combat. However, outside of battle, Feraile are gifted with decent healing abilities, as well as the ability to lay smaller, short-term, nature-oriented enchantments on places and things.
    • Starting spells:
      • Muto Vultus -- Shapeshifts the caster into the form of some animal. The animal cannot be much larger than the caster. This restriction softens as the spell levels up. Morphing into an animal may help protect the caster in some examples, but the life force of the caster is not altered, i.e. morphing into an armadillo may protec the caster from the heat, but any damage done to the animal is retained even after the caster morphs back to his or her original form. Sometimes, morphing can create odd side-effects such as change in eye, hair, or skin color, personality, or even sex -- the possibilities are endless. Finally, it should be noted that shapeshifting takes about 5 seconds to complete, and any interruption will leave the caster mutated between two forms. This severe disfiguration can usually only be undone by an outside party, and leaves the caster either mindless or helpless.
        Unlimited casting. No other spells, unless specifically noted, may be cast by the user while morphed.
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