Druidism (Skills must be unlocked sequentially)

Druidism allows you to perform rituals that harness the primal forces of nature to shape the environment and commune with the natural world. Druidic rituals take place outside of combat and require Druidism Charges to be used.

Requirements: Spellcasting, Divination, Nature. Research Method: Skillbook.

Druidism Catalysts

Druids must spend 1 Effective Hour at night drawing power from the phases of the moon to generate 1D10 Druidism Charges.

Illumination Pyromancy Rain Calling Snow Summoning Wind Whisper Storm Calling Spirit Binding Animal Shape Ancestor Communion Sacred Grove

Illumination

Catalyst: 1 Charge Effective Hours: - Effect: The ritual allows you to apply an illumination effect upon an item for 1D10 hours by charging it with solar energy. The light radiates in a Field Area (5).

Pyromancy

Catalyst: 2 Charges Effective Hours: 1 Effect: The ritual allows divination regarding a specific person. By casting an organic component into the fire (hair, nails, skin, bone), the caster can learn certain information about the person of interest. The more components cast into the fire, the more details should become available (Game Master’s preference).

Rain Calling

Catalyst: 3 Charges Effective Hours: 1 Effect: This spell causes the effect of rain over a specific area. The rain will start to fall within a few minutes after the completion of the spell, depending on the environmental conditions of the place, and will last for 1D10 hours. The area of effect covers 1d10x1000 square meters from where the caster stands. The spell can also be used to stop the rain in the same area of effect.

Snow Summoning

Catalyst: 4 Charges Effective Hours: 1 Effect: This spell causes the effect of Snow over a specific area and works exactly in the same manner as Rain. The same ritual can stop Snow and Light Snow weather.

Wind Whisper

Catalyst: 5 Charges Effective Hours: 1 Effect: This spell allows the caster to carry out verbal messages through the wind. The length of the message cannot exceed that of a few sentences and the distance it can cover is estimated at 1d10x100 kilometers. The largest the distance the more likely the message to be distorted.

Storm Calling

Catalyst: 6 Charges Effective Hours: 1 Effect: This spell will gradually unleash a storm over a specific area. The effect will begin with heavy rain and rising winds shortly after the completion of the spell. The spell will climax with a series of thunderbolts striking at random places within the area of effect. The spell lasts for 1D10 hours and covers an area of 1D10x1000 square meters from where the caster stands. It can also reverse the effect of an active Storm in the area.

Spirit Binding

Catalyst: 7 Charges Effective Hours: 1 Effect: This ritual allows the caster to bind a minor nature spirit to a location, granting it special properties. The bound spirit (which answers only to the Druid) can provide minor magical effects such as protection, enhanced growth, or a watchful presence. In combat, the Spirit takes the form of a Lingering Spirit, and if it is destroyed, the ritual must be repeated.

Animal Shape

Catalyst: 8 Charges Effective Hours: - Effect: This spell allows the caster to shapeshift into a specific animal for 1D10 hours. The animal form can be used for scouting, traveling, or escaping danger. The caster retains their mental faculties and can revert to their original form at will.

Ancestor Communion

Catalyst: 9 Charges Effective Hours: 1 Effect: This ritual allows the caster to communicate with ancestral spirits. The spirits can provide guidance, wisdom, and knowledge from the past. The ritual requires a personal item from the ancestor and takes place in a sacred location.

Sacred Grove

Catalyst: 10 Charges Effective Hours: 1 Effect: This powerful ritual creates a temporary sacred grove in any natural area. Within this grove, the caster and allies receive enhanced healing, protection from evil spirits, and increased magical power. The grove lasts for 1D10 hours and covers a radius of 1D10x10 meters. The Grove’s properties are the following:

  • Caster & Allies are always on Prime Grit.

  • Caster receives automatic healing of 1D10/Round.

  • Caster & Allies receive a bonus of +10 on Withering Rolls.

  • Spirits of evil nature cannot enter.

  • Caster & Allies cannot be surprised while in the Grove.