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~Knight in Shining Armor?
Join Date: Aug 2005
Location: Trysvale, the Carmelyn; Ieffreon, Olympia.
Posts: 4,022
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+ Formal Arcana Training:
Additional Exp:
- random casting +1 (practice), +1 (practice), +1 (Elma's fireflies), +1 (gryffins), +1 (Zinn'Sunn zoo); With Iseult (+2), +1 (Imbuements I), +1 (Imbuements II), +1 (Black Sapphire), +1 (Enchanted Wood), Stave Ritual +1, Imbuements for Academy (+1), +1 (Shipwreck), + 1 (adventure), Wolf hunting (pending), Never as Easy as it Looks (+1), Healing the Governor (+1), Ieffreon Practice (pending) Silver Lion Imbuements (+1), Meeting Saka (+1), Imbuements III (+1), Iefferon Fishing (pending), De-Docking the Fleet (+1), Ieffreon De-Docking Business (pending), Olympia Adv (pending)
- Seasonal +2 (Summer XIV), +2 (Autumn, XIV), +2 (Winter, XV), [ Spring XV Pending ]
Level Title: Rising Master
Total Magic Ex. Points:
- Approved: 36
- Pending: 20+
Reshaped Spells / Created Spells:
- Livewood Skin
Range: close or medium proximity
Based from theory behind Bark Skin, except the mana is conjured so that it slowly regenerates when damaged during the duration of the spell.
- Rosethorns
Range: close or medium proximity
Based on Bark skin, except caster conjures rosethorns upon target to inflict light damage; may do more damage if major organs are hit.
- Insect Call
Range: close or medium proximity
Using the principles behind Globe of Fireflies, the druid can conjure or summon a small swarm of insects of the type he or she has met. This swarm is linked using divination so they can be commanded to attack the druid's foes.
- Repel Insects
Range: close or medium proximity
The druid may instill a sense of fright or panic against a small swarm of insects, causing them to flee. This is the reverse effect of Insect Call. It may make certain insects more aggressive, however, and attack anyone within their vacinity instead.
- Augmented Healing
Range: close or medium proximity
By adding abjuration aside from the evocation used in the initiate-level Heal spell, the druid is able to focus the healing properties of Nature to mend deeper wounds, minor fractures, etc. Effectiveness depends on caster's proficiency and experience.
- Mass Pollenation
Range: close or medium proximity
By conjuring a larger amount of pollen from the Nature Plane, the druid may now affect a larger area and may even abjure the resulting pollen to direct it by will.
- Minor Summon
Range: close or medium proximity
Using conjuration the druid may summon commonly found small animals from the Nature Plane and control them for a duration via divination. After the spell's duration, the animal vanishes.
- Woodland Curse
Range: close or medium proximity
Using conjuration and alteration alternatively, the druid may intentionally produce a botched Bark Skin to target an opponent's foot, hand, or even head. This could potentially hinder the target and cause moderate damage.
- Woodland Shield
Range: close or medium proximity
Based on Tough Skin, the druid may produce enough of the material via conjuration and alter it to make a shield-like section that could protect those standing behind it. It is designed to absorb light ranged damage against arrows, rocks, etc.
- Water Bend
Range: close or medium proximity
Based on Create Water, the druid may command sources of water around him via abjuration and alteration into various forms and shapes. He may also channel a stream, for instance, so that the waterflow is redirected to a target or area. The spell must be maintained to continue redirection of the water source. Offensively, this spell may be used to 'pull' water from a target's body causing pain and physical damage. Useless against targets whose bodies do not contain water.
- Animal Emphathy
Range: close or medium proximity
Using the principles of Ally with Animal, the Druid may produce a series of divination links that allows the caster and his target to relate using emotions and instincts instead of spoken word. The result is an understanding between man and beast.
Transformations
+ Animal Forms - alteration, conjuration, divination. Takes the form of an animal the the caster has been in close proximity with.
Bears - black, massive, 400 lbs. Strength, Power.
Tigers - amber black stripes. 250 lbs. Speed, Power.
Lions - golden coat, great mane. 200 lbs. Strength, Intimidation.
Gryffins - Eagle's head and wings. Lion's body. 280 lbs. Strength, Flight.
Wryvern - Metallic scales, dragon-like body with no legs; Flight, Speed.
Giant Spider - heightened senses. Eight eyes. Extremely fast. Web spinning.
Cabbit - Breed of cat and rabbit; morphing ability, agility, heightened senses.
Golden Falcon (Veleran's) - two meters wingspan. Gold in color. Sight, Flight, Speed
Snakes (common types) - heightened sense of smell. Recon.
Boa Constrictor (single type) - huge size, heightened senses, powerful body.
Dogs (various breeds) - heightened senses. Tracking.
Horses (various breeds) - travel over distances. Speed.
Fish (common types) - basic aquatic endeavors.
Sail Fish - advanced aquatic endeavors. Great vision, smell, affinity for fast swims.
Dolphin (Eunesian) - advanced aquatic endeavors, greater senses, advanced maneuvers.
Birds (common types) - basic flight.
Bird of Prey (eagle, falcon, hawk, owl) - Advanced flight. Greater vision.
Monkey Faced Bat (Eunesian) - heightened senses, flight, echolocation.
Crustaceans (crabs, lobsters, shellfish) - *used for swarming or cursing.
Amphibians (frogs, turtles, newts) - *used for swarming and cursing.
Insects (common types) - *used for swarming and cursing.
Animal Skins / Partial Forms / Non-Animal Transformation
- Aquabreathing
Range: close, medium proximity.
By altering ones phsiology to liken those of oceanic or amphibious animals, the druid may produce gill-like organs and add webs to their hands and feet to aid them in aquatic ventures. Inversely: casting this spell on targets while on land will cause them to suffocate, since they are unable to breath without water.
- Skyguardian Wings
Range: close, medium proximity.
Named after the Skyriders of Archdoon, the spell produces two massive wings based off gryffin wings to sprout from the target's shoulderblades. Conjuration, alteration, and divination are used to produce the wings, alter the target's physique to make use of the actual wings. Divination is added to connect the two wings with the target's mind and body, granting true, controlled flight.
- Treant Protector Form
Range: close, medium proximity.
* Masterpiece. Using conjuring, alteration, and abjuration the druid may produce a more powerful version of Patrilling, or Tree Form. This transformation will grant the druid will the usual tree-form attributes: roots, branches, a trunk, and leaves. The added abjuration, however, allows faster absorbtion of nutrients of water, which allows the druid to replenish lost heath and Vis akin to a good night's sleep.
Add On: to grant mobility, the druid must cast a second, separate spell and use divination, alteration, and abjuration. Alteration to add elasticity and movement to the otherwise immobile and stiff branches and roots; divination and abjuration to aid in movement and coordination among limbs, roots, and trunks.
- Patrius Protector
Range: close, medium proximity.
A combination of Warp Wood and Bark Skin. Using conjuration, abjuration, and alteration the Druid may produce thick bark armour that would encompass his entire person -- and using the principles of Warp Wood, the various joints would remain flexible enough to encourage motion, etc. Spikes would also sprout from the back, arms, and legs for additional protection and to enhance offensive attributes.
Attack / Defense / Support Spells:
- Air Bend
Range: close, medium proximity. Area effect.
Using alteration and abjuration in ways that surpasses the minimal talents of apprentices, a journeyman druid may produce enough nature essence to strengthen even the lightest breeze. Even one's breath can be used as a prelude to a whirlwind or mighty gust, enabling the druid to seemingly conjure and manipulate air.
Examples of Air Bending include:
Expel - by funneling air and augmenting it, adding evocation, the druid may expel nearby opponents or objects outward, away from his current position.
Deflect - using augmented air as with Gust of Wind, the druid may alter the air patterns around him to deflect missile weapons such as arrows or thrown objects.
Blast of Wind - a stronger, heavier version of Gust of Wind. This variation derives its added power from the increased spellcasting abilities of a journeyman. The spell may direct a sizable blast of air against a foe or a group.
- Earth Bend
Range: close, medium proximity. Area effect.
Using conjuration and abjuration, the druid can produce strong, thick vines or roots to act as extra appendages. These 'arms' are linked via divination. The druid can then use the vines to collect, pack, and throw earth for offensive purposes. This spell can also be used to shift or move earth in more peaceful ways. And by setting a firm foundation underground, the vines can be used to lift other objects, even persons, temporarily.
Examples of Earth Bending include:
Tremor - using conjured roots, the druid may shift the ground around a target or group causing mild tremors which would frighten horses and cause instability.
Quicksand - using conjured roots, the druid may produce sizable pits, or holes, by moving earth. The roots can then work to pull nearby targets into the traps, effectively disabling them.
- Sacros Serpentillia
Range: close, medium proximity.
A combination of Paralyse and Disease. The druid may evoke and abjure a powerful combination of naturally paralyzing and poisonous toxins into a target. Unless the target is resistant or immune, the paralyzing agents will work to disable, while the poison does its work to deliver a slow and painful death. The effects are also contagious and will effect those the target comes into contact with.
- Unforgivable Curse
Range: close, touch proximity.
Using conjuration and alteration, the druid may turn an enemy into an inferior animal such as a frog, turtle, or fly. Using divination, the druid may then attempt to control the 'cursed animal' for the duration of the spell. This is done mostly as a form of punishment or to add embarassment to injury or insult. Cursing multiple targets using Tree Form also falls under this spell.
- Storm of Thorns
Range: close, medium proximity. Area effect.
By conjuring sharp, painful thorns from the Nature Plane, the druid may abjure the resulting mass into a single target or a group. The results range from shallow or deep puncture wounds to unarmored parts of the targets' bodies. At the journeyman level, hundreds of thorns can be produced in a single casting.
- Greater Healing
Range: close, touch proximity.
By conjuring larger amounts of Nature's healing properties, the druid may now heal larger, deper wounds by abjuring and altering the passage and dispertion of the spell's regenerative effects.
- Grand Summon
Range: close, medium proximity.
The druid is able to conjure one large animal or several medium sized creatures and divine a link to control them for a duration. The druid may only summon animals he has been in close proximity with in the past.
- Love Potion Number One
Range: close, medium proximity. Area effect.
Using conjuration and divination, the druid may instill the scent and appearance of a female farm animal on heat on a single target or over a group. This would prove very uncomfortable if the target was to wander by a herd of cows, goats, or sheep. Male animals generally act aggressively toward females on heat and will insist on mating.
- Mass Growth
Range: close, medium proximity. Area effect.
Using abjuring, alteration, and evocation, the druid can cause vegetation over an area to grow rapidly. When doing so, adequate soil and water should be provided to prevent accelerated-growth plants from wilting in the process. This is an advanced version of the Initiate-level Growth spell.
- Synthesis
Range: close, medium proximity.
Using abjuration, alteration, and conjuration, the druid can actually mimic the food-production system present in plant forms. This is done by conjuring root-like appendages which are attached to the druid physically via alteration. Abjuration is then used to transfer water and nutrients directly from the soil. The druid may choose to 'link' directly to trees and other flora and 'absorb' nutrients that way.
- Augmented Synthesis
Range: close, medium proximity.
Using conjuration, alteration, and a series of complex abjuration weaves, the druid may accelerate the natural food-processing ability found in most plants while in Tree Form. This allows the druid to regenerate from any loss in health and even become more energized after a duration. This spell best works in woodland areas where there is ample water source, rich soil, and sunlight. The amount of energy 'restored' by the spell depends on how long the druid remains in his 'recharging' state.
- Blood Bending
Range: Medium proximity.
Using the offensive capabilities of Water Bending, the druid may employ this spell to effectively stop the blood flow of several targets by manipulating the water in their blood. At higher proficiencies and experience, the druid could deliver swift, painful death upon his foes.
- Symbiosis * (unique technique)
Range: touch, close proximity.
By translating the principles of plant metabolism into actual spells, the druid may tether spells to virtually any living creature. The spell's duration is thus dependent on the source's ability to generate Vis. This technique could also be used to allow a spell to 'feed' off imbuements, enchantments, and even sentient beings. This Master-level technique employs divination, abjuration, alteration, and conjuration.
- Fae Dragon
Range: close, medium proximity .
Using the principles of Serpent Source, the druid may effectively produce a small dragon-like creature by using wood and other types of flora. This 'creature' is completely controled by the druid via divination, alteration, and abjuration; the creature also employs the principles of Livewood and Synthesis to pertually regenerate a virtually expandable and extendable form. The spell can be used for almost any purpose.
- Create Hybrid
Range: close, medium proximity.
By using alteration and conjuration, the druid may combine the forms of two or more summoned magical creatures. Though this process is typically a trial-error type of creation, magical creatures (those that are not from the Material Plane) can typically be forced to accept the hybridization more easily since they are formed from Nature Essence. This spell uses alteration, conjuration, and divination. Creating Hybrids using 'real' creatures is not recommended.
- Hybrid Form
Range: close proximity, self or other.
Using the principles of Create Hybrid, the druid may assume the forms of those animals he has effectively 'created'. These forms may need magical fortification since the weaves are generally less stable than normal animals, untampered by druid magic. This spell uses conjuration, alteration, and divination.
- Given Name
Range: close, medium, far proximity? Area of Effect?
Description. Mana shaping techniques used. Applications
Last edited by Straylor Leonard; November 14, 2008 at 05:56 PM.
Reason: Updates :)
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