Drawing their power from the elemental forces of Nature, Druids do not see Nature as a deity, but rather as a state of being and an indication of the ideal way of life. They call this "The Way" and it directs them to maintain a balance in all things, to venerate certain days of the year when the natural forces are at their strongest and gives them the knowledge required to harness the natural powers. Thus they, unlike Warmages, draw their power from the natural energy of the planet as opposed to the Outer Planes.
The intensity of a Druid's spells is tied closely to the phases of the moon, their environment, any extreme of weather and the 'balance' of good and evil. In addition, a Druid must harvest mistletoe in order to cast spells, for it is to them as a Holy Symbol is to a Cleric. Druids are also masters of shape changing and can shift into various animal forms, each of which will enhance their capabilities in different ways. However a Druid cannot wear armour, wield weapons or cast spells whilst in an animal form.
Permitted Armour: Leather & Cloth.
Wizard in Charge: Larnen
Deputy Wizard: ??
|Armoury: Secondary||Blade: Secondary||Conjuring: Primary||Bargaining: Secondary|
|Attack: Secondary||Blunt: Primary||Healing: Primary||Riding: Tertiary|
|Defence: Secondary||Staff: Primary||Insight: Primary|
|Melee: Tertiary||Thrown: Tertiary||Woodcraft: Primary|
Location: East end of Woodsmans Way (See Maps).
Directions to Drakenwood Square: 2s, e, 2ne, 3e, 2s, 2se, 2e, 3s, sw, 2s, .
Directions from Drakenwood Square , 2n, ne, 3n, 2w, 2nw, 2n, 3w, 2sw, w, 2n
Old Jarren, who can provide all kinds of information when you "talk" to him.
Liquidia the water sprite, who runs a store.
A stone Henge on can sleep at to restore Balance to your alignment!
A silvery lake shared with the Rangers in which you can swim and fish.
Druids require Mistletoe, which can be "picked" from various location around the Realms, in order to cast any spells. Mistletoe withers over time, so ensuring you have a fresh supply is wise! They also often need to be outdoors in order to invoke certain effects, in certain kinds of weather or near particular bodies of elements...
|Predict Weather||0||Woodcraft||Air||Um..you can predict the weather...*DUH*|
|Plant||2||Woodcraft||Earth||Grow trees or flowers for use in other spells|
|Detect Balance||5||Woodcraft||All||Discern the rough alignment state caused by mobs in a room|
|Empathy||5||Woodcraft||All||Discern the combat potential of animals and plants in a room|
|Magic Torch||5||Conjuring||Fire||Create a floating light source|
|Detect Poison||10||Woodcraft||Water||Discern whether an item is poisoned|
|Goodberry||15||Healing||Water||Grow a bush with edible berries which can heal you|
|Fire Seeds||20||Woodcraft||Fire||Grow a bush with throwable berries that cause Fire Damage|
|Nature's Friendship||25||Woodcraft||All||Cease combat with an animal or plant|
|Storm Cloud||25||Conjuring||Air||Create a cloud that follows a Player, sometimes zapping them for 1 HP|
|Faerie Fire||30||Woodcraft||Air||Lower a foes skills for a time|
|Shillelagh||30||Conjuring||Earth||Enchant a Blunt weapon to do more Damage|
|Tree||35||Woodcraft||Earth||Disguise self as a tree, which may make you invisible in forests!|
|Wall of Fire||35||Conjuring||Fire||Block an exit with a wall of Fire, which damages others who "plunge" through|
|Barkskin||40||Woodcraft||Earth||Gain Prot. vs Phys & Weak vs. Fire|
|Hold Animal or Plant||45||Woodcraft||Earth||Stun an animal or plant for a short time|
|Call Lightning||50||Conjuring||Air||Damaging Air attack|
|Neutralize Poison||50||Healing||Water||Cleanse a natural Poison or venom from yourself|
|Rejuvenation||50||Healing||Water||Heal quickly for 30 seconds|
|Searing Heat||50||Conjuring||Fire||Damaging Fire attack|
|Protection from Elements||55||Conjuring||All||Gain Prot. vs Air, Earth, Fire &/or Water|
|Entangle||60||Woodcraft||Earth||Interrupt, also prevents movement and casting|
|Animate Object||65||Conjuring||Air||Cause an Item in the room to strike a foe, dealing damage based on its weight|
|Change Hawk||70||Woodcraft||Earth||Shift into the form of a Hawk|
|Magpie's Pilfering||70||Woodcraft||Air||Steal an item whilst in Hawk form|
|Soaring Flight||70||Woodcraft||Air||Gain the ability to "fly"|
|Frostbite||75||Conjuring||Water||AOE Cold attack|
|Heat Wave||75||Conjuring||Fire||AOE Fire attack|
|Nature's Revitalisation||75||Healing||Water||Healing spell|
|Change Bear||80||Woodcraft||Earth||Change into a tough Bear|
|Rend Flesh||80||Woodcraft||Earth||Damaging attack in Bear form|
|Weather Summoning||80||Conjuring||Air||Change the weather over a large area|
|Heat Item||85||Woodcraft||Fire||Cause an object to deal Fire Damage to the wielder/wearer/carrier|
|Change Wolf||90||Woodcraft||Earth||Change into a stealthy Wolf|
|Devour Corpse||90||Conjuring||Earth||Eat a corpse to Heal whilst in Wolf form|
|Liveoak||90||Woodcraft||Earth||Create an Ent Follower from a created tree|
|Savage Bite||90||Woodcraft||Earth||Damaging attack in Wolf form, 25% Damage bonus if foe affected by Rip or Rend|
|Passoak||95||Woodcraft||Earth||Teleport from one created tree to another|
|Change Dolphin||100||Woodcraft||Earth||Change into a Dolphin|
|Ephemeral Bloom||100||Healing||Water||Cause a Rejuvenation or Regeneration spell on one person to affect all nearby party members|
|Ram of the Delphinidae||100||Conjuring||Water||Damaging/Stun attack in Dophin form|
|Reincarnation||100||Healing||All||Bring someone back to life and change their Race|
|Chain Lightning||105||Conjuring||Air||AOE Air attack|
|Mental Serenity||110||Healing||Water||Reduces Alignment loss/gain from killing foes|
|Verdant Regrowth||125||Healing||Earth||Fully refresh any carried mistletoe that isnt completely withered!|
|Conjure Earth Elemental||120||Conjuring||All||Summon a weak Elemental follower|
|Conjure Air Elemental||125||Conjuring||All||Summon an average Elemental follower|
|Creeping Doom||125||Woodcraft||Earth||Create a swarm that wanders, attacking non-Druids before dissipating|
|Regeneration||125||Healing||Water||Heal very quickly and potentially regrow lost limbs|
|Change Dire Wolf||130||Woodcraft||Earth||Shift into an improved Wolf form|
|Conjure Fire Elemental||130||Conjuring||All||Summon a strong Elemental follower|
|Rip||130||Woodcraft||Earth||Damaging/Bleed attack in Dire Wolf form|
|Conjure Water Elemental||135||Conjuring||All||Summon a powerful Elemental follower|
|Change Grizzly Bear||140||Woodcraft||Earth||Shift into an improved Bear form|
|Fervor||140||Woodcraft||Earth||Gain extra APR and Armour in Grizzly form for a time|
|Finger of Death||145||Conjuring||All||Damaging/Stun attack, chance to insta-kill, may backfire...|