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====Master==== | ====Master==== | ||
Truly one with nature and teeming with Saol, a master Draiodh is a force to be reckoned with within or without their groves. On top of that, they possess nigh unmatched survival skills; attempting to track them down in a forest being now a borderline impossible endeavor. | Truly one with nature and teeming with Saol, a master Draiodh is a force to be reckoned with within or without their groves. On top of that, they possess nigh unmatched survival skills; attempting to track them down in a forest being now a borderline impossible endeavor. | ||
:*'''Verdant Hybrid''': Upon reaching | :*'''Verdant Hybrid''': Upon reaching master, a Draoidh may increase their time between consuming food or water by up to a season, or 3 months, provided they are able to consistently spend time in the sun. | ||
:*'''Invigoration''': A master Draoidh may revitalize even the catastrophically wounded or cleanse even the most pernicious diseases and poisons in a matter of minutes. The fruits borne of plants Invigorated by a master Druid are incomparably delicious to all others and the flowers possess an otherworldly vibrance. <br>Bound plant species invigorate about 200% faster than others. | :*'''Invigoration''': A master Draoidh may revitalize even the catastrophically wounded or cleanse even the most pernicious diseases and poisons in a matter of minutes. The fruits borne of plants Invigorated by a master Druid are incomparably delicious to all others and the flowers possess an otherworldly vibrance. <br>Bound plant species invigorate about 200% faster than others. | ||
:*'''Reinvigoration''': A master is able to regrow even plants ravaged by disease, plagues or destructive magics. | :*'''Reinvigoration''': A master is able to regrow even plants ravaged by disease, plagues or destructive magics. |
Revision as of 20:44, 27 February 2024
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Draoidh
WIP
Spells
Verdant Hybrid
Less of a spell and more of a state of being, a Draoidh is a hybrid of both flora and fauna. They can utilize what bound plants they have grown upon their bodies to gain photosynthesis, allowing them to gather sustenance from sunlight. Additionally, the plant fibers woven into their flesh now allow their bodies to hold onto water for longer than before. How long a Druid can Photosynthesize in place of eating and the additional time they can go without drinking varies based on mastery.
Invigoration
Invigoration is the art of stirring and manipulating the Saol within living things. It is through this skill that Druids quicken the growth of plants and heal wounds.
Reinvigoration
The sister skill to Invigoration, Reinvigoration utilizes either the Draoidh’s own Saol or that of another living thing, allowing them to multiply it in order to restore life to dead plant matter.
Florabind
Through a simple, meditative ritual, a Druid may bond with specific plants, thereby allowing their Invigorating abilities to have stronger effects on that species as well as being able to grow that plant and its seeds from their bodies.
Floramancy
In simple terms, Floramancy is to bend plantlife to one’s will. Likely a Draoidh’s most versatile skill, it allows the caster to do anything from creating humble flower accessories to a suit of armor made of bark, from a simple vine whip to living buildings composed of wood or plant matter. As long as the botanic creation is either composed of nearby flora or something the caster is bound to as well as alive, the only other limitation to what can be done is the Druid’s own power and creativity.
Plantmeld
A Druid may rapidly meld with the trees and other plants around them, melting into it and then being able to travel through the plant’s roots through the earth to another plant of the same type within a short distance. This allows a Druid to, for example, travel without being seen by jumping from tree to tree in a forest.
Draoidh Grove
A Draoidh may weave into a territory of their choosing the plants they’ve bound themselves to in order to claim it. Within their Grove, they have an increased ease of control of the plantlife within and their casting can expend less Saol than normal to cast - from any Glamour.
To make a grove, the Druid must first select a location and then tend to it, infusing their magic into the land and plants around them. If they’ve chosen a location with no or few existing plants, then they must grow them from scratch. If the location already has plantlife, they can hybridize the local flora with their own bound plants. The methods by which the Druid infuses the land with their magic varies from individual to individual, with some spreading their magic like pollen from the plants on their bodies, others carefully cultivating a garden by manually planting the seeds, tending the plants, and so on.
Additionally, individual Druids may come together and form a communal grove, either cultivating a grove together or joining into one that already exists. If a grove already exists, the original Druid has to open their magic to the other or be forcefully overpowered. A Draoidh may only be a part of one Grove at any given time.
Tiers of Mastery
Novice
While a Draoidh is capable of utilizing all of their skills right away, to do so would be incredibly overwhelming and typically, they will learn the basics one skill at a time. And further, they are only able to utilize one skill at a time.
- Verdant Hybrid: The effects are relatively mild when one is a novice, with their hybrid nature only extending the need to find sustenance by a day or so and even less if they are unable to spend much time in direct sunlight.
- Invigoration: At novice, a Draoidh may only perform small feats such as making a budding flower bloom or mending small scrapes and bruises.
Bound plant species invigorate about 10% faster than others. - Reinvigoration: A novice will likely struggle to Reinvigorate anything at all, and if they do succeed, it would only be with recently dead, mostly intact specimens.
- Florabind: As a novice, a Draoidh may only bind to 1 plant species.
- Floramancy: A novice would struggle to do much more than growing a vine whip or a bark buckler, small accessories and the like.
- Plantmeld: A novice would struggle to utilize this skill at all, only being able to meld just enough such that they can use the skill as a form of camouflage.
- Draoidh Grove: A novice Draoidh would be able to make a grove about the size of a small shack and the growth of their plants would match a plant’s natural growth cycle.
Apprentice
With a firmer grasp on their abilities, an apprentice Druid’s spells have grown in power and they can now start weaving spells together in small ways.
- Verdant Hybrid: As an apprentice, they are able to subsist longer, their need to find sustenance being pushed off by several days now if they are able to consistently find themselves bathed in the sun’s light.
- Invigoration: A step above their novice skills, an apprentice can heal larger, but still minor, wounds as well as increasing the growth rate of plants with less effort than before.
Bound plant species invigorate about 25% faster than others. - Reinvigoration: They can now revive lightly damaged or dried plant matter.
- Florabind: At apprentice, a Draoidh can bind to up to 3 plant species.
- Floramancy: They won’t be able to accomplish much more than a novice, but they will be able to do so with far more ease than before.
- Plantmeld: With a firmer grasp of the skill, an apprentice can fully meld into a tree or wood, though they still cannot traverse yet.
- Draoidh Grove: An apprentice’s grove is about 1.5x the size of a novice’s and the plants within it will grow at about the rate that they can Invigorate their bound plants. Floramancy expends a third less Saol while other Glamours cost only marginally less.
Journeyman
A journeyman can now consistently use their abilities in combination and their casting is now far more fluid. Many who desire to do so or have not created a Grove of their own will may now seek to integrate themselves into one that already exists.
- Verdant Hybrid: At journeyman, a Draoidh may increase their time between consuming food or water by up to a week if they are able to consistently spend time in direct sunlight.
- Invigoration: As a journeyman, a Druid may heal mildly traumatic wounds as well as significantly increase the speed at which plants grow and flowering plants, or plants that bear fruit, will produce significantly more succulent fruits or bloom brighter petals. At this stage, they gain the ability to purge disease and cleanse poisons, though the deadlier varieties will outpace their ability to Invigorate.
Bound plant species invigorate about 75% faster than others. - Reinvigoration: At journeyman Draoidh may now successfully Reinvigorate plants with minor rot and decay.
- Florabind: At journeyman, a Draoidh can bind to up to 5 plant species.
- Floramancy: Journeyman is when a Draoidh can begin to make more complicated creations, as well as significantly larger ones than before. For example, bark-armor that acts as a second skin or converting a tree into a small shelter.
- Plantmeld: Journeyman is when a Druid finally gains access to Plantmeld’s traversal ability, though they do so slowly, with it taking up to a minute to, for example, traverse from one tree to another even a few feet away.
- Draoidh Grove: The Grove of a journeyman may be large enough to encompass several small structures and the plants within it now grow marginally faster than their ability to Invigorate bound plant species. Floramancy requires half as much Saol while other Glamours expend a quarter less.
Additionally, a journeyman Draoidh gains the ability to join the Grove of another should they so wish.
Expert
A Draoidh at expert is a potent healer, manipulating Saol with significant ease.
- Verdant Hybrid: Upon reaching expert, a Draoidh may increase their time between consuming food or water by up to 4 weeks if they are able to consistently spend time in the sun.
- Invigoration: As an expert, a Druid can heal fairly traumatic injuries, sealing them and stabilizing a patient quickly but taking some time to fully restore them. They can cleanse most poisons and diseases. Catastrophic injuries such as the full destruction of a limb or multi-organ failure would still be out of their purview, however.
Bound plant species invigorate about 125% faster than others. - Reinvigoration: Mangled, rotting plants may now be revived by the expert Draoidh.
- Florabind: At expert, a Draoidh can bind to up to 7 plant species.
- Floramancy: Now an expert, the fluidity with which a Druid may manipulate plant matter drastically increases, with the result being much less Saol expenditure to cast as well as quicker casting times. Further, the complexity of their spellwork increases accordingly.
- Plantmeld: The speed at which a Draoidh may both meld into wood or trees and traverse between them increases to about 15 seconds.
- Draoidh Grove: An expert’s Grove can expand to the size of a village and the plants within it grow at an alarming rate; about 20% faster than their ability to Invigorate bound plant species. Floramancy costs one third of normal Saol while other Glamours cost one third less.
Master
Truly one with nature and teeming with Saol, a master Draiodh is a force to be reckoned with within or without their groves. On top of that, they possess nigh unmatched survival skills; attempting to track them down in a forest being now a borderline impossible endeavor.
- Verdant Hybrid: Upon reaching master, a Draoidh may increase their time between consuming food or water by up to a season, or 3 months, provided they are able to consistently spend time in the sun.
- Invigoration: A master Draoidh may revitalize even the catastrophically wounded or cleanse even the most pernicious diseases and poisons in a matter of minutes. The fruits borne of plants Invigorated by a master Druid are incomparably delicious to all others and the flowers possess an otherworldly vibrance.
Bound plant species invigorate about 200% faster than others. - Reinvigoration: A master is able to regrow even plants ravaged by disease, plagues or destructive magics.
- Florabind: At master, a Draoidh can bind to up to 12 plant species.
- Floramancy: A master Druid can manipulate plantlife as if it is an extension of themselves, bending them to their will with ease. What they may do is only limited now by what plants they have access to and their imagination.
- Plantmeld: A master can meld into wood or trees and traverse between them in the blink of an eye.
- Draoidh Grove: A master’s grove can be limitless in size if the Draoidh in question dedicates the time to and finds the space to make it so. Further, the plants within their domain may grow at up to 50% faster than the Invigoration speed of their bound plants. Most frightening is their ability to use Floramancy with incredible efficiency, burning up the life force in their Grove to fuel its expression. Floramancy requires only one fourth the normal amount of Saol while other Glamours require half.