Posted by The Painter of Pictures... on March 8, 2000 at 17:00:20:
I was thinking about the Druid class and reviewing their
abilities and realized that there is a HELL OF A LOT more
that they should be able to do.
Well, here's some ideas.
level 11- Kindred blood:
Syntax: Commune 'Kindred Blood'
This druidic supplication marks the druid as an ally
to all things that are wild at heart, even the dark creatures.
(This includes the lesser dragons, trolls, and so forth)
Acting as an aura of calmness around the druid and his group.
No aggro MOBS will strike the druid in the wilds (Unless they
were already after him.) and this allows the druid to request
items from wild creatures (Such as the spiky gear and the Staff
of Sung Wood) If you think about it it makes complete sense
and in NO way overpowers them...I always thought it wa s odd that
rangers could calm creatures but Druids couldn't. Seeing as how
that is more of a Druid thing anyhow, this is just an improved calm.
level 21-Glyph of the Foe:
Syntax: Glyph (target)
This potentially nasty SKILL marks the intended target with
a mystical glyph for an extended duration which is un-detectable
to all but Druids. The target will not even know it happened.
This Glyph marks the target as an enemy of the wilds and in effect
all things wild will attack and try to kill him on sight.
All Mobs enraged in this manner will follow at a faster than
normal pace and will only stop when they die, or the 'Foe' has
fled from their home region.
level 31-Nasturn's Roots:
Syntax:Commune 'Nasturns Roots'
Named after the ancient minotaur guardian of the Frozen Wastes,
this supplication(when communed in the wilds) will spiritually
bind the Druid and his group members. In effect they will not
be summonable. (Much like the "Deny summoning" spell...except
for a few little quirks.) However, any creatures loyal, or in
any way allied with Jumnarl's growing Empire will recognize the
use of Nasturn's power and will attack without warning, so be careful.
(This includes Frost giants, Fire giants, Trolls, and basically anything
which hates the forest or is extremely malevolent. This will counter
the effect of the "Kindred Blood" supplication on such evil creatures.)
The History behind this supplication is that the Frost Giants often
use shamans to summon unwary defenders of the wastes and eliminate them
quickly. Nasturn needed a way to counteract this tactic, so here you go!
level 36-Cover of Night:
Syntax; Commune 'Cover of Night'
Calling for the forest and the night to enshroud and conceal him, a druid
becomes all but undetectable (removed from the where list, as well as his
group mates). Groupmates will 'reappear' is they leave the same room as
the druid. Due to the concentration required to remain undetected, any
distractions will cause the supplication to falter for a moment or fail
all together. (If the druid has to eat the commune will be broken for an hour,
if he fights it will disappear altogether). This supplication can only
be communed at night and will disperse with the coming of the dawn.
level 46-Last Embrace of the Mother:
Syntax:Commune 'Last Embrace of the Mother' (corpse)
At the pinnacle of a druids powers he is able to commune freely with the spirits
of Nature as easily as a man may speak to a woman. In doing so, Mother Nature has
bestowed the sacred knowledge of Life and Death to the Druid. All things came
from the Earth, and all things will return to the earth. When a thing dies and
returns to the earth it is called the "Last Embrace of the Mother" (So it's from
Wheel of Time, it's still cool =p)Upon calling for the "Last Embrace of the Mother"
the earth reclaims the corpse and grants the druid a tiny portion of that person's
essence contained within a tiny seed (Or an ugly, gnarly one for evil pc's) And no,
this is not anything like a phylactery..BUT it does do one cool thing. Druids can later
invoke the seed (One time deal, well, one per seed) and gain total immunity from
that person for a time (The Druid cannot do damage to them either) The idea is that
Nature has done that person a favor so to speak, by granting them the Last Embrace, so
in essence Nature protects her priest from them. Anyways, was trying to think of something
cool for them...please re-work this one if you have any ideas.