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Druid

The Druids of SilverMyst serve to strengthen, protect, and revitalize nature. They hold the trees, the animals, the sun and the moon, and indeed all life sacred. They have an obligation to protect all forests, crops, and woodland beings from any danger they may face. A Druid would never cause harm to nature no matter what the circumstance. This includes the slaying of wild or even domestic animals for any reason other than self-preservation or sustenance.

All Druids must have a minimum of 16 in both Wisdom and Charisma. They may be dual classed as long as it is not with Assassin, Necromancer, or any class that may not be dual classed.

Armor

Druids are limited to Padded, leather, hide, wooden, bone, shell, and non -metallic armors.

Shields

Wooden, shell, or bone.

Weapon

They are limited in their choice of weapons as well. They may use club daggers, darts, slings, spears, hand axes, sickles, scythes and usually their preffered weapons of choice: staff and scimitar.

Skills

Brewing, cobbler, cooking, fishing, weaving, animal lore, survival, weather sense, modern languages.


Druidic Magic

***Druids do not receive spells or prayers such as a Priest or Mage. Instead they have magical spell-like abilities given to them at certain levels by their god or goddess.

These abilities come from the following spheres of the magical Mythos:

Animal, elemental, healing, plant, time, wards, weather, and sun.

Level 1

Animal Friendship: This allows the druid to have an animal view them in a friendly manner.

Entangle: This allows the druid to entangle 1 being in a "web" of branches and weeds. (This only works if the being is standing in these to begin with.) This lasts 1 round per level.

Speak With Animals: This allows the druid to actually converse with an animal.

***These abilities start at a base 10% chance to work and raise by another 5% per level after first (75% maximum).

Level 2

Favor of the lands: This spell instantly fertilizes plants and doubles the size of mature growing plants. Tainted, diseased, spoiled or poisoned plants are rendered wholesome but naturally poisonous pants are unaffected. This can only be done to a plant one time and no other castings on the said plants will affect them.

Level 3

Creature Charm: This works much like the mage's charm person spell except it works on ANY creature or person with an Intelligence of less than 14.

Fire Trap: This allows the druid to actually set a trap that when triggered causes a flame to shoot forth causing 1d2 damage for each level.

Heat Metal: This allows the druid to heat a piece of metal to a white hot temperature, thus making someone drop their weapon, or have to strip off their armor else be cooked inside.

Oakheart: Casting Oakheart creates a link between a caster or touched being and an oak tree. This oak tree may be any distance from the one the spell is cast on as long as the spell is within 100 miles of an oak tree.
At any time after the spell is cast , crushing an oak leaf component causes it to activate. Magically the tree becomes linked to the recipient of the spell for the next 3 following rounds and all damage to the said person is instead dealt to the tree instead. The spell will not work if the said tree is dead and if the spell fails the caster knows. If the tree dies from the damage dealt to it from the damage transfer the person suffers a permanent loss of 3 hit points. Also the said character cannot regain his/her HP back through rest until the tree has been entirely healed because the tree recieves the players lost hit points.

***These abilities start at a base 10% chance to work and raise by another 5% for every level after 3rd (60% maximum).

Level 4

Range: 5 yards per a lvl

Duration: 4 rounds

Plant Javelin: This spell transforms a plant per the level of the caster into an animated flying javelin that flies to attack as the druid directs it. The plants affected can be of any kind, from moss or lichen to huge trees, but they must be alive to be used for this. When the flying spears reach their target they strke for 3d4 dmg each. They wither and die when the target either dies or the spell duration ends. They count as +1 magical weapons when in use

Level 5

***It is at this level that a Druid gains the ability to recognize any normal plant or animal type from all of their years of study. They also gain one of the best known druidical powers of all: the ability to assume the form of their favorite (normal) animal 3 times a day up to 1 hour each time. (These animals usually include wolves, bears, hawks, stags, falcons, snakes, etc...) The Druid must choose ONE animal and use that one only. This animal must be chosen upon reaching 5th level and before reaching 6th. A host must be made aware of the choice, and it will be recorded on the characters sheet. Once your totem animal has been chosen it can only be changed if it should die in an official quest.

Level 6

Call Lightning: This allows the druid to actually call lightning down from the sky to strike an opponent causing 1d3 damage per level.

Cure Wounds: This allows the druid to cure 1d6 + 1 per level points of damage to another.

Sticks to Snakes: This allows a druid to turn ordinary sticks into non-venomous snakes that bite for 1d2 damage each. A Druid can transform 1d4 sticks + 1 per level.

***These abilities start at a base 10% chance to work and raise by an additional 5% for every level after 6th (50% maximum).

Level 10+

Wall of Thorns: This allows the druid to call into being a thick wall made completely of thorns. Anyone trying to walk through it will take 1d4 damage per level of caster.

Conjure Elemental: This allows the Druid to call forth an elemental from any element that is available. It will stay for 1 battle only or until the druid dies (whichever comes first). The elemental has 25 hp and causes 1d10 damage per attack. The Druid does not have to concentrate and so may also attack.

Creeping Doom: This allows the Druid to call forth a mass (from 500 to 1000) venomous, biting and stinging arachnids and insects. They carpet the area and move towards the Druid's intended target(s). Each 10 insects combined bites equal 1 hp of damage (50 to 100 hp damage possible). This is a Druids most terrible power and is usually reserved for those who have committed vast crimes against nature. This attack can slay any creature subject to normal attacks. Each insect dies immediately after they bite their victim(s).

***These abilities have a base 10% chance of working which raises by 5% per level of the Druid (40% maximum).

***All of the above abilities are usable only once per quest (unless otherwise noted). They must be stated before the attack and count as a usage even if they do not work.

Hit and Evade %'s and Hit Points

Level Hit % Evade % Hit Points
AP level 1 15 15 20
AP level 2 18 18 20
AP level 3 20 2020
1 23 23 20
2 25 25 25
3 28 28 30
4 31 31 35
5 34 34 40
6 38 38 45
7 42 42 50
8 46 46 55
9 50 50 60