| Fielddress |
1 |
SP physical |
Carefully field-dress a corpse into raw meat for cooking. Fielddress is a physical Druid skill: it requires a wielded knife or dagger, costs stamina, spills anything carried by the corpse into its current container, and leaves one or more clean raw cuts. |
| Greenreturn |
1 |
MP magical |
Return a corpse to root, leaf and soil. Greenreturn spills anything the corpse carried into the room, removes the remains, and gives the druid a small pulse of renewed life, magic and stamina. |
| Mistletoe |
1 |
MP healing |
Use sacred mistletoe lore to close wounds and restore living strength to yourself or an ally. |
| Oakskin |
1 |
MP magical |
Call on the strength of the oak, a tree long associated with druidic wisdom, to harden body and spirit against harm. |
| Staffdance |
2 |
SP physical |
A druid's quick staff-dance. Requires a wielded polearm, then uses footwork and dexterity to gain a small burst of follow-up attacks. |
| Awen |
3 |
MP magical |
Open yourself to awen, the flowing breath of poetic and prophetic inspiration, sharpening wisdom and spirit-magic. |
| Wrenomen |
4 |
MP magical |
Read the omen of the prophetic wren and turn that foreknowledge against an enemy, clouding their judgement and timing. |
| Greenmantle |
5 |
MP magical |
Syntax: greenmantle. Druid only. Weave a personal green mantle which moderates both harmful heat and harmful cold. Potency is your Faith as a percentage of the Druid maximum (90), capped by 40 plus three times your level and never above 100%. Thus a level 20+ Druid with 90 Faith receives 100% moderation. Duration is 120 seconds plus eight seconds per Wisdom and four per Constitution. The rite costs 27 mp and uses the normal two-round magical recovery. Recasting replaces and refreshes your existing personal climate ward; wards do not stack and announce their expiry. It affects only you, not the room or other players. It moderates temperature exposure, weather damage caused by heat or cold, movement fatigue, and climate effects on healing; it does not prevent wind, lightning, hail impact, or other non-temperature hazards. Example: greenmantle. |
| Groveward |
5 |
MP magical |
Raise a sacred grove-ward around a foe, causing branches, leaves and spirit-signs to spoil their attacks. |
| Rootbind |
5 |
MP magical |
Call roots up through stone and soil to bind a foe in place without relying on brute force. |
| Moonwell |
6 |
MP healing |
Draw silver water from a remembered moonwell, a deeper spiritual healing rite for grievous wounds. |
| Thornstrike |
6 |
SP physical |
Drive a thorn-guided polearm strike into a chosen limb. Use 'thornstrike <target>' or 'thornstrike <target> at <limb>'. The named limb takes a focused extra hit. |
| Stormcall |
7 |
MP magical |
Call wind, rain and thunder against an enemy: a spiritual storm rite rather than a weapon blow. |
| Ancestor |
8 |
MP magical |
Seek counsel from the ancestral circle, strengthening faith, healing lore and spiritual defence. |
| Brambletime |
8 |
MP magical |
Call on old root-and-bramble time to slow a monster briefly. The rite is gentler than the Mage timesnare, lasting about eight to sixteen seconds based on druidic skill, and it cannot be used on players or stacked on an already slowed creature. |
| Rebirth |
8 |
MP healing |
Call a dead player back through the green cycle of death and renewal. This works like a druidic answer to clerical resurrection, but is about a fifth less effective at the same Healing and Faith, and even master druids cannot make it perfectly safe. |
| Sacrifice |
9 |
SP physical |
A final Druid polearm rite. Sacrifice requires a wielded polearm, a target with a head, and an enemy already reduced to 10% or less of maximum hit points. The Druid pins the failing life to earth and offers it back to the green world. |
| Worldroot |
10 |
MP magical |
Touch the world-root beneath all groves, renewing your body and lifting your spiritual gifts for a short time. |