Druid

Druid

Roots, wards, and wild mending

Prerequisites

Cleric T1
Primalist T2
200 Total CP Accrued

Druid Skills

Skill CP Prerequisite Energy Description
Extra Leather 8 Leather Armor - Grants 2 additional Armor while wearing Bracers, Helm, or Leggings.
Druidic Teachings 12 - Per Spell Grants you access to the Druid spell list.
Stabilize 3 8 Stabilize 2 - Grants the ability to stabilize a bleeding person with 30 seconds of roleplay.
Natures Shield 10 Small Shield -- Allows the casting of Druid spells while holding a shield.

Druidic Spells

Spell CP Prerequisite Energy Description Spell Type
Revitalizing Spores 8 - Heal for 2 packets for 3 by Faith. Healing
Mass Root 12 - Throw 3 packets for Root. Control
Veil Walking 12 Will of the Ancestors Allows you to pull a willing body into the Spirit Realm (includes yourself). Evocation
Pacify Beast 12 - Throw a packet for “Peace to beasts”. Control
Meld with Tree 12 - You meld with a tree. You are not attackable; you cannot attack, move, or cast spells and remain visible. Control
Rampart Growth 12 - Prepares a patch of land for a Resurrection (lasts 1 hour). Enchantment
Lightning Storm 10 - Throw 3 packets for 4 by Lightning. -

Druid

Cleric / Mage / Primalist / Rogue / Warrior / Craftsman  

Alchemist / Arcane Trickster / Artificer / Bard / Berserker / Brawler / Champion / Druid / Duelist / Fury / Medic / Oracle / Paladin / Ritualist / Spellsword /General Skills