Druid

Magicians of the World

Druids are not just "tree magicians" or "wild magicians", a powerful druid has control over each of the five elements the material world offers: earth, metal, fire, water and, of course, nature. This connection to the environment isn’t passive either: druids must constantly journey across the world, uncovering the countless ways these elements manifest. Earth can be fertile or barren; metal is hard but malleable to many shapes; fire scares animals but some tribes worship it; water sustains life but has the power to flood entire cities; and nature is both nurturing and merciless.

Element-enveloped

A druid is always in harmony with the elements in their environment. When a druid spends more than an hour in an environment, they receive one of the following effects depending on where they are:

  1. Earth: Mountains, caves or underground. +1 bonus to Warding and Constitution.
  2. Metal: Settlements or large battlefields. (3 + P/3) bonus to physical damage, once per turn.
  3. Fire: Deserts or volcanoes. (3 + P/3) bonus to magical damage, once per turn.
  4. Water: Sea, rivers, rainy or snowy places. +1 bonus to Parry and Evasion.
  5. Nature: Woods, plains or forests. +1 bonus to precision rolls for druid techniques.

Each place corresponds to exactly one element, and an effect gained from this ability lasts until the environment changes significantly.

Techniques

Earthquake

Category: Offense
Execution Time: 5 minutes
Cost: 4 energy
Radius: (20 + P) meters
Effect
This ability does not require any precision roll, even against unwilling creatures.
Create a small earthquake centered around you, making every non-flying and unsuspecting creature within radius fall prone. Small structures and similar constructs within radius, depending on their strength, become destroyed or damaged.

Growth

Category: Utility
Execution Time: 1 hour
Cost: 6 energy
Radius: (50 + 5 x P) meters
Duration: (7 + C) days
Effect
You spread your powers wide; improving, curing and growing nearby plants slightly. Plant creatures within radius gain 5 temporary physical armor for the duration.

Landshape

Category: Utility
Execution Time: Full-turn action
Cost: 4 energy
Radius: (3 + P/2) meters
Duration: (2 + C/2) hours
Effect
You can vaguely guide the natural features of the geography around you to change shape. After half of this technique's duration has passed, the geography starts slowly returning to its original shape. While performing this technique, you can choose to spend double the energy cost instead. In this case, the technique requires 1 hour of uninterrupted casting but its effects stay permanent.

Lightning

Category: Offense
Execution Time: Action
Cost: 2 energy
Range: 5 meters
Duration: (1 + C/2) hits
Effect
(Projectile)
A powerful arc of lightning leaves your hand and strikes your target, dealing 5 magical damage and applying electrified for the duration.
If you fail the precision roll, the lightning hits the conductive object or soaked creature nearest you within your range and line of sight including yourself. In this case, it only applies 1 hit of electrified and deals no damage.

Metalskin

Category: Defense
Execution Time: Rapid action
Cost: 2 energy
Duration: (1 + C/2) rounds
Effect
This technique's precision roll is made against Evasion.
Skin of a creature you can touch becomes enhanced with the metal element, gaining (5 + P/2) temporary physical armor. Alternatively, you can spend 4 energy and grant double the temporary armor. This creature is immobilized while this technique is active. When this temporary armor breaks, it rusts away and the technique ends. It can be dismissed by you freely.

Rain

Category: Utility
Execution Time: Full-turn action
Cost: 4 energy
Radius: 5 meters
Duration: (2 + C/2) rounds
Effect
You generate a large and stationary rain cloud above you, and it starts to rain immediately. Any creature who starts or ends their turn in the area below this cloud is soaked for one round unless it has cover from rain.
Alternatively, you can choose to perform a wider and longer version of this technique. This requires 1 hour of uninterrupted casting. In this case, this rain cloud lasts for (2 + C/2) hours and affects a 50 meter radius area, which is considered a water environment for your element-enveloped ability.
This technique can only be used outside or interiors with sufficient space.

Burning Ground

Category: Offense
Execution Time: Full-turn action
Cost: 6 energy
Range: 5 meters
Radius: (1 + C/3) meters
Duration: (1 + C/2) hits
Effect
(Projectile)
This technique's precision rolls are made against Evasion.
The ground turns into blazing embers within this technique's radius for 10 minutes. Make a precision roll against creatures ending their turns within this area. On success, a creature starts burning for the duration of this technique.

Sprout

Category: Offense
Execution Time: Action
Cost: 2 energy
Range: 1 meter
Radius: (2 + C/2) meters
Duration: 5 minutes
Effect
You grow a stationary and autonomous plant, which shoots needles to your foes within radius, right after your turn. It can shoot one needle per round, applying bleeding for 2 hit if it hits.
This plant inherits your aptitudes. It has 10 health, and its resistances are equal to your base resistances.
A sprout created by this technique is immune to debilitating status effects.
Sprouts you create do not count towards your summon limit, and you can have up to (1 + P/2) sprouts at any time.

Unsteady Ground

Category: Utility
Execution Time: Action
Cost: 4 energy
Range: 5 meters
Radius: 1 meter
Duration: (2 + C/2) rounds
Effect
This technique's precision rolls are made against Evasion.
Create an area of shifting, moving, waving and spiraling ground. Make a precision roll against any creature walking into or ending their turn within this area. On success, the creature falls prone.
This area is light rough terrain.